=◬= Illuminati AI =◬=

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

=◬= Illuminati AI =◬=

Post by Aleph »

Image

FenCrazyThing 8 - 2nd place
Masters of AI 2 - 2nd place
Davis Cup III - 3rd place
Davis Cup II - 3rd place
fencrazything7 - 4th place

; Illuminati AI v1.1
; by Aleph


; changelog 1.0c -> 1.1
; - new supplementary/counter unit system - will no longer make too many different unit types
; - overhauled retreat from TC/castle for much better reliability and versatility
; - will now also save scout from enemy TC
; - will now pick smush strategy more often (FC maps)
; - will now mine or buy stone when needed to rebuild/relocate its TC
; - vastly improved monk micro
; - monk micro now also works vs multiple opponents
; - mangonel micro now also works vs multiple opponents
; - made deer lure and boar steal more precise
; - improved many other duc features using 1.5 commands
; - improved mill placement and timing
; - improved land nomad TC placement
; - improved first lumber camp placement
; - improved team game resign rule
; - added a few 1.5 SNs
; - added Subjugator, Maiar and Pharaon to the list of AIs it can co-op attack with
; - fixed some problems caused by obsolete code
; - fixed a critical bug that happened if the initial barracks construction was cancelled
; - fixed a rare bug that could stop vill production while trying to rebuild
; - fixed a bug that would sometimes build a farm before having a lumbercamp
; - fixed 2 bugs that caused boar steal to be aborted mistakenly
; - fixed a very rare bug that could prevent buildings from being placed
; - fixed a rare but critical bug that could prevent building the first lumber camp
; - many minor tweaks and fixes

; ==== SETTINGS ====
; Game Version: AoC UP 1.5
; Game Mode: Random Map
; Civ: Any
; Teams: Any
; Map: Any land map except Michi. Works best on open maps like Arabia.
; Map Size: Any (should correspond to number of players)
; Difficulty: Hard
; Resources: Standard (Low)
; Population: Any
; Reveal Map: Normal
; Starting Age: Standard
; Victory: Conquest
; Teams Together: On
; Lock Teams: On
; All Techs: Off


; ==== TAUNTS ====
; 120 - force monks-only strategy (only 1v1 and monk civ - AZT/BYZ/JAP/SAR/SPA/TEU)
; 123 - confirm illuminati
; 250 - chat current strategy (allies, self, AI enemy in 1v1)

; == NOTES ==
; UserPatch required, does not work with Age2:HD
; does not cheat
; cannot play water maps or michi-type maps
; not optimised for pre-walled maps (e.g. Arena) and chokepoint maps (e.g. Black Forest)
; designed to excel against other AIs in tournament settings
; will work well in mixed AI teams and against humans, but not a good teammate for humans
Attachments
Illuminati_v1.1.zip
(96.53 KiB) Downloaded 729 times
Last edited by Aleph on Sat Feb 09, 2019 11:43 pm, edited 65 times in total.

User avatar
Kazein
Swami
Posts: 161
Joined: Fri Apr 19, 2013 1:21 pm

Re: Illuminati AI

Post by Kazein »

Not bad at all!

You should try uploading this to aok heavengames

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Illuminati AI

Post by Aleph »

Already did, just waiting for the file to be approved.

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Campeador
Waheguru
Posts: 1340
Joined: Mon Nov 01, 2010 8:11 am
Location: Spain

Re: Illuminati AI

Post by Campeador »

It seems that when you said that it was sure that new AIs should enter in the Ladder you were being serious. ;)

I'll be less busy with my AI because I have a very important exam next June-July, but I'll test your AI one of these weekends. I don't know if it will be to give you a few ideas or to get them. I suspect that the second option. :P :rolleyes:

Welcome to the world of :head . It's always nice to see fresh blood. :devil

scripter64
Waheguru
Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: Illuminati AI

Post by scripter64 »

Downloaded, thanks :)

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Illuminati AI

Post by Aleph »

Updated to 0.1b
-added a few strategic numbers and userpatch commands
-slightly adjusted unit training and building construction rules

Bring it on, BruteForce!

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CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: Illuminati AI

Post by CheeseOnToast »

You countered BruteForce's evil trushing, how dare you! (Great work :P) though you might want to change the mangonels to battering-rams or set civilian-militia to 0 when you have a mangonel otherwise you flatten your own units ;)
Your monk and mangonel rush is very good, but BruteForce will beat you again! :devil

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Illuminati AI

Post by Aleph »

Updated to 0.1c
- minor tweaks to build orders and unit training
- added AoKH AI Ladder resignation rule (even though it should never trigger before the usual resignation rules.)
CheeseToaster wrote:you might want to change the mangonels to battering-rams or set civilian-militia to 0 when you have a mangonel otherwise you flatten your own units
How dare you suggest such a thing, friendly fire is an integral part of Illuminati.

scripter64
Waheguru
Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: Illuminati AI

Post by scripter64 »

:lol: :devil

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Illuminati AI

Post by Aleph »

I'm currently working on the version 0.2 update, so there will be no more minor updates for the next few days - unless some fatal flaw in 0.1c has to fixed.

Plans for 0.2 include more attention to feudal warfare, more up-build rules, more counter-strategies and generally more reactive gameplay elements.

ΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔΔ

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