Bright Spark
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- Forumer
- Posts: 63
- Joined: Sun Sep 05, 2021 10:26 am
Re: Bright Spark
I feel that this AI is very strong against other AIs 1v1, but weak against even low elo humans.
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- Forumer
- Posts: 96
- Joined: Tue May 03, 2022 2:38 am
Re: Bright Spark
Slight update which addresses some bugs:
- Added workarounds for a DE bug which majorly impacts AIs that use DUC. When an AI converts a human player's unit, DUC still sees the the unit as belonging to the human player. If you ever played against Bright Spark and just saw all it's units freeze in a group then this is why, the units were trying to attack a friendly unit. This is now fixed for Bright Spark.
- Updated so enemy Centurions, Composite Bowmen, Warrior Priests and Monaspa are all recognised by the Military Maths script so they are now taken into consideration when Bright Spark works out army compositions.
- Added workarounds for a DE bug which majorly impacts AIs that use DUC. When an AI converts a human player's unit, DUC still sees the the unit as belonging to the human player. If you ever played against Bright Spark and just saw all it's units freeze in a group then this is why, the units were trying to attack a friendly unit. This is now fixed for Bright Spark.
- Updated so enemy Centurions, Composite Bowmen, Warrior Priests and Monaspa are all recognised by the Military Maths script so they are now taken into consideration when Bright Spark works out army compositions.
- Attachments
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- Bright Spark 41 DE.zip
- Latest Version
- (178.58 KiB) Downloaded 63 times
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- Forumer
- Posts: 96
- Joined: Tue May 03, 2022 2:38 am
Re: Bright Spark
- New raiding micro for infantry, cavalry, archers, skirms and scorpions - still adding the rest
- Fixed big where scout doesn't circle starting base properly
- Edits to flush and aggressive fast castle so they edge more towards all in
- Bright Spark now chooses strategies based on team set up, position and civs, with a little bit of random chance
- Castle placement improved to secure centre on gold rush
- New mining camp placement (this seems to occasionally place more than one mining camp on gold, I'm working on this)
- Units will now dive under castles and TC fire if they think the exchange is worth it
- Assaulting units will avoid TC and Castle fire if they cannot absorb the hits (unlike version 41)
- Assaulting units will not flee when siege is destroyed and instead will continue attacking units while more siege is made.
- Shield mode is currently turned off when raiding and assaulting as more damage seems to be more effective than withdrawing units to defend.
Note it's probably best to avoid Armenians and Georgians for now as the mule carts seem to cause it to get stuck so it can't age up.
Edit: reuploaded with feudal bug fixed for Byzantines where they try and build a monastery in feudal age.
- Fixed big where scout doesn't circle starting base properly
- Edits to flush and aggressive fast castle so they edge more towards all in
- Bright Spark now chooses strategies based on team set up, position and civs, with a little bit of random chance
- Castle placement improved to secure centre on gold rush
- New mining camp placement (this seems to occasionally place more than one mining camp on gold, I'm working on this)
- Units will now dive under castles and TC fire if they think the exchange is worth it
- Assaulting units will avoid TC and Castle fire if they cannot absorb the hits (unlike version 41)
- Assaulting units will not flee when siege is destroyed and instead will continue attacking units while more siege is made.
- Shield mode is currently turned off when raiding and assaulting as more damage seems to be more effective than withdrawing units to defend.
Note it's probably best to avoid Armenians and Georgians for now as the mule carts seem to cause it to get stuck so it can't age up.
Edit: reuploaded with feudal bug fixed for Byzantines where they try and build a monastery in feudal age.
- Attachments
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- Bright Spark 42 DE.zip
- Use version below with LN fix
- (182.49 KiB) Downloaded 58 times
Last edited by Bandit1990 on Mon Sep 30, 2024 11:03 am, edited 1 time in total.
- FireBall37
- Swami
- Posts: 184
- Joined: Sat Aug 22, 2020 10:49 pm
Re: Bright Spark
Nice update! One thing, I think I saw a flank player in a 4v4 go fc with no loom? Not sure. But that might be painful against fast feudal attackers.
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- Forumer
- Posts: 63
- Joined: Sun Sep 05, 2021 10:26 am
Re: Bright Spark
BS 42 freeze my game when load the map.
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- Forumer
- Posts: 96
- Joined: Tue May 03, 2022 2:38 am
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- Forumer
- Posts: 63
- Joined: Sun Sep 05, 2021 10:26 am
Re: Bright Spark
black forest nomad :/
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- Forumer
- Posts: 96
- Joined: Tue May 03, 2022 2:38 am
Re: Bright Spark
Thanks, probably an issue with Nomad start as I added manual TC placement rules which might be looping. Hopefully an easy fix, I’ll check tonight!
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- Forumer
- Posts: 96
- Joined: Tue May 03, 2022 2:38 am
Re: Bright Spark
Fixed bug where Bright Spark would freeze the game on a land nomad start.
- Attachments
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- Bright Spark 42 DE.zip
- Latest
- (182.54 KiB) Downloaded 17 times