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Re: =◬= Illuminati AI =◬=

Posted: Sat Oct 08, 2016 4:01 pm
by Aleph
What the hell are you doing to my AI??

What settings, map and teams are you using to create this bug? The civs definitely have nothing to do with it.

Re: =◬= Illuminati AI =◬=

Posted: Sat Oct 08, 2016 8:49 pm
by Samurai
@Aleph
Nothing :D
Illuminati works well as aztec and i love his powerful Eagle floods. :)
But i like to see how the AIs use tactics, economy, upgrades etc. as other Civ.

Here are the games and settings:
As aztecs it always works.
But as Byzantines it only works 1v1 or in a team.

===============================
Games:
===============================

Game: Illuminati as Aztecs - No team (Works well):
8 Players (1 Illuminati and 7 Standard AIs) = OK
2 Players (1 Illuminati and 1 Standard AI) = OK

Game: Illuminati as Byzantines - No team (The bug):

8 Players (1 Illuminati and 7 Standard AIs) = Doesn't advance to feudal-age
2 Players (1 Illuminati and 1 Standard AI) = OK

Game (8 Players - No team):
Illuminati as Aztecs = OK
Illuminati as Britons = OK
Illuminati as Mayans = OK
Illuminati as Japanese = OK
Illuminati as Byzantines = Doesn't advance to feudal-age
Illuminati as Koreans = Doesn't advance to feudal-age
Illuminati as Mongols = Doesn't advance to feudal-age
Illuminati as Saracens = Doesn't advance to feudal-age

Game (8 Players - Team):

Team 1: Illuminati as Aztecs = OK
Team 1: Illuminati as Britons = OK
Team 1: Illuminati as Mayans = OK
Team 2: Illuminati as Japanese = OK
Team 2: Illuminati as Byzantines = OK
Team 3: Illuminati as Koreans = OK
Team 3: Illuminati as Mongols = OK
Team 3: Illuminati as Saracens = OK

===============================
Settings:
===============================
Game Version: UserPatch.v1.4.20150723-000000
AI Version: 0.8a
===
Game Mode: Random Map
Map Type: Standard
Map: Arabia
Map Size: Big
Difficulty: Hard
Other players: 7
Resources: Low
Population: 200
Reveal Map: Normal
Starting Age: Standard
Victory: Conquest
Teams Together: On
Lock Teams: On
All Techs: Off

Re: =◬= Illuminati AI =◬=

Posted: Sun Oct 09, 2016 2:20 am
by Aleph
Thank you for reporting it, I found the FFA bug.

Re: =◬= Illuminati AI =◬=

Posted: Fri Oct 21, 2016 1:45 pm
by Aleph
; changelog 0.8a -> 0.8b
; - Illuminati now plays Land Nomad and Nomad starts
; - can now use multiple starting scouts
; - can now scout with vills if it doesn't start with any military units
; - boar lure now works with multiple TCs
; - many other changes towards compatibility with odd starts and missing or far resources
; - improved retreat rules
; - trebuchets will now always try to attack enemy castles
; - streamlined strategy and build order selection
; - fixed TG scouting
; - fixed a critical bug in FFA that got the AI stuck in dark age
; - fixed a bug that caused building cost data to not be considered for the dynamic gatherer percantage
; - fixed a bug that didn't select a target player in TGs when not all enemies were found
; - fixed a few build order bugs
; - fixed a bug that didn't build a university
; - temporarily disabled the save scout from tc code, as it was buggy
; - many minor tweaks and fixes

Re: =◬= Illuminati AI =◬=

Posted: Sat Oct 22, 2016 11:44 pm
by scripter64
Multiple TC boar lure, nice :)

Re: =◬= Illuminati AI =◬=

Posted: Thu Nov 03, 2016 3:48 am
by Felipe_EL_Guapo
Hi Aleph,
I've found a bug here.
After having failed to find the enemy, the scout took a loooong rest.

Another thing is that it was under pressure when it reached castle, but didn't train eagles to save him ass... probably because escrowing for something.

https://www.dropbox.com/s/s7dhngt2wja8r ... 3.rar?dl=0

Re: =◬= Illuminati AI =◬=

Posted: Fri Dec 16, 2016 2:20 pm
by Aleph
Big TG update coming tomorrow, just in time for the Davis Cup semifinals.

Re: =◬= Illuminati AI =◬=

Posted: Sat Dec 17, 2016 8:13 am
by Aleph
Oi m80s this is the one you've been waiting for!

; changelog 0.8b -> 0.9
; - rewrote market resource exchange rules
; - Saracens will use the market more liberally than other civs
; - now supports all population cap settings
; - rebalanced pocket krush
; - pocket krushers will now direct their knights towards enemy units inside the flank's town
; - gave 6 pocket civs the ability to make cavaliers, depending on the enemy anti-cav threat
; - will now attack the target enemy if an allied AI is also attacking them (works only in coop with certain AIs: Illuminati, Barbarian, Promi, The Horde, BruteForce, Juggernaut)
; - will now eventually delete its walls on Arena-style maps
; - will now reset patrolling units when starting TSA
; - will no longer make supplementary counter units or siege during the early stages of a pocket eew flood
; - will now use 2 explorers on larger maps, starting in the castle age
; - all civs can now make trebs vs enemy castles
; - further improved TG market placement
; - market and trade cart cost-data will now also be considered by dynamic gatherer percentage
; - fixed team resign rule not being loaded
; - fixed a bug that would get the AI stuck when not finding its berries
; - fixed a bug that caused a low cap for trade carts
; - fixed a bug with deciding how to respond to an enemy defensive tower
; - minor tweaks and fixes

Re: =◬= Illuminati AI =◬=

Posted: Sun Dec 18, 2016 3:43 pm
by LightTree
Thx for the update :).

Re: =◬= Illuminati AI =◬=

Posted: Tue Jan 24, 2017 5:06 am
by LightTree
Hi Aleph :).

http://forums.aiscripters.com/viewtopic ... 496#p65496

Illum suffers slightly from the problem mentioned in the link above (more for 'up-gather-inside', less for 'up-ungarrison').