Dreadnought AI

Upload your latest creations here.
Please note that by posting comments to posts in this forum you forfeit your personal copyright on whatever you post. AI Scripters reserves the right to re-use objective comments in script reviews without requiring the posting author's permission. Credit, where appropriate will be given in such cases.
User avatar
Alevo1
Guru
Posts: 835
Joined: Thu Aug 04, 2011 10:10 am
Location: England

Dreadnought AI

Post by Alevo1 »

As per request of Xhip_!

Basically, a beta version of my Dreadnought AI. Currently it will play with every civilization on a normal land map.
Test, give feedback, whatever :)
Please let me know of any bugs as soon as you find them!

Current strategies:

Civilization - Strategy (Percentage occurence)

Land maps:

Aztecs - Boom (50%), EW rush (50%).
Britons - Xbow rush (100%).
Byzantines - Xbow + camel rush (100%)
Celts - Siege boom (100%).
Chinese - Flush (100%).
Franks - Knight rush (100%).
Goths - Infantry boom (100%).
Huns - Flush (20%), CA rush (40%), Krush (40%)
Incas - Boom (100%).
Indians - Boom (100%).
Italians - Boom (100%).
Japanese - Infantry boom (100%).
Koreans - Tower rush (50%), Boom (50%).
Magyars - Boom (30%), Flush (70%).
Mayans - Boom (100%).
Mongols - Flush (100%).
Persians - Boom (100%).
Saracens - Monk rush (40%), Flush (60%).
Slavs - Boom (60%), Monk rush (40%).
Spanish - Knight rush (100%).
Teutons - Boom (100%).
Turks - Boom (100%).
Vikings - Knight rush (100%).

Water maps:

Aztecs - Fire ship rush (100%).
Britons - Water boom (100%).
Byzantines - Fire ship rush (100%).
Celts - Water boom (100%).
Chinese - Water boom (100%).
Franks - Water boom (100%).
Goths - Water boom (100%).
Huns - Water boom (100%).
Incas - Water boom (100%).
Indians - Water boom (100%).
Italians - Fire ship rush (100%).
Japanese -
Koreans - Water boom (100%).
Magyars -
Mayans -
Mongols -
Persians - Fire ship rush (100%).
Saracens -
Slavs -
Spanish -
Teutons -
Turks -
Vikings - Galley rush (100%).
Attachments
Dreadnought.zip
Some UP stuff added
(217.7 KiB) Downloaded 370 times
Last edited by Alevo1 on Fri Aug 23, 2013 5:52 am, edited 1 time in total.

User avatar
THE RULER
Guru
Posts: 655
Joined: Sat Feb 20, 2010 10:55 am
Location: FRG
Contact:

Re: Dreadnought AI

Post by THE RULER »

nice to see you back here, :D Alevo !

too large Ts! your units running suicide one by the next.
It's poison and it's blood and big fire, big burn - into the ashes and no return

User avatar
Finaldeath
Guru
Posts: 961
Joined: Tue Mar 27, 2012 6:02 am

Re: Dreadnought AI

Post by Finaldeath »

This simply massacred my AI with a good Celt boom. Good when it works, not so good at defending though due to the larger than required Town Size, as THE RULER said. I'd recommend lower, or if you're doing UP only, using place-control.

I was impressed with the age advance times, and I should attempt going for a later feudal to faster castle to get overall better times. :D

Also am so going to try the Monk Rush as Saracens and see how it goes with the latest patch!
Finaldeath

Writing a set of tutorials - My own AI is super secret development!

User avatar
Alevo1
Guru
Posts: 835
Joined: Thu Aug 04, 2011 10:10 am
Location: England

Re: Dreadnought AI

Post by Alevo1 »

I'm messing about with stuff a little, good to see you guys like it! :)
It's somewhat limited on some fronts due to the way it's made, although it allows for much easier strategy designing (based on a set of constants!).
Can you let me know what the town size problems are? When they appear (age? during attacks? etc...) please!
I'm still working on this and my new AI at the same time. If you feel the urge to make a strategy, by the way, there is a list of constants in the strategies folder that you can use to design one, then just ask me and I'll put it in :)

User avatar
Finaldeath
Guru
Posts: 961
Joined: Tue Mar 27, 2012 6:02 am

Re: Dreadnought AI

Post by Finaldeath »

Few more things; loved the hunting mills. Town Centers are placed a bit hap-hazardly though and worth making as a type of building (lumber camps are the easiest). Also lumber camps can be placed closer together; try the SN that restricts building nearby existing ones (the default is 10).

Town Size issues happen around feudal/castle, if you have some forward building (not intentionally so, just one build further away than normal at the maximum town size) on a map like Medium with 4 players you get your neighbour sometimes being too close, they attack your buildings, and your units run in to attack them, and usually die against the aggressor force.
Finaldeath

Writing a set of tutorials - My own AI is super secret development!

User avatar
UnfairestEel
Waheguru
Posts: 1835
Joined: Sat Jul 30, 2011 4:31 pm

Re: Dreadnought AI

Post by UnfairestEel »

nicely counters monks. Unfortunatly that wasn't enough in 1v1 coastal against UnfairSteel 3.9 I think it made the mistake of trying to take water and ignoring relics and land defense apart from a castle was it's problem
Knowledge is Time.
This simple fact can be derived from these beliefs:
Time is Money.
Money is Power.
Knowledge is Power.
Therefore, Knowledge is Time.
Q.E.D.

User avatar
jdstankosky
Guru
Posts: 911
Joined: Thu Nov 25, 2010 12:30 pm
Location: Florida, USA
Contact:

Re: Dreadnought AI

Post by jdstankosky »

Oh no! Not DreadNougat! :ph34r:
Do not try to script a counter for everything. That is reactionary, and always slower than taking the initiative in battle. Decide from the start what you are going to do, and do not waiver from it. Own it.

User avatar
Alevo1
Guru
Posts: 835
Joined: Thu Aug 04, 2011 10:10 am
Location: England

Re: Dreadnought AI

Post by Alevo1 »

Tl
jdstankosky wrote:Oh no! Not DreadNougat! :ph34r:
Tlamakamikazi!

User avatar
Promiskuitiv
Waheguru
Posts: 1364
Joined: Thu Nov 10, 2011 1:07 pm

Re: Dreadnought AI

Post by Promiskuitiv »

Got an error message when trying to play with Dreadnought: "wtr.frankwaterboom"-file, line 11 const already defined.

User avatar
Alevo1
Guru
Posts: 835
Joined: Thu Aug 04, 2011 10:10 am
Location: England

Re: Dreadnought AI

Post by Alevo1 »

Thanks Promi, looking into it! Can you let me know what civ (I'm guessing Franks) and what map it was on please?

Post Reply