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Posted

Well I've been messing around with the AI files, and after getting loads of stuff wrong, and several times making the AI dumber than a very dumb thing (even dumber than a banana!) I've made something that hopefully is at least somewhat harder to beat. This is just the first release of the AI and I hope to make it much harder in the future.

To install simply move the 'AI' folder found within the attached zip file into your emperor/data/ directory. Then just play a game on hard vs the AI and enjoy! ;)[attachment deleted by Gobalopper]

Posted

Cool, I love stomping the comp. Let's see how long these comps last. ^_^

EDIT: Ok, just tried it out. A few things I've noticed:

- The 'Competent' AI doesn't build walls, enabling it to build more on whatever rock it has.

- The AI Superweapon construction times have shortened? (I didn't see all the enemy bases, so I'm not sure if they had multiple palaces).

- The AI build multiple production facilities of the same type! :O

- The AI uses infantry more in its early rushes.

Posted

Yeah, it can have multiple palaces. :)

Have you yet witnessed the most inane rush ever devised? Tha Atreides Sniper Rush! :O

Lol it's so stupid, they attack with loads of snipers, kill your starting infantry... and then try to destroy your buildings with them lol.

Posted

nice ap0.... 0m3n and i played us vs 2 comps... it was harder but not hard enough.... we still beat them as fast as we do normal comps.....

do you program their building order?

if so you should change it to build something like a real person would.

o well it is more challenging than playing n00bs on WOL but not much more than playing 2 hard comps.... gj tho, keep it up :)

Posted

I noticed a couple of things. I played ATR v ATR. I didn't create any units at first to see what would happen

1) sniper rush was extremely funny - followed by sandbike rush. Not really effective to destroy buildings ;D

2) I noticed the AI building multiples of buildings, but curiously the AI built three starports, 2 ix bases, but only one fac.

3) I didn't see any minos produced. Lots of sandbikes and gooses. the AI did make some sonic tanks as well and APC's.

4) the AI built 18 turrets around and in the base

5) I created a Mino wall and quickly got multiple level 3 minos (All those snipers that rushed the minos) :D

6) also saw a bunch of ix bomb rushes too

It was definately a better AI than what comes natively with the game. A definate improvement Apollyon!

Posted

Nice job ap0, its a lot better then the real AI.

I was wondering can u make the AI aly with eachother?

Then it would be a real chalange to face 7 AI`s.

Posted

"3) I didn't see any minos produced. Lots of sandbikes and gooses. the AI did make some sonic tanks as well and APC's.

4) the AI built 18 turrets around and in the base"

Both are bugs, now removed for the next version (coming soon).

Sorry, War, I don't think that's possible as the AI does not discriminate between human and computer players. :-

Posted

Well actually it's alreadin in the coding for them to do that, it's just a very rare occurence. I guess I can make it more common, but the thing is that the AI really doesn't know what to do with a captured building. :-

Posted

Any way to program once the AI has captured a building then it can start building turrets and attacking buildings? Or capture a building and then do a rush? (Diversion tactic?)

Also on the Ally part of it, since the AI can't determine whos a human vs another AI, can you make it so that all the AI's take at least one ally? So in a 7 AI game, one of the AI's would try to ally with the human player (And then that human player could declar war on that ally?) That way it could be 3 groups of two...

Excellent work!!!

Posted
but the thing is that the AI really doesn't know what to do with a captured building. :-

They often just sell the building. I managed sometimes to let my building being captured by the AI, and most times (not every) they sell it

Posted

In my experience they only sell it if you attack it, meaning you can just as easily re-capture it.

"Also on the Ally part of it, since the AI can't determine whos a human vs another AI, can you make it so that all the AI's take at least one ally? So in a 7 AI game, one of the AI's would try to ally with the human player (And then that human player could declar war on that ally?) That way it could be 3 groups of two..."

I don't think there's anyway to get the AIs to ally at all. :-. And as for the turrets, no, I'm afraid.

Posted

Just a note to anyone who uses the Shai-Halud mod:

I tried playing it with the AI patch and the mini patch and both do work with the mod...the only exception is that since the shai haulud mod uses a file named artini.txt, orange and teal will not appear as black and white...but other than that all other features of the AI and mini patch work ;D

Posted

I think this AI-upgrade will work with more mods. As long as the mods don't remove units (NOT: change) from the game. And most mods didn't remove units, because you'll get other problems as well then (like with starting units, if a starting unit is picked by the game to give to a player, and it doesn't exist anymore, then the game will crash)

Posted

Has any one ever tried making a mod swapper? A program where you can turn different mods on and off before you start up Emperor? I thought Edric and Ghosty tried... I could be wrong.

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