Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

AoModAi
Viser 11-20 af 36 forekomster
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Opdatering: 2. dec. 2016 kl. 2:52

A few fixes in no particular order

  • Fixed a pretty critical bug that would cause the AttackEnemySettlement(the main army) plan to retreat randomly for no reason at all.
    This plan will now also need at least 1 siege unit before it can fire off.. but don't worry, the LandAttackPlan can still pick up a good fight.

  • All civs but Egyptians will now further delay their house building a bit, was 15 pop - now 10 before rebuilding.

  • Added a detection for modified game data(Protox files), the AI should now report this in the Debug console.
    In addition to this, the AI will now always assume a house cap of 3 times the normal if it is undefined.
    This will help combat the issue where as the Unit picker would get confused and stop producing mil units all together.

  • Siege weapons(Hades/Chinese archers included) will now prioritize attacking buildings > gates, instead of just any kind of building.. Any non wall gate pieces has been removed from this as you could easily cheese the AI that way.
    Also, Norse/Atlantean players will now train more "meleeish" siege units instead of just the ranged ones.. though ranged still takes priority.

Opdatering: 4. nov. 2016 kl. 23:00

Work in progress.. No, we're good!

General and Combat
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  • AI personalities:
    Much like the standard AI, except that these were not really added to this AI and all previous personalites were pretty much all the same.

  • Rusher: These will attack early and often* if they can, they will also build walls much later.
  • Defensive Rushers: Same as above, but they will wall up first before attacking.
  • Protector and Builder: These will now build more towers/tcs early, Protector will create some additional units while builders boom more.
  • Balanced and Conqueror: These can be a mix of any of the ones above, though conq will prefer to boom.


    Combat:

  • The AI can now have up to 3 combat plans running simultaneously instead of just one, though this is limited on total pop available and becomes more present at 4+ tcs.

  • The AI should no longer have to wait until it has full pop before sending an army and it will also do ready checks more frequenly, this is also based on total pop, as an example to this - it is okay to send an army if we have 260/300 etc.

  • Removed lots of silly stuff that would hold back attack plans, such as needing at least 2 myth/siege units before even considering an attack.

  • Greatly improved transportation of units on water maps, but units still may get lost on other islands because of how Area groups and AI work in this game.

  • Non rushers will now build more units to idle/defend the base.

  • Increased the prio of Military ships.

  • The AI should now train more myth units.

  • Slower units such as infantry will no longer try to focus down Chinese Fire Lances, Horses and Archers will do this instead.

  • Heroes will no longer try to chase Odin Ravens.

    Defend Plans

  • Settlement defend plans will now add units to the plan based on what's around the area, minimum 5-8 units. max total enemies * 1.5, siege if necessary too.

  • All defend and attack plans across the AI will now have a focus on villagers after Mil units.
    While Settlement Defend will have Units > Vils > Buildings that shoot > other buildings.

  • Obelisk cleanup will now also search for nearby villagers to harass.

  • Slightly improved the KOTH scrips, the transport back rule should now work properly on all water versions of this map.

    God Powers
    -------------------------------------------------------------------------------------------------------

  • Set Special: Disabled Vision, this will now be used along with a Meteor/Tornado combo on a specific target.

  • Shifting Sands should now be more responsive, but I may shift it away from Villagers later.

    Norse GPs:
  • Disabled both Forest Fire and Walking Woods as they do not function properly, aside of that they would often try to query trees on the map that can cause massive game lag and even 0,5 sec freezes.

    Chinese GPs:
  • Uproot will now attempt to be cast on Houses.

  • Shennong players will now cast Timber Harvest once they have 14 active woodcutters, was gold miners, lul.

  • Gaia:
    Gaia Forest will no longer be spammed on cooldown, instead the AI will now re-cast this once it starts running low on trees.


    Buildings and Economy
    -------------------------------------------------------------------------------------------------------

  • Atlanteans will now build Military barracks and the likes around other Tcs, Oranos players will even slap in a Sky Passage.

  • Atlanteans will no longer use 2 villagers when building the mainbase wall (1 villager = 3!).

  • Norse: Lowered the Ulfsark maintain from 3 to 1 ulfsark. other infantry that can build stuff may reduce this plan further(0).

  • Ox carts will now prioritize hunters over anything else, this will eliminate the cart stealing that can totally ruin their early game.

  • Odin players will no longer use ground scouts once Ravens are available.

  • Farms: Fixed a bug with Dynamic farm scaling, the AI should no longer go beyond the farm limit but space may be an issue still.

  • Lowered the amount of farms being built on other bases for Atlanteans.

  • Dropsites: Chinese players will now attempt to rebuild destroyed dropsite around gold and they will also destroy unnecessary ones if needed.

  • The AI will now longer delete dropsites that are nearby farms.

  • Towers: The AI will now build more towers in the mainbase, this is scaled on personalities.

  • Reduced the amount of Towers at other bases from 4 to 3.

  • The AI will now try to build tcs more often rather than waiting until it needs the extra pop slots.

  • Added a Titan mode detection (the on/off toggle), so.. the AI will now no longer hold back on upgrades that cost favor if this is disabled and favor plans will also have lower prio for greek players if this is the case.

  • Adjusted Eco goals slightly and introduced a whole new one for Heroic age and Beyond that will add unit cost consideration that it plans on training.

    Non Important
    -------------------------------------------------------------------------------------------------------
  • Removed the StinnerV complex and imported some of the features that are still being used in the main version.
    If you're missing anything, let me know.

Opdatering: 23. sep. 2016 kl. 11:47

Grammars and stuff that don't make any sense are to be expected!
ooooor, maybe not, this is fine.

General
___________________________________________

  • Combat and defending behaviour:
    All the timing/rule intervals for these scripts have now been returned to its original values.
    There is no telling of what this will do, but this should tone down some of the over sensitive defend plans.

  • God powers:
    Combat related GPs should now be cast much more frequently.

  • Naval Combat:
    Military ships should now be prioritized over Fishing ships on water maps and the AI will now also correctly train a secondary transport unit on transport maps.

    Economy and buildings
    ___________________________________________


  • Wood gathering:
    The AI should now be able to harvest wood anywhere, instead of being restricted to a 200 radius within their Mainbase.
    This also fixes the bug where the AI would not recognize the wood on the initial island on maps with the "Migration" tag.

  • Build many buildings(Poseidon):
    Capped the amount of random Mil buildings the AI will build around the mainbase and other TC to 40 in total on the whole map , was 90 per base!!
    And fixed a bug that caused it to not build Barracks.

  • Norse ox carts:
    Removed an override that would manually try to train ox carts, the AI should now handle this by using the "hardcoded" AutoGP script like any other AI.

  • Norse Food goals:
    Norse players were lacking a bit on this, so I've upped the food resource goal in Classical Age to 1k, up from 800.

  • Resigning:
    The AI should now be able to admit defeat again, though it will still be very hesitant if it still has an ally that is alive (ally status check is updated every 180 seconds).
    Also fixed a bug that would cause Norse players to resign if they still had villagers to transform or other builders/means of recovery in a team game.

  • Farms:
    Upped the cap of farms to 28 (Atlanteans 28 / 2.7) before any dynamic scaling kicks in, town centers within a 100 radius of its mainbase is now a valid farming base for up to 4 farms.
    Also, the AI should now begin to pre-build farms a little bit earlier if it is starting to run low on hunt.

  • Wonder defense:
    The AI will now attempt to build Towers and Fortresses nearby self and allied Wonders.

    Map support etc
    ___________________________________________


  • KOTH:
    Unit streaming should now be greatly reduced on the Land version of this map.
    In addition to this, 17 minutes into the game and beyond - the minimium army size it will send it set to 15 units.

  • Vinlandsaga and Team Migration:
    Chinese players should now properly try to scout the main island and no longer get stuck.

  • Nomad maps:
    The AI should no longer stop searching for a Town Center if it runs into a goat.

  • Fishing and water scouting:
    Reduced the cap of fishing ships to 5 on Basin map.
    More so, I've removed fishing and scouting for several maps where it would be pointless or just too risky.



    Optional stuff that can to be enabled in the Extra config
    ___________________________________________

  • Age faster toggle:
    Setting this to true will halt most non eco upgrades until the AI have reached your age of choice, this will cut down the time it takes for the AI to age up.
    Currently just optimized for Classical to Heroic age.

  • Wall ally toggle:
    Setting this to true will make the AI build walls around one of its human allies, if it has more than 1 human ally, it will prioritize it by player ID first, such as Host before player 1 before player 3(per team).
    Also, you may want to avoid using this if you plan on having more than 1 AomodAI ally, though it is safe to put them up on an AI team only.

  • Keep wall gates clean toggle (On by default!):
    This is a highly experimental rule to prevent walls from being placed inside of gates that could potentially make units stuck.
    This rule will monitor all available Gates and will proceed to delete any Connectors/short/medium and long walls placed inside of any existing gate.

    - So.. why does all of this happen in the first place?.. Well, wall plans will always attempt to fill gaps, but in order to do that - it has to recalculate the areas each time a wall goes down or when a new gap is created.
    Walls being destroyed are usually not that much of a big deal as it tries to save the locations most of the time, however - newly chopped down trees or depleted gold mines are one big disaster because it requires a full recalculation again.

    And as a result of this, this "bug" will slowly kick in and you'll see that the AI will begin to build walls inside of existing walls.

    This is not just limited to AoModAI only, as it uses the exact same Fill gaps system as the Standard AI and most other custom AI, but you won't see this happen all that often with the Standard AI for several reasons..
    The first is being that they almost never build walls (roughly 10% chance of happening?), the second is that their walls have a radius of 18-22 which leaves way less room for errors.

    Other than that, this is just a temporarly workaround until someone else is able to redo the whole "Fill gaps" script to pre allocate walls to tree/gold areas properly.
    Any side effects to this rule set is currently not known, but if you happen to find any - please inform me ASAP!



    End notes, random stuff etc
    ___________________________________________


  • SimpleAttackGoals:
    I've probably explained some of these before, anyway we need to get these out of the way again!

    Unlike the other AIs, AoModAI does not use the default SimpleAttackGoal system.
    So, what exactly is the function of a SimpleAttackGoal? First of all, they're simple, flexible and extremely lightweight..
    And in details: it will automatically generate a fully fleshed out attack plan that takes everything into consideration, heck it even comes with a TomTom included!

    But, it doesn't end here.
    Did you know that it also cheats?! these plans does not require to see or ever have scouted the area that it are launching the attacks on,
    units and buildings are no exceptions either.

    Simply put, AIs using this plan will always have 100% map vision with no restrictions.
    As you can probably imagine, this will give the AI a pretty significant advantage in both combat and economy because it knows everything at all times.

    I'll just leave these videos here to give you a little overview of what I'm trying to say(they are not edited, so beware!).
    Standard AI: https://www.youtube.com/watch?v=CUMC1cXugTw
    AomodAI: https://www.youtube.com/watch?v=C42DSWeFYos


    However, as you can see in the video, AoModAI will not do any of this because it uses a custom combat system.
    Instead, it will carefully put together a plan piece by piece entirely based on what it currently sees, and this will kick off once it has enough information/knowledge.
    So, scouting and vision remains a very crucial part for this AI throughout the whole game.

    By knowing this, we also know that this will pretty much put AoModAI at a massive disadvantage when compared to other AIs that use the vision "cheat".
    But.. at the same time, this AI will promote more of a "fair" game.. As in - that it has exactly the same playing ground as a human player would.

    Now, there is not much else to say, but this will better explain why Combat appears to be somewhat weaker with this AI at times.

    Anyway, there's probably quite a few ways to improve the detection rate to help it fare a little bit better, but that will be worked on later.
    That's all for this time, thanks!

Opdatering: 31. aug. 2016 kl. 9:06

Bla bla, you guys never read these anyways!

Changes in no specific order.

  • Ra Priest/Pharaoh Empower:
    Adjusted the priorities so KOTH scripts will not interfere with the empowering rules.
    Also, Priests should now properly empower Mining Camps.

  • Pathfinding:
    The AI should now be able to destroy walls that act as a total "blockage" made by players on maps such as Jotunheim and Watering Holes.

  • KOTH scripts:
    Adjusted some minor stuff to prevent Norse and Egyptian AI from sending units before reaching classical age.

  • Team Migration and Vinlandsaga:
    Chinese players will now attempt to spawn in the missing transport ship on these maps, if this fails, a Roc will replace its place instead.

  • General Transport for other maps:
    The AI can now use Rocs to transport units.

Opdatering: 24. aug. 2016 kl. 8:02

Just some minor stuff again!

Changes in no specific order.
___________________________________________

  • KOTH:
    Support have been added for both the Land and Water version of this mod, the AI should now try to defend/claim the vault.

  • Caravans:
    Min distance traveled should once again be 26.

  • Tartarian Gate:
    Added a secondary script that will attempt to manually cast this GP on more valuable buildings.

  • Unit flooding.
    Upped the frequency checker for defend plans, this should reduce what appears to be units just streaming in one by one when defending far away locations, long story short - Units will group up a little more before running off.

  • Other stuff.
    Cleaned up some code, if you are not using any of StinnerV's configs, you are not to worry.

  • AOMT (non steam version):
    An updated version can be found here: https://drive.google.com/open?id=0B6UGzpYpcw4UQlJXUDNubmpfNTA
    This is basically the same version as I've published here on Steam, though - anything expansion related is removed in order to make it functional for use on the Original game (Titans only).

Opdatering: 7. juni 2016 kl. 9:51

I've probably missed tons of stuff here.. as I'm terrible at writing down notes whenever I do make changes, but this should cover the most, I hope!


General
___________________________________________

  • Fixed tons of performance issues by removing unused code as well as shaving down others.
    I've also redone the Wood/Tree lookup/count system, which was the main cause for the game freezing up for a split second on maps with tons of trees.

    The current wood radius is set to 50, and should no longer cause fps drops or freezes when called upon, I might eventually up this to 85 in the future, but I'd need some testing first.

  • Relic Gathering:
    Pharaohs will no longer get stuck on Temples and Chinese players will now use their Immortals only, instead of any hero.

  • Scouting Norse:
    Added a new scouting rule for the initial starting Ulfsark.
    The normal scouting rule will be activated if this special Ulfsark dies.

  • Myth Units:
    The Ai should no longer create Myth units with no attack(Roc etc), and should now also prioritize Age 4 ones over Age 3.

  • Maps:
    The Ai will now take out neutral Migdols on Valley of Kings map.

    Economy and buildings
    ___________________________________________

  • Resource Goals:
    Adjusted the resource goals for all ages slightly, as well as lowering the food priority to 1.0 (equal to other resources) when above 5k

  • Early economy:
    During age 1, the AI will now manage its villagers to ensure a better age up with enough spare resources to upgrade basic resource boosters as well as supporting one early military building.

  • Aging up - Classical to Heroic:
    The Ai should now be more careful when researching techs that cost food/gold while in Classical age, this should promote faster aging up to Heroic.

  • Farms:
    The farm limit is now dynamic and based on the current villager count.
    Min 26 farms and max 42. (half the amount for Atlanteans!)

  • Villagers:
    Idle Villagers can now be sent to farms and not just wood/gold.

  • Norse Dwarfs:
    Norse players can now train Dwarfs.

  • Gathering Plans:
    Gathering plans for Wood and Gold will now use 12 villagers per plan/site when possible.

  • Market:
    Improved the use of buy/sell on the market, the Ai should now try to stabilize all its resources when it have excess of one.

  • Caravans:
    Trade units will now prioritize allied TCs more than ever, minimum route distance changes dynamically based on the amount of owned TCs the player have.

  • Chinese Gardens:
    Added an always prefer Food while the AI is below 100 food.

  • Hunting dogs:
    The AI can now detect whether it is beneficial or not to active this by counting nearby huntable animals affected by the bonus to this tech.

  • Monitor team:
    The Ai can now monitor its teammates and will enable team based rules such as donating resources and defending their allies main base. if no allies are present, this will be disabled. ( checks every 5 min)

  • General Techs:
    All civs should now properly research Techs that are available to them, for some reason, the norse/egyptian/atlantean ones were missing an odd one here and there.

  • Mythic Age buildings:
    The AI will now build an additonal 3-6 military buildings and 2 fortresses upon reaching age Mythic Age.

  • Build many buildings:
    Poseidon players can now build up to 50 extra military buildings(spread around the main base and other tcs, which promotes Militia spawning and overall more defense.


  • Towers & Fortress at other settlements:
    Reduced the amount of towers built at others bases to 4 and fortresses to 2.

  • Walls:
    Walls are now scaled dynamically based on the map size.
    Also fixed a bug that caused Chinese AI players to not upgrade their walls.


    Military
    ___________________________________________
    The Ai should now be much more aggressive overall, as I removed some of the required conditions it relied on to fire off.


  • Raiding
    The Ai should now raid more frequently, this applies to all civs.
    This also includes Market sniping!

  • Naval Combat:
    The Ai should now properly train and manage its combat ships on water maps.
    This was actually very bugged or possibly not working at all in the original AoModAI, but I think I got it working pretty good now!

  • Chinese Monks:
    Chinese players will now train 3-5 monks, up from 2.

  • HateScripts:
    The AI will now micro manage some units to do what they are meant to counter.
    I'm not going through in full details, but this will sum it up pretty accurately.

    Siege Weapons:
    Will now focus fire on Buildings with one exception being farms,

    Heroes:
    Will focus on Myth Units, if the target is a flying one, the hero will not react unless it has a ranged attack.

    Ranged units:
    Will try to snipe villagers and monks.

    Melee units:
    Will attempt to take out siege and destroy Underworld passages.

    Towers:
    Will prioritize Villagers and trade caravans.

    Godpowers
    ___________________________________________
  • Tornado and Restoration:
    These have now been re-enabled as they no longer cause desyncs in online games.

  • Call to Arms
    The Ai will now attempt to use this in defend plans.


    Titan difficulty
    ___________________________________________
  • Optional attack target:
    Added an alternative plan for chosing which player to attack based on who has the most units + buildings.
    this is turned off by default, but may be enabled by setting "HardFocus" to true in AomodAiStinnerV.xs


    End notes
    ___________________________________________
    For the Military part, I do have a full counter system in place, but it will require some more testing before being released to the mainstream.

    I've also got a fully working AI to AI communication system working, but I could use some help to figure out of what to do with it, initially, I've just made it to sync attack targets when teamed up and sharing resouces.
    So any ideas would be appreciated.

Opdatering: 5. feb. 2016 kl. 5:20

  • Updated to match the new modmanager.

Opdatering: 2. feb. 2016 kl. 8:40

Always those bugfixes.. huh

  • Norse players have now accepted Kaceyt... erm, the special starting Ulfsark into their heart.
    This should fix the bug where norse players would not build houses and get stuck in Archaic Age.

  • Norse and Atlantean players can now train the new units provided with the expansion at will.
    The greek and egyptian ones are disabled. this was done because Ai can never really figure out of how to use these effectively, the greek would just send in their Physician as a meat shield, while the egyptian one would focus anything that's not a villager.

  • Added a new setting in AoModAiExtra that disables Armory upgrades untill Heroic Age.
    This is disabled by default, but can be enabled by you!

  • Disabled the Flood/Tsunami god power all together, the script it waaaay too problematic, heck, it even casts the GP in its own base. ;(

  • I forgot the rest.

Opdatering: 1. feb. 2016 kl. 10:59

Bugfix

  • Fixed a nasty bug that would cause the game to pause when chinese players use the Flood/Tsunami godpower.

    Why... just why did you guys put a pause in the credit for the script.

Opdatering: 30. jan. 2016 kl. 8:32

More fixes for the Chinese Civ

  • The Ai should now correctly research some of the missing techs.

  • The Ai will now properly set its Gardens to generate Favor when it is needed.
    This is something the ''Default Standard Ai '' handles poorly, so I had to rewrite it for AoModAi.

  • Other Garden changes: the Ai will now try to even out its resources gained from those.
    The new rule as follows:
    (FoodSupply < 500) go food.
    (WoodSupply < 200 && FoodSupply > 500 && GoldSupply > WoodSupply) go wood.
    (GoldSupply < 400 && FoodSupply > 500 && WoodSupply > GoldSupply) go gold.
    (Favor < 20) go favor.
    (Favor < 60 && FoodSupply > 600 && WoodSupply > 600 && GoldSupply > 600) go Favor.

    Else, it'll choose a random resource, excluding Favor.

  • Chinese players now have a set Resource Goal to maintain.

  • The Ai will now train Heroes, Myth Units and Siege.

  • The Ai will now build a stable at other settlements and train units, if it is under attack.

  • Added support for some of the new maps.