Immortal v0.9c

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TheMaximalBeing
Forumer
Posts: 56
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal

Post by TheMaximalBeing »

hyupuunos wrote:
Mon May 09, 2022 6:37 am
Great
Can you update it to support the new Indian DLC?
Yes, although it will be a while before the DE version gets an update.

TheMaximalBeing
Forumer
Posts: 56
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal

Post by TheMaximalBeing »

Small update for AOC version: 0.9b.

Changes
  • army gathers in more intelligent position in front of base
  • rushes no longer get lured by scouts or units that they cannot catch
  • archers don't get confused which direction to run when units are on top of them
  • archers will stay mixed with skirms for slightly longer
  • various changes to archer micro (hopefully better)
  • major improvements to cav-archer / conq ability to kite close melee units
  • archers no longer give villagers special priority
  • fixed bugged calc of enemy distance. Also means that we switch to MANS strategies more often.
  • mongols only age up faster if deers were lured.
  • castle age further delayed for FF strategies when we don't have enough solders
  • keeps making skirms when knight transition wanted if we still have archers to deal with in our base
  • fixed major bug with enemy position calculation
  • tries to get low hp vills to build farms
  • delay bloodlines and husbandry
  • knight BOs try to make more farms
  • prevents building forward emergency camps (when existing camps are under attack)
  • delay pocket scouting of enemy player
  • fixed bug causing scouts to go in wrong direction towards allies
  • much less likely to accidently kill boar with TC
  • fixed major issue where scouts are not added mid-late game (still needs testing)

zbhcn
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Posts: 8
Joined: Tue Jun 25, 2019 9:59 am

Re: Immortal

Post by zbhcn »

I need DE version,update please

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

TheMaximalBeing
Forumer
Posts: 56
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal v0.9b

Post by TheMaximalBeing »

Reuploaded with a a couple of minor changes. WK version added.

TheMaximalBeing
Forumer
Posts: 56
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal

Post by TheMaximalBeing »

zbhcn wrote:
Tue May 31, 2022 10:38 pm
I need DE version,update please

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
Thanks for your suggestions :)

1. I plan to add better coordination eventually, but it will take a while.

2. Fighting tc rush is a completely different strategy with a lot of additional micro. Not very motivated to do it right now. Tower defence will be addressed eventually.

3. It should only use TSA when it runs out of groups and there is a lot of military in general. I haven't seen too many problems with it. Might restrict it more when the enemy has too many castles.

4. Unfortunately it is impossible to search for trade-carts with DUC directly. I have implemented id loops for it which seem to work in the scenario editor but not regular games. No idea why.

5. In fact Immortal already has a full-wall and team-wall algorithm. You can see it on the AI scripters discord https://discord.com/channels/4855652151 ... 5279467591
However it lacks the villager micro code and gate placement so is not active yet.

6. Good suggestion.

lolasik43
Forumer
Posts: 31
Joined: Sat Nov 25, 2017 4:05 am

Re: Immortal v0.9b

Post by lolasik43 »

Thank you for the amazing AI ! :rolleyes:
Will there be a version for DE ? :unsure:

venomus
Forumer
Posts: 28
Joined: Sun Sep 05, 2021 10:26 am

Re: Immortal v0.9b

Post by venomus »

Update for DE? :/

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wattle
Swami
Posts: 133
Joined: Fri Aug 15, 2014 1:06 pm
Location: Germany

Re: Immortal v0.9b

Post by wattle »

Davis Cup 6 is ongoing, which uses AoC+Userpatch, so that's probably the focus atm.

TheMaximalBeing
Forumer
Posts: 56
Joined: Fri Jun 02, 2017 11:00 pm
Location: Australia

Re: Immortal v0.9c

Post by TheMaximalBeing »

Version 0.9c released. This is another small update. The main change being that the drush strategies are reactivated with many bugs fixed. This will be the last update for a while.

Changes:
  • will now research cartography for AOC version
  • retreating vills may instantly go back to work if no threat nearby
  • fixed critical bug causing villager repariers to garrison
  • flanks in feudal will retreat until castle age when enemy pocket has too many units and no ally support
  • scrush will now consider military superiority over enemy pocket for attack signal
  • fixed bug where units were stuck in scout state when not scouting
  • deer lure wont stop when vills garrison
Drush changes:
  • fixed critical bug causing militia production to get blocked
  • drush will now be 5 militia
  • drush is now pre-mill
  • vikings and jap flanks now default to drush strategies
  • increased farms for drush BOs
  • no longer long-distance mine gold for drush
  • switch to drush strat if enemy super close
  • cancel drush strat if poor economy or boar to far (do mans instead)
  • hax for getting rush to stick together (eventually I'll do it properly)
  • mans may switch to pocket if enemy flank has too much military
  • militia / scout rush much more likely to attack
  • enemy scouting for drush delayed until 3 militia
  • drush strats will not boar steal
  • drops resources for militia

venomus
Forumer
Posts: 28
Joined: Sun Sep 05, 2021 10:26 am

Re: Immortal v0.9c

Post by venomus »

Hello @TheMaximalBeing

Are you planning to update the AI for DE? It is one of my favourites and in its 8.0 version it is still going strong.

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