=◬= Illuminati AI =◬=
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: Illuminati AI - ◬ - Aztecs / Britons / Celts / Goths / Huns / Japanese / Mayans / Vikings - Arabia
Whoops, I forgot to remove some debug chat from this version, so it will spam itself with "RESET STANCE" every 5 seconds. Just ignore it lol.
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: Illuminati AI - ◬ - AZT/BRI/BYZ/CEL/CHI/GOT/HUN/JAP/KOR/MAY/VIK - Arabia - thread title too long
; changelog 0.7a -> 0.7b
; - Illuminati now plays Byzantines, Chinese and Koreans!
; - new strat: trashflood
; - will no longer react to enemy tower still under construction
; - mangonel micro now gives higher priority to scorps, trebs, bbc and especially other mangonels
; - many improvements and fixes for DUC tower responses
; - improved superiority evaluation vs scouts in feudal war
; - improved some research rules and training rules
; - added castle drop transition after feudal war for Chinese, Koreans and Mayans
; - some civs will now mine stone for castles earlier
; - fixed some bugs with xbow+knights strat
; - fixed some bugs with pocket strat selection
; - fixed briton eco balance during imp-up
; - minor tweaks
11 civs down, 7 more to go
; - Illuminati now plays Byzantines, Chinese and Koreans!
; - new strat: trashflood
; - will no longer react to enemy tower still under construction
; - mangonel micro now gives higher priority to scorps, trebs, bbc and especially other mangonels
; - many improvements and fixes for DUC tower responses
; - improved superiority evaluation vs scouts in feudal war
; - improved some research rules and training rules
; - added castle drop transition after feudal war for Chinese, Koreans and Mayans
; - some civs will now mine stone for castles earlier
; - fixed some bugs with xbow+knights strat
; - fixed some bugs with pocket strat selection
; - fixed briton eco balance during imp-up
; - minor tweaks
11 civs down, 7 more to go
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- Yogi
- Posts: 250
- Joined: Wed Jun 11, 2014 8:54 pm
Re: Illuminati AI - ◬ - AZT/BRI/BYZ/CEL/CHI/GOT/HUN/JAP/KOR/MAY/VIK - Arabia - thread title too long
So fast so good!
I made a test in TG, I have to say that Illu is a terrible partner! hahaha and so stingy!
For the TG, I think that by simply having a rule for going to look for the enemy in the opposite way of your team would have a great impact on it's performance. In the game, Illu went to explore its own partners, so the first enemy it found was on the other extreme of a map for 8... and it decided to flush it with m@a
https://www.dropbox.com/s/007d5t06g1mnv ... 9.rar?dl=0
I made a test in TG, I have to say that Illu is a terrible partner! hahaha and so stingy!
For the TG, I think that by simply having a rule for going to look for the enemy in the opposite way of your team would have a great impact on it's performance. In the game, Illu went to explore its own partners, so the first enemy it found was on the other extreme of a map for 8... and it decided to flush it with m@a
https://www.dropbox.com/s/007d5t06g1mnv ... 9.rar?dl=0
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!
; changelog 0.7b -> 0.8
; - ILLUMINATI NOW PLAYS ALL CIVS!
; - new strats: Krush, Paladins, Turkish Lategame
; - revived and improved FC Castle Drop for Spanish
; - special Mongol build order for Yucatan
; - improved supplementary unit system
; - improved dynamic gatherer percentage system
; - improved boar steal
; - improved superiority evaluation
; - Aztecs and Japanese will now only do an M@A flush if they have a lot of food
; - will now try to save its scout from enemy TC
; - capped castle age siege production, especially when wood is needed for TCs
; - fixed some strat switch bugs
; - fixed boar relure not triggering if lurer got killed
; - fixed a bug that caused a 2nd rax to be built prematurely
; - fixed the possiblity of stealing an ally's boar in Xv1
; - minor tweaks and fixes
; - ILLUMINATI NOW PLAYS ALL CIVS!
; - new strats: Krush, Paladins, Turkish Lategame
; - revived and improved FC Castle Drop for Spanish
; - special Mongol build order for Yucatan
; - improved supplementary unit system
; - improved dynamic gatherer percentage system
; - improved boar steal
; - improved superiority evaluation
; - Aztecs and Japanese will now only do an M@A flush if they have a lot of food
; - will now try to save its scout from enemy TC
; - capped castle age siege production, especially when wood is needed for TCs
; - fixed some strat switch bugs
; - fixed boar relure not triggering if lurer got killed
; - fixed a bug that caused a 2nd rax to be built prematurely
; - fixed the possiblity of stealing an ally's boar in Xv1
; - minor tweaks and fixes
- Promiskuitiv
- Waheguru
- Posts: 1364
- Joined: Thu Nov 10, 2011 1:07 pm
Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!
Awesome!
v1 soon?
v1 soon?
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!
v1 will come once i add all the TG features that are still missing
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!
Great job Aleph. Soon, a super tournament in the Davis Cup format ?
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
Re: =◬= Illuminati AI =◬=
; changelog 0.8 -> 0.8a
; - can now use nonstandard starting scout units
; - disabled mangonel micro when retreating
; - fixed a critical bug that would give a parser error in Xv1
; - fixed a bug that wouldn't apply gatherer % adjustments every tick
; - fixed a bug that would build a barracks at the start of the game
; - fixed cav archers and conquistadores not being retreated from TC or castle fire
; - fixed an old bug that would spam mining camps once there was no more gold/stone
; - fixed a bug that caused Goths to flush with archers instead of m@a
; - fixed a bunch of rare/potential bugs
; - minor tweaks
; - removed Mel Gibson
More work towards Fencrazy compatibility coming soon!
; - can now use nonstandard starting scout units
; - disabled mangonel micro when retreating
; - fixed a critical bug that would give a parser error in Xv1
; - fixed a bug that wouldn't apply gatherer % adjustments every tick
; - fixed a bug that would build a barracks at the start of the game
; - fixed cav archers and conquistadores not being retreated from TC or castle fire
; - fixed an old bug that would spam mining camps once there was no more gold/stone
; - fixed a bug that caused Goths to flush with archers instead of m@a
; - fixed a bunch of rare/potential bugs
; - minor tweaks
; - removed Mel Gibson
More work towards Fencrazy compatibility coming soon!
- Samurai
- Forumer
- Posts: 2
- Joined: Tue Jan 31, 2012 1:28 pm
Re: =◬= Illuminati AI =◬=
@Aleph
I'm glad that Illuminati plays now any Civ.
But sadly Illuminati (0.8a) doesn't advance to feudal when playing as the following Civs:
When i click advance to feudal, Illuminati works properly.
I'm glad that Illuminati plays now any Civ.
But sadly Illuminati (0.8a) doesn't advance to feudal when playing as the following Civs:
- Byzantines
Chinese
Franks
Koreans
Mongols
Persians
Saracens
Spanish
Teutons
Turks
When i click advance to feudal, Illuminati works properly.