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wattle
Swami
Posts: 200
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: fire

Post by wattle »

MangudAI-all-in (wip, to be continued, when I retire from work :P )
Btw, thank you s64 for your effort. Was a pleasure to cross your way. Have a good time.

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the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: fire

Post by the1unknown »

wattle wrote:btw here the YT link https://www.youtube.com/watch?v=epG1cZ6B3IE
thanks for the link and to the one who uploaded it.

i somehow predict, that the views will go on FIRE


and it will on top10 most HOTtest video on ai scripters youtube channel

:D
"you don't have to be great to start, but you have to start to be great" -the villager

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the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: fire

Post by the1unknown »

Esty wrote:
made an update especially for you :D check version 2.2.3

just added more vills in dark-feudal-castle age, as you suggested.

I had to test it in game, so here are few events that happened

just passing 1 https://ibb.co/jTdzbMt
and just passing 2 https://ibb.co/dKRdjX7

Red player was the last update (2.23) . Blue player was the one who reached first feudal age and also castle age. The difference was not big, but neither small. Instead, Red player researched imperial age way sooner than Blue.
Relics: Red 2, Blue 3
TC: 4-5 for each
Castles: 4 red, 3 blue.
Vikings both.

The things was that they run out of gold and start fighting with light-cav, pikes and skirms.

They took 2 castles + 4 tc down only with non-elite skirms, pikes and light cav. From time to time they added few berserkers and knights.

Got all the blacksmith upgrates only after they took down 2 castles and 4 tc.
https://ibb.co/rckJMtB

First blue was in advantage because it was first in feudal and castle and then red made a comeback. Then the situation repeated and blue was again in control of the game. And again followed by a comeback.

it was a 5 hours (game-time) match,
https://ibb.co/4WZgbV0
.. .. I'm sure U.S. cinematography wants to make a movie about this :lol:
"you don't have to be great to start, but you have to start to be great" -the villager

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

Re: fire

Post by scripter64 »

The red and blue units are all friends, so they just waved as they passed by :)

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Esty
Waheguru
Posts: 1159
Joined: Wed Dec 30, 2015 7:37 am

Re: fire

Post by Esty »

Thx the1unknown for the good work !
Having more villagers in early game will boost ur eco :)
I gonna test it
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently :o dette :dance

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Esty
Waheguru
Posts: 1159
Joined: Wed Dec 30, 2015 7:37 am

Re: fire

Post by Esty »

Tested fire 2.2.3 versus the previous version.

aztec+byz civs both side.

Ur new version is having a really better economy, at least with 50+ villagers in late feudal age against 30.
The 2.2.3 byzantine was attacked in 1v2 while the aztec boomed with 2tcs and reached imp in 39 minutes. The civilian population of the byzantine decreased to 25 villagers, due to the 1v2, but one of its opponents (2.2.1 byz) just stuck at 30 pop and never reached castle despite the fact his economy wasn't touched. I helped blue by the building of a market and the selling of extra gold. I think it's something you should add : before the construction of useless stables in feudal and after the 2 barracks + archery range, you should build a market. And the you balance the economy that way :

Code: Select all

(defrule)
(food-amount < 800)
gold-amount >= 300)
(can-buy-commodity food)
=>
(buy-commodity food))

you could add with :

(defrule
(building-type-count barracks > 1)
(building-type-count archery-range > 1)
(wood-amount > 200)
(gold-amount < 300)
(can-sell-commodity wood)
=>
(sell-commodity wood))
screenshot fire.jpg
screenshot fire.jpg (2.2 MiB) Viewed 4560 times
Anyway, thx for this new version :)
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently :o dette :dance

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the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: fire

Post by the1unknown »

Esty wrote:
Thanks for the test, summary of the game and for the script.

It has some selling code when it plays as huns.

I think after selling all those resources would be nice to train some siege(rams and trebs)

The problem is that siege will slower the attack even more, the units will group cavalry to siege and it will be a nightmare if the enemy attacks and they won't respond
"you don't have to be great to start, but you have to start to be great" -the villager

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the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: fire

Post by the1unknown »

just joking around and having fun :lol:

https://ufile.io/u04l3
press <- Slow Download ( Free)
"you don't have to be great to start, but you have to start to be great" -the villager

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Esty
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Re: fire

Post by Esty »

Re: fire
Postby the1unknown » Thu Jan 03, 2019 4:27 pm

just joking around and having fun :lol:

https://ufile.io/u04l3
press <- Slow Download ( Free)
Good job man ! B)
Author of TRiBaL_Warrior, Yggdrasil, PharaoN, WoodyWood Pecker and currently :o dette :dance

User avatar
the1unknown
Yogi
Posts: 344
Joined: Sat Jul 21, 2018 3:27 am

Re: fire

Post by the1unknown »

Esty wrote:
Re: fire
Postby the1unknown » Thu Jan 03, 2019 4:27 pm

just joking around and having fun :lol:

https://ufile.io/u04l3
press <- Slow Download ( Free)
Good job man ! B)
thanks! if someone wants something similar, just let me know
"you don't have to be great to start, but you have to start to be great" -the villager

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