Naga 0.09
- Promiskuitiv
- Waheguru
- Posts: 1372
- Joined: Thu Nov 10, 2011 1:07 pm
Naga 0.09
Plays any settings on the Definitive Edition.
- Attachments
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- Naga_0.09.zip
- 2024.08.29
- (322.3 KiB) Downloaded 146 times
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- Naga_0.08.zip
- 2024.07.24
- (345.83 KiB) Downloaded 71 times
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- Naga_0.07.zip
- 2023.07.08
- (289.76 KiB) Downloaded 297 times
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- Forumer
- Posts: 44
- Joined: Wed Feb 05, 2020 6:27 pm
Re: Naga
Super excited for your new ai! The hype is real
Looking forward to see some "next level" micro
- FireBall37
- Swami
- Posts: 191
- Joined: Sat Aug 22, 2020 10:49 pm
Re: Naga
Sweeeeeeeeet!!!
Would love to see quickwalling!!
Maybe ranged units dodging mangos too
Would love to see quickwalling!!
Maybe ranged units dodging mangos too
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- Forumer
- Posts: 8
- Joined: Tue Jun 25, 2019 9:59 am
Re: Naga
Looking forward to to see the following features being implemented:
1.During the attack, the first line of cavalry forward and the archers back, encountered the restrained seed cavalry withdrew, then the archers came forward, and the cavalry and archers remained able to assist each other.
2.Can effectively resist the tower boom and town-center rush tactics.
3.The soldiers no longer lined line by one by one front to send dead(TSA atack).
4.It will raid the trade line of the human players.
5.it can build wall quickly(Stop using stupid code same as:(build-wall 2 stone-wall-line)).
6.When the enemy villagers entered the town limits, if not enough soldiers,then control the villagers attack the enemy villagers, prevent the enemy forward-castle
If none of the above features are implemented, there is nothing to look forward to.
1.During the attack, the first line of cavalry forward and the archers back, encountered the restrained seed cavalry withdrew, then the archers came forward, and the cavalry and archers remained able to assist each other.
2.Can effectively resist the tower boom and town-center rush tactics.
3.The soldiers no longer lined line by one by one front to send dead(TSA atack).
4.It will raid the trade line of the human players.
5.it can build wall quickly(Stop using stupid code same as:(build-wall 2 stone-wall-line)).
6.When the enemy villagers entered the town limits, if not enough soldiers,then control the villagers attack the enemy villagers, prevent the enemy forward-castle
If none of the above features are implemented, there is nothing to look forward to.
Last edited by zbhcn on Mon Jul 26, 2021 11:57 pm, edited 2 times in total.
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- Swami
- Posts: 118
- Joined: Sat Jun 15, 2013 6:12 pm
Re: Naga
7.hit and run, better than or like Barbarian!!!zbhcn wrote: ↑Mon Jul 26, 2021 11:41 pmLooking forward to to see the following features being implemented:
1.During the attack, the first line of cavalry forward and the archers back, encountered the restrained seed cavalry withdrew, then the archers came forward, and the cavalry and archers remained able to assist each other.
2.Can effectively resist the tower boom and town-center rush tactics.
3.The soldiers no longer lined line by one by one front to send dead(TSA atack).
4.It will raid the trade line of the human players.
5.it can build wall quickly(Stop using stupid code same as:(build-wall 2 stone-wall-line)).
6.When the enemy villagers entered the town limits, if not enough soldiers,then control the villagers attack the enemy villagers, prevent the enemy forward-castle
If none of the above features are implemented, there is nothing to look forward to.
8.can attack wall smart, or damage trees, in map like michi!!!
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- Forumer
- Posts: 3
- Joined: Tue Jul 27, 2021 8:33 am
Re: Naga
Yeah, a new attack method is much needed, so that AI army moves and attacks in formations, not in a line, TSA is very immersion breaking and doesnt seem natural at all!
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- Forumer
- Posts: 40
- Joined: Wed Mar 10, 2021 1:11 pm
Re: Naga
Really looking forward to see the new AI!
Here my highest priority wishes:
Here my highest priority wishes:
- good decision making when to throw units at tower or castle fire --> no wasted suicide when nothing is achieved with going under a tower. But also knowing when it is worth it.
Also not "trying out the tower range". Most if not all AIs seem to mainly react to tower fire once they move into its range. This lets them also be prone to such things like repeatedly moving into tower range --> eating damage --> moving out --> move back into tower range --> eating damage --> move back out --> ...
Also be careful about 2 towers causing "ping-pong" for the AI where it walks from one tower to the other and can't decide where to go because each path is blocked by a tower. This will probably be harder to fix but the AI should remember tower positions and use a completely other path to move around them. If the enemy then builds even more towers that is not a bad thing for the AI as the enemy at least wastes ressources as long as the AI doesn't waste their units to these towers
Once in castle age the problem is far less severe with knights or rams taking down the towers easily. But still don't try to take down a tower with archers or skirms alone. - Some kind of a prediction system if this is not already in place. Like if I dive under this tower I will probably lose 5 of my 10 archers but kill 2-4 vills. Is it worth it or not?
This should take place at any given time like when it attacks (fortified) stone walls with 20 melee units and there is a mangonel behind. This leads to instant-insane ressource losses for the AI for no value. It might take minutes to break the wall and in this time it will have lost its entire army to enemy ranged units when 1 treb or some mangos would be far more efficient at that task with almost no losses at all. Keep the army back to protect these siege units.
In this case with the wall it should have predicted heavy losses to move into the enemy base once it sees enemy ranged units shooting at the own units and there not being a way to shoot back and therefore thought about other alternatives and what the cost of these would be and found out that a mangonel in castle age or a trebuchet in imperial age is the safest way to deal with this since there is no loss for shooting at a wall with a treb from max range unless the enemy moves out of his base. - Using scout intel and especially scouting the enemy base when the enemy reaches feudal age to find out what the enemy produces to produce counter units or at least the same units before the attack happens.
If it sees the enemy produce 2+ stables it should expect scouts or knights. If it later actually sees these units or sees that there are units inside the production buildings or if it sees upgrades on these units it should know that it can expect such units - especially in feudal and castle age where you don't just spam all kinds of units. - Using scout intel to find lumber camps and gold and then moving a rush group around to hit there from an unexpected angle. Only AI that does this is Barbarian AI and having this on your AI would be so strong
- Lategame if enemy is walled fast-break these walls at some points to get into the base with Light Cav Spam. Use 3 Petards or siege or whatever to achieve that wall break but don't use units against fortified stone walls. Non-siege units against stone walls = wasted ressources if there are archers/castles/onagers/scorps behind and the AI wastes so many units to this which leads to easy cheese strategies vs the AI.
- If there is an opportunity to do so annoy enemy early wallers without loom with the scout. The AI often retreats once the villager reacts but if the villager has no loom this is an easy kill (not 100% sure if it does that already)
- In feudal age give the AI a very high priority to kill enemy villagers - not towers, lumber camps, houses unless villagers can't be harmed because its fully walled
- halcyon88
- Swami
- Posts: 194
- Joined: Mon Mar 16, 2015 2:43 pm
- Location: UK
Re: Naga
I am also super excited about this new AI by Promi!
A.K.A. TOAO_Philosopher (formely TOAO_ReLeNtLeSsS, TOAO_Leo, TOAO_Ayubu_, TOAO_FSpirit, _TOAO_HussY_ and TOAO__HussaR_ (even before that, Deadly_Hussar— and DEADLY POISON on AOKH back when I was REALLY young)).