Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

AoModAi
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Opdatering: 29. jan. 2016 kl. 9:46

Initial Chinese Civ Support

  • Chinese players should now research wall upgrades, train units/vills, use god powers and basically queue up every upgrade available to them.

Opdatering: 21. jan. 2016 kl. 20:33

A little update, before the expansion..
Damn, I love economy boosts! So that's what we have this time around.

  • The Ai should now research economical upgrades such as Pickaxe/Handaxe much sooner, in all Ages.

  • The Ai should no longer build barracks right next to its mainbase TC, instead - they'll be placed 20 ingame units away from them.

  • The Ai will now use random personalities, this will add some variation to it while still maintaining defense as its main focus.
    The following new personalities are: Attacker, Boomer, Rusher, Balanced and Defender. Default was Defender only.

  • The Ai should now also always build walls, regardless of the personality it has.

  • The Ai should no longer resign if it has an ally, while also having atleast 1 villager left alive.

  • The Ai can now build up to 20 towers(at will), up from 10.

  • The Ai will now maintain more eco units (villagers/Caravans) in Mythic Age, upped to 80, was 60.

  • and... Loads of minor tweaks were done to the custom Resource goals, these are not final.


    // end note: Formatting still in progress.

Opdatering: 4. jan. 2016 kl. 20:53

More Bugfixes etc:

  • Fixed a bug that would make the Ai shift to a wood heavy plan whether it had found fish or not.

  • All civs will now properly train atleast one ''Arrow Ship'' to hang around their docks.

  • The Ai will now fish on the following maps once it reaches classical age: Nomad & Highland.

  • Fixed a few plans/rules, the Ai can now detect maps even better, and act accordingly.
    This is still ''Work in progess''.

Opdatering: 25. dec. 2015 kl. 18:00

V 1.0.4a

General

  • Removed the Secondary Loader, previously known as ''AomodAi (Online Friendly)''

    The Ai will now automatically detect whether you're playing online or singleplayer.
    If the current game is an Online/Multiplayer one, the Ai will not use anything that could cause an Out of Sync error.

    If you're using the Preview Patch, a new loader will now appear on your list when you customize opponents.
    AoMod Ai (For Beta)


    If you're not using the AoM:EE Preview-Patch , you may want to delete any leftovers from previous installations of this AI, before adding the latest one. simply just open up the Ai2 folder within the root of AoM, search for AomodAi > Mark it all > Delete (23 files?).

    Buildings & Bugfixes

  • Houses:

    The Ai will now bunker up it's starting Towers by building houses around it.
    With the exception of maps preventing this, such as Acropolis.

  • Godpower - Shifting Sands:

    Fixed a little bug that would prevent Egyptian players from using the Shifting Sands godpower.

Opdatering: 23. dec. 2015 kl. 17:14

V 1.0.4

This is more or less just an Economy patch for the Ai.
We've got it right this time, I hope!

Economy:
___________________________________________


  • Wood/Gold gathering for Villagers:

    Villagers will now only mine/chop from one mining-node/woodbase at a time. This ceases after 12 min for gold, and 14 min for wood.
    Villagers will return to normal behaviour, and be split out on several nodes/bases once the timer ends.

    Note: This should make the Ai a little more resistant to early attacks, having them in their main base for a little longer.


  • Fishing Ships(RethFishEco):

    The Ai will now build a dock and go fishing almost instantly if the current map is classified as a Fishing Map, and if Fish is found.
    Incase of a fishing map, the Ai will go heavy on Wood for the first 2 minutes to support the construction of Fishing Ships.
    The Ai will also maintain atleast 1 Arrow Ship guarding it at all times in Classical Age or greater.

    These are the Default resource goals as it stands:

    extern int eFBoomFood = 0; // Food
    extern int eFBoomGold = 0; // Gold
    extern int eFBoomWood = 100; // Wood, The Ai will automatically boost it, if it's too low.


  • Overall Economy Adjustments(RethEcoGoals):

    The Ai will now have an additional plan of maintaining some extra resources in Classical Age to Mythic Age(Increasing progressively for each age).
    Each Civ will have their own plan.

  • Resource Breakdown updates are now more frequent.

    Note: Both of these should boost its economy even further, well.. most of the time!
    Though, it's too much to document the whole thing here, so please see AoModAiExtra for the exact values for the resource goals.
    Also, please be aware of that it might still need some fine tuning.


    Bug Fixes:
    ___________________________________________


  • Civ Gaia - Godpower Gaia Forest:

    The Ai will now use the Gaia's Forest Godpower properly.


  • Water Scouting:

    The Ai will now properly Scout on Water maps.
    Poseidon players will use the Hippocampus provided.

Opdatering: 8. dec. 2015 kl. 19:29

Bugfix:

The Ai will now build walls in Deathmatches.

Opdatering: 8. dec. 2015 kl. 19:17

Uploaded the wrong files, see above!

Opdatering: 7. dec. 2015 kl. 20:00

V 1.0.3

I'm only including the ones that are set to active(true) by default, check with AoModAiExtra.xs way below if you want to see the bigger picture!

Economy


  • Hunting: Villagers will now start hunting aggressive animals when the villager count is 5. (2) for Atlanteans, the max radius is 60 from their town center.
    This can be toggeled on/off.

  • Farms: Increased the amount of desired farms to 28, up from 24. 12 to 14 for Atlanteans.

  • Military: The Ai will now lower the amount of resource spent on Military units during Classical Age by lowering the max Military population, this will help the Ai reach Heroic Age a little faster.
    This can be toggeled on/off.


    Egyptians

  • Monuments: Monuments can now be built in Archaic Age.
    This can be toggeled on/off.

  • Godpower; Prospertiy (Isis): This will now be cast if the Ai has atleast 14 villagers on gold, was 6 villagers.

  • Godpower; Rain (Ra): This will now be cast if the Ai has 16 farms, was 4.
    Please be aware of that Fishing Ships are considered as Farms as well, this has been a bug(hardcoded?) ever since the vanilla game.


    Map

  • Added support for Nomadic Arabia.




  • AoModAiExtra.xs
    This is where you can modify the Ai after your own preferences, if you've moved
    all your files over to Ai2, fire up(as in open) AoModAiExtra.xs in your Notepad to get started!


    extern bool gAgeFaster = true;
    This will lower the amount of military units the AI will train in Classical Age, this will allow the Ai to progress faster to Heroic Age.

    extern bool gSuperboom = false;
    This is somewhat unstable depending on map, but very rewarding if it works, the Ai will set goals to harvest X Food, X Gold and X Wood at a set timer.

    extern bool gHuntEarly = true;
    This will make villagers hunt aggressive animals way earlier, though this can be a little bit dangerous! (Damn you Elephants!)

    extern bool gHuntingDogsASAP = false;
    (By Zycat) This will research Hunting Dogs ASAP. Note: This will increase the time it takes for the Ai to reach Classical Age, but it'll give a stronger early econ overall.

    extern bool CanIChat = true;
    This will allow the Ai to send chat messages, such as asking for help if it's in danger.

    extern bool gEarlyMonuments = true;
    This allows the Ai to build Monuments in Archaic Age. Egyptian only.


    // If gSuperboom is set to true, the numbers below are what the Ai will attempt to gather in Archaic Age or untill X minutes have passed.

    extern int eBoomFood = 1000; // Food
    extern int eBoomGold = 150; // Gold
    extern int eBoomWood = 0; // Wood, duh.

    extern int eBoomTimer = 6;
    Minutes this plan will remain active. It'll disable itself after X minutes set.

    //For gAgefaster when true.

    extern int eMaxMilPop = 25;
    Max military pop cap during Classical Age, the lower it is, the faster it'll advance, but leaving it defenseless is just as bad!

Opdatering: 2. nov. 2015 kl. 17:39

V 1.0.2


Economy

  • Tribute Resources
    The Ai will now Tribute resources to random allies if it has anything to spare.
    Though, certain conditions has to be met before doing so.

    Here's how it works:
    The Ai will make a self resource check every 30 seconds.
    Any amount above the resources listed below, are considered as ''spare resources'':

    1500 Food
    1750 Wood
    2000 Gold

    If one, or any of these conditions are met, it'll tribute 100 of the given spare resource.
    In order to not screw the Ai over, this function is disabled for Deathmatch & Lightning games.


    Also, just putting this here.. The Ai is NOT able to read the Chat, so it's not possible to
    have the Ai ever respond to commands/taunts such as Food Please.
    Though, it is possible to make it monitor allies resources, and that's the idea next if I can make it work.

Opdatering: 19. okt. 2015 kl. 4:36

V 1.0.1a

*General*

- AI personality:
Restored the defensive slider, the AI will now almost, if not always, try to build a wall at its main base.
This AI was always ment to be defensive, and that's what we'll keep it as!

Egyptians

  • Son of Osiris will now empower Towncenters.

  • Ra Priests will now empower Citadels.

  • Minor God Osiris:
    Tech New Kingdom, The secondary Pharaoh spawned by this will now empower Markets.

  • Minor God Sekhmet:
    Citadel Power, this god power will now use a plan similar to Hades Sentinels.

    This was done due to Citadel power often being blocked by other god powers such as Rain, Eclipse etc.
    In those cases, the god power would disable itself, meaning it would not try to recast once possible.

    The new rule as follows, the AI will now cast Citadel power on a Towncenter that's under attack, even allied tcs!

    //End