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Don't blame you for not porting it to AOM R after all the updates ruining it.
EE 4TW
Retold AI is not that bad if we compare original AI but is surely lacking. Maybe you can make this mod even better in retold !
Hope everything is good for you !
On behalf of Retherichus and the rest of the AoMod Staff, I want to thank you for all the support shown towards AoMod all over the years.
Due to Covid 19 pandemic and other events (time available, economic and family factors, etc), Reth and I were not able to team up again to continue implementing improvements, and as a consequence, it's been a while since we last posted an update for our beloved AI. (You will understand that being a non-profit project, we must handle other issues in our lives like you).
However, as you all know, late 2022 Age of Mythology Retold was announced, which personally caused me a lot of excitement (been playing AoM since 2002), and the day of its official release finally arrived.
I haven't had any contact with Reth for two years, anyway, I will look into the possibility of updating AoMod for AoMR with all the improvements we've implemented in the past. (Not sure how easy or hard that will be yet) but hope to see you again soon.
the ___.xs ; ___.xlm type files can be opened up in a text editor like notepad
maybe add it as a new aomodmaxvillager with attacking skills like aomodaiattacker
Is this the repository you use for the mod? https://github.com/Retherichus/AoModAI
It has the right name, but I only see one contributor on the git history, which makes me think the real repository is hosted elsewhere.
My wife and I play together often and really like this, but like many people here have mentioned, there are a few nice to have improvements and I was hoping to make a few pull requests to implement the ones I would really enjoy.
Also, if you don't mind - I'm not sure where I would find the tooling for coding in this. How do you test / debug?
In the documentation on the xs language, it appears they recommend you use the actual game to debug, using the editor mode [ https://ugc.aoe2.rocks/general/xs/programmer/#11-in-a-custom-scenario ]. Surely that can't be right? That would be incredibly cumbersome and take forever, I must be missing something here.
https://steamuserimages-a.akamaihd.net/ugc/2510263965571967627/7AD80A69EFFDD67F90551DB921738632FD677E18/
I had 2 questions:
1) Is it possible to make the AI not idle villagers on cleared-out islands, on water maps? And have them move to un-mined islands?
Once the resources are gone, they just... tend stand there, with dozens of villagers doing nothing. A way to make them head to other islands when this happens, if at all reasonably possible, would be great!
2) Is there any way that I could re-add some degree of handicap back to them, for a greater challenge? I can do that with the vanilla AI files, but AoModAI's are too different.
I ask because the Titan +100% handicap increase is too big a difficulty spike (while Hard is generally too easy/exploitable).
*I also noticed the AI doesn't seem to build more than 1 dock on water maps (which cripples their ship output) or intentionally build towers close to the shore, but I imagine this might be tricky to implement. Figured I should mention it, in the off-chance you weren't already aware.
i have a question, it's normal in all game i m focusing by the AI? i put 6 AI "2vs2vs2" but everyone want to kill and they rush my base all the time.
First of all, I must say I have been enjoying this AI for so many years now. Really appreciate work that's been put into this project.
As AIs battling each other it came to my attention that there are some minor tweaks in micro. For instance when it's clearly possible to destroy an enemy TC(in the main base or not), AI units are just stalling around and targeting other enemy units only and that just really slows down all the progress. Even in some cases the defending AI will recover from the attack because of the slow progress! It's just a bit annoying. I don't know how you can prioritize TCs though.
and change the extern bool bWallUp = true;extern bool gWallsInDM = true; extern bool bWallAllyMB = true; all of then to false,
they may still do walls sometimes but they will not be "Forced" to always make walls.
king of the hill is supported for aomod and it supports the default map, but we don't know a way to make it automatic detect its a king of the hill map, so if you make a custom king of the hill map you need to add support manually editing the files of the AI.
you custom map can be a mix of all of the above, for example the settlers random map from the workshop starts without a town center, and with a boat, so the ai will run the migration script with the nomad script, it will first migrate and then run nomad script.
the rules are this for custom map if you want make one.
nomad = the ai automatic assume is a nomad map if it starts without a town center it will run all the nomad scripts.
transport map = aomod don't cheat vision like default ai, but at the Start of the game in the first second, it does a pathfind/areagroup test to see if all town centers are connected by land, if they are not it will assume its a transport map. the ai will only make transport if the map is detected as transport.
migration maps = the AI assumes the map is a migration one if it starts with a transport boat, the migration island aims to the center so if you custom map is not exactly going to the center you may need to make a custom script for it to work. but usually it works on majority of maps.
make sure you are selecting the files that are the starters of the AI.
the files that start the AI are this ones:
AoModAIAttacker.xs
AoModAIDefault.xs
AoModAIDefender.xs
AoModAIEconomical.xs
the aomod ai does have some automatic support for custom maps and i will tell you a little bit about it,
if you building a custom map make sure the gold mines are aligned to the invisible grid AI can only use objects that are on the grid, the ai automatic try to detect what the map is about, usually other AI and the default AI you need to manually set it to water map otherwise they don't build transport or if you want make a nomad map you have to edit the default AI to work on it etc, but aomod try to detect this automatic
I go to the "player data," and on the computer players I want to have an ai I set the control to "CPU," click the "ai" button, and no matter which ai file I click the computer doesn't do anything. It just sits there and doesn't build or play the game.
I'm going into "mods" and trying all of the Aommodai files and nothing. zero luck.
my friends and I like to play 2/3 vs 7/8 Ai mods and lately we're receiving often crashes with Sync Error. When we're trying to restore the game it says that there's a person that wasn't in the original game even tho we're the same people, with the same user names, the Ai Mods is being seen as different people I guess....
So there are 2 issues here, one the often sync errors and the second one not being able to restore the game. can you please look into it?
And that was on titan diff, any ground i took was quickly retaken as the ai covered and helped each other out.
10/10 if that isn't an example of quality then i don't know what is
What took me is the AI repairing my TCs for me and making walls around my TCs on top of it lol.
Not sure why people are saying it's not working.
Not only works but works perfect.
No updates needed. If yall can't get it working that's a you problem, nothing wrong here.