=◬= Illuminati AI =◬=

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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

Post by Aleph »

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.

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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

Post by Aleph »

; 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

Felipe_EL_Guapo
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

Post by Felipe_EL_Guapo »

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 :rofl

https://www.dropbox.com/s/007d5t06g1mnv ... 9.rar?dl=0

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

Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!

Post by Aleph »

; 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

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Promiskuitiv
Waheguru
Posts: 1364
Joined: Thu Nov 10, 2011 1:07 pm

Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!

Post by Promiskuitiv »

Awesome!

v1 soon? :D

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

Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!

Post by Aleph »

v1 will come once i add all the TG features that are still missing :D

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Esty
Waheguru
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Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!

Post by Esty »

Great job Aleph. Soon, a super tournament in the Davis Cup format ? :dance
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently :o dette :dance

scripter64
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Joined: Fri Jan 16, 2009 8:36 pm

Re: Illuminati AI - ◬ - NOW PLAYS ALL CIVS!

Post by scripter64 »

Nice))

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

Re: =◬= Illuminati AI =◬=

Post by Aleph »

; 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!

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Samurai
Forumer
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Joined: Tue Jan 31, 2012 1:28 pm

Re: =◬= Illuminati AI =◬=

Post by Samurai »

@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:
  • Byzantines
    Chinese
    Franks
    Koreans
    Mongols
    Persians
    Saracens
    Spanish
    Teutons
    Turks
All is prepared and stops at 29 population.
When i click advance to feudal, Illuminati works properly.

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