Thermopylai

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Thermopylai

Post by marathon »

This is Thermopylai. An evolved Lade with known bugs.
Can play various mods: PCM, Realms, WK, and soon more.
Only land maps. Population 200+ Plays nomad. No diplomacy.
Most recent stable version: 1.3
Tournament Version: 1.3 (its support for unknown mods and civs is currently broken)
Thermopylae 20201129-1947.zip
Thermopylae 1.3
(544.42 KiB) Downloaded 469 times
Thermopylae 20210412-2306.zip
Thermopylae for DE
(547.46 KiB) Downloaded 346 times
Last edited by marathon on Mon Apr 12, 2021 1:07 pm, edited 7 times in total.

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offwo
Guru
Posts: 541
Joined: Mon Feb 21, 2011 9:31 am

Re: Thermopylai

Post by offwo »

2197 has arrived.
those hackers are just idiots, i spit on them :lol: - Mabuse

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LightTree
Waheguru
Posts: 1608
Joined: Wed Mar 10, 2010 12:21 am

Re: Thermopylai

Post by LightTree »

This sounds so surreal after all these years, thx mara :).

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Re: Thermopylai

Post by marathon »

Thanks guys!

Don't have great expectations just yet. It can find its way on some weird situations but it cannot compete with modern AIs on most common settings. At least not right now.

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Re: Thermopylai

Post by marathon »

New version 1.1.
- Sends tributes correctly.
- I tried to make it keep proper balance between eco-army at late game but it still overbooms.
- I tried to make certain strategies attack even if certain researches are missing (common with Teutons and some other civs) but did not test.
- Now responds to taunts 249, 3, 4, 5, 6.
- Places efficient farms.

The todo list is too long to post here.

I expect that it will be significantly better in team games' late game, as this resource pooling will cover individual weaknesses. Heavily pressured flanks should automatically focus on army thanks to ally tributes and... enemies killing their villagers. However I did not make a specific code to deal with the loss of too many houses.

Early game is not significantly improved, except the abolition of queued training after a certain point. This should allow it take upgrades faster but it is still not guaranteed to avoid this ridiculous production of 100 range units without bodkin.

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Re: Thermopylai

Post by marathon »

New version 1.2, which will play in Davis Cup 5 finals stage.

Briefly tested.

I tried to put some flank-pocket play but it is perhaps even funny. I tried to fix some hunting issues but more issues may have been created. Let's have fun!

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John the Late
Swami
Posts: 116
Joined: Thu Dec 20, 2012 8:54 am
Location: Germany

Re: Thermopylai

Post by John the Late »

Seems like I've been really out of the loop! Will have to give this a test soon. :D

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Aleph
Yogi
Posts: 487
Joined: Sat Jan 17, 2015 10:07 am
Location: Germany

Re: Thermopylai

Post by Aleph »

bump

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Re: Thermopylai

Post by marathon »

New version 1.3.

Little things here and there, and a major one: it no longer gives crashes due to invalid researches.
Not that I fixed all researching rules, but at least it does not crash.

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marathon
Waheguru
Posts: 1984
Joined: Fri May 14, 2010 2:30 pm

Re: Thermopylai

Post by marathon »

I uploaded a version of Thermopylae that (hopefully) plays DE, including Sicilians and Burgundians.
Unfortunately I don't own DE myself, so I may have missed something critical. Anyway, enjoy!

Also, this version can participate in the DE ladder, and it can play all civs (again, hopefully).

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