It can be pretty hard for an AI to detect what and when to repair, some will in fact repair town centers and castles (and wonders) though (as far as I know). It's more along the lines of one of those things you don't really think to do![/quote]
haha thanks for your answer. I never thought that repairing a castle would be more difficult than repairing a ram. It would be really sad to see AIs repairing camps xD . Now I can understand a little bit more how much you have worked for making AIs perform as they do today!
TRiBaL_Warriors
- Alevo1
- Guru
- Posts: 835
- Joined: Thu Aug 04, 2011 10:10 am
- Location: England
Re: TRiBaL_Warriors (new AI)
Rams are repaired by default, that's why you see that often!
-
- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: TRiBaL_Warriors (new AI)
Unlike units like rams, the AI auto-repair system will not act on a building that has been under attack within the previous 30 seconds. ES probably did this to avoid unsafe villager retasking, but it means that a castle under constant attack will not be auto-repaired without DUC, although the villager auto-garrison may interfere with that, too
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Thank you Felipe_El_Guapo for this feedback. I got some more homeworks now
Already wrote this small code to retask villagers on sheeps after having gone on berries/deers at start... Dark age improvement start with small details
Got a code almost "ok" to delay the deer luring the time requiered to find at least the 2 boars ; Not perfect, I keep working on it...
Concerning the scout-rush affecting my skirmishers strategy, I got a retreat code supposed to retreat my skirmisher in safe town ; I'l make it train pikes if it detect scout-cavalry-line like it already does when it detect knights...
I'll try to update it tmrw !
Already wrote this small code to retask villagers on sheeps after having gone on berries/deers at start... Dark age improvement start with small details
Code: Select all
(defrule
(game-time < 120)
(unit-type-count sheep > 0)
(or (unit-type-count male-forager > 0)
(or (unit-type-count female-forager > 0)
(or (unit-type-count male-hunter > 0)
(unit-type-count female-hunter > 0))))
=>
(up-retask-gatherers food c: sheep))
Concerning the scout-rush affecting my skirmishers strategy, I got a retreat code supposed to retreat my skirmisher in safe town ; I'l make it train pikes if it detect scout-cavalry-line like it already does when it detect knights...
I'll try to update it tmrw !
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: TRiBaL_Warriors (new AI)
Yes, a good resign rule is always appreciated by most .
Nice to see you're working on Dark Age, it can be a bit messy indeed sometimes and it's the most critical stage .
Nice to see you're working on Dark Age, it can be a bit messy indeed sometimes and it's the most critical stage .
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Version V3-3
- new resign rules
- Villagers gathering berries while first sheeps are found are forced to gb TC as shepherds
- Luring deers by scout is 1 minute delayed, till the 2 boars are found, for a better exploration
- Loom research is activated for krushers not having already researched it before researching castle age
- some escrow rules have been modified to prevent some buggs
- Pockets archer crushers have retreat rules bugs fixed
- Flank flushers will now make spears if scout-cavalry-line from target player is detected.
Problems in need to be fixed :
-my AI is still optimized for teamgames tribal vs. When teaming other AIs, it sometimes has strange behaviours ; for exemple, if "222" detected, it will come and help without regarding where is the ally asking help. If allies are all tribal, the AI asking for help will only ask to his closest ally ; that way, the tribal ally in the opposite of the map wont detect the taunt.
- i need a better dark age build-order to optimize the resources gathering : my villagers walk too much and waste time/resources. It will be my priority right now.
Thanks all for ur comments, advices, feedbacks ! i really need it
- new resign rules
- Villagers gathering berries while first sheeps are found are forced to gb TC as shepherds
- Luring deers by scout is 1 minute delayed, till the 2 boars are found, for a better exploration
- Loom research is activated for krushers not having already researched it before researching castle age
- some escrow rules have been modified to prevent some buggs
- Pockets archer crushers have retreat rules bugs fixed
- Flank flushers will now make spears if scout-cavalry-line from target player is detected.
Problems in need to be fixed :
-my AI is still optimized for teamgames tribal vs. When teaming other AIs, it sometimes has strange behaviours ; for exemple, if "222" detected, it will come and help without regarding where is the ally asking help. If allies are all tribal, the AI asking for help will only ask to his closest ally ; that way, the tribal ally in the opposite of the map wont detect the taunt.
- i need a better dark age build-order to optimize the resources gathering : my villagers walk too much and waste time/resources. It will be my priority right now.
Thanks all for ur comments, advices, feedbacks ! i really need it
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Version 3.4 Uploaded
- Exploration rewritten, it eventualy can find his closest opponent
- Build orders rewritten
- Help system improved (sometimes it bugs, sometimes not , i need to keep working)
- New strategy for flanks : Pure drush FC
- many few details fixed
Now i know why is the most popular smilie here ! Each time u think having improved something or fixed a bug, one new bug appear... What the is scripting
- Exploration rewritten, it eventualy can find his closest opponent
- Build orders rewritten
- Help system improved (sometimes it bugs, sometimes not , i need to keep working)
- New strategy for flanks : Pure drush FC
- many few details fixed
Now i know why is the most popular smilie here ! Each time u think having improved something or fixed a bug, one new bug appear... What the is scripting
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette
-
- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: TRiBaL_Warriors (new AI)
This is so true lol, thanks for the update!estyty wrote:Now i know why is the most popular smilie here ! Each time u think having improved something or fixed a bug, one new bug appear... What the is scripting
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: TRiBaL_Warriors (new AI)
Thx . I think it needs to be careful with the drush->FC, AIs lack the usual vital walling, after the already delicate drush for them. Drush->flush might be safer, looking fwd to see though.
- Esty
- Waheguru
- Posts: 1159
- Joined: Wed Dec 30, 2015 7:37 am
Re: TRiBaL_Warriors (new AI)
Hey
U true lightree ! My drush-FC makes my flanks weaker than with my full skirmishers strategy. Anyway i just wanted to integer a pure drush FC kts to make it more versatile. If supported by a good pocket krusher, it survives... This drush fc will be chosen very ocasionaly and only 5 civs wanna pick it with a "10% chance" to be selected.
In this new update V3.5 i have rewritten finaly a large part of my help rules : more clear and more simple than before. It looks to work better with less bugs My pockets might focus again and again on closest enemy, attacking in union with his flank ally (hope so).
More retreat rule : My ranged units will play more safetly when a mangonel is detected ! it prevents from piles of cadavers here and there
U true lightree ! My drush-FC makes my flanks weaker than with my full skirmishers strategy. Anyway i just wanted to integer a pure drush FC kts to make it more versatile. If supported by a good pocket krusher, it survives... This drush fc will be chosen very ocasionaly and only 5 civs wanna pick it with a "10% chance" to be selected.
In this new update V3.5 i have rewritten finaly a large part of my help rules : more clear and more simple than before. It looks to work better with less bugs My pockets might focus again and again on closest enemy, attacking in union with his flank ally (hope so).
More retreat rule : My ranged units will play more safetly when a mangonel is detected ! it prevents from piles of cadavers here and there
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently dette