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IA AllianceThundaEmpire

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IA AllianceThundaEmpire Empty IA AllianceThundaEmpire

Mensaje por _AZTK_SpeCiaL el Lun Sep 30, 2013 2:51 pm

FUENTE:""198&t=25335 escribió:VERSION - AT: -=EMPIRE=-

Artificial Opponent for AgeOfKings Conquerors Expansion


Of course this Version will be improved in the Future - if you have Ideas,
feel free to mail them to


None of these Versions CHEAT by default. Except HARDEST DIFFICULTY
On HARDEST it cheats by default at start of every new/starting Age.

If you want to crush this Ai with a Team-Mate in Multiplayer, you have to use a prepared SCN-Random-Map.

Open Map-Editor => New Scenaro => Set Numbers of Players =>Set PopulationLimit => Set AI-Personality
=> Set-Race for each player => Set Starting-Age for each Player => Set-Diplomacy (this is important if you
want to set the Teams) => Generate Map by Random => save => other Parameters can be set in the Game-Menu

Important: The AI does only take Full Advantage of TEAM-Play if the Team-Settings are Locked.
So if you do not set the Diplomacy in Editor and don`t Lock the Teams Alliance will not go at it`s Limit
when Playing Teams.

Combined Attack Rush as Team Strategy, NO FLUSH ATTACK
This is mainly for Human Players who wants to play a X on 1, or for Team Battles against AI
Full Team-Support as above Listed.(including late cartography - if earlier wanted - buy it.)

This is meant for fast and funny 1 on 1 Match against an at least desperate fighting Opponent.
Try to defend yourself against Flushes.

Plays with all Versions Islands and Rivers. (Though Rivers/Mixed not to smart yet)

In any Case it builds a Fleet after it arrived in Castle and prepared for a Raid.
Attacks are supported by Transport Ships with mixed Troops.

This Ai Skills:

- all Resource Settings
(inc !Free!-Custom Settings, Deatchmatch-Settings, Hardest-Difficulty Settings)

- all Starting-Ages
(Detection works also for different Starting Ages on different Players in SCN's)

- all Races
(just Select RANDOM-CIV and Relax)

- Restricted Ages (Restrict Ages in Map Editor) - and it will build up full
Dark/Feudal/Castle Town
(Gimmick: restrict Age-Progression in SCN at different-Levels for different
Players in SCN and play Battles of just that Time-Period)

- Can Handle Huge Quantities of Military (up to 1000+ Units) for Historical
(Gimmick: Just place 200+ Units on a SCN Battlefield, and battle with the CPU)
(Also good for testing Strengh of Unit Mixes in comparison to other Units)

- All Population-Settings higher than 25
(Sorry at this Point about weak Performance at low POP-Levels, although RM/low
Resource Start may work quite good on all, DM-Performance and Settings with High
Resource Amounts may work not so good on low-POP Levels)

- ALL POSSIBLE SETTINGS: No Wood on Map, but Market and Gold, no Gold on Map,
no Stone, No TC at Start, 2 TC at Start, etc...

- Minimum Requirements are 2Villagers and 100 Wood
(Guaranted Flexibility: This AI needs nothing more than 2Villagers and 100Wood
if Surroundings contain some Stone and Wood to rise an Empire.
If there is lack of Wood, but enough Gold and Stone it needs minimum 2Villagers,
Wood for a Market and a Camp, 275, or more other Resources to be sold for a Camp
that have to be builded near the found Resource - it also needs to be in Feudal then.)

- Many Strategies (also included as SingleVersions)

- Full Water Support

- All Game Settings but WONDERRACE and DEFENDWONDER

- NO DIPLOMACY SO FAR - only minimum Diplomatic Reactions
(Diplomacy needs to be set in SCN manually)

This AI is a strong Opponent fo every other AI - Fun Opponent for Human-Player
Written to be flexible on every Setting, while staying strong to give a bit of Fun. Just choose this as Personality -
no need to check for SETTINGS.
Can handle all without selecting special Behavior for anyMap/anySetting (except POP-CAP)

Difficulty as Follows:
Hardest: Gains extra Resources at any new AGE. Castles about 13/14 - very Hard
Hard : Standart Difficulty-Setting - Castles about 18 Minutes
Medium : As Hard, but it will not Attack first - but don`t count on it Wink
Easy : Slower Unit Production, slower Tech research, no first Attack...
Easiest: Never tested though - but even more worse than Easy

Hope you enjoy this....CU

Originally posted by Berserker Jerker on AoKHeaven.

Rating: 5.0

"The Alliance series of AI’s have gone through various updates, and new versions, eventually arriving at this version, Alliance ThundaEmpire. Each showing an improvement over its predecessor, I suspect it will not end here either, as the author is still very active, and is constantly looking at ways to improve this already truly impressive AI.

Versatility: Alliance ThundaEmpire is one of the most versatile AI’s there is. It performs well on any settings, and with any civilization, the only exceptions are “Wonder race”, “Defend the Wonder” and 25-population limit. Whereby the AI promptly informs you of this and resigns. It even has the ability to detect what type of map it is playing without using the “map-type” fact, and select the appropriate strategy to suit. This means it can choose an effective strategy even on a map that contains the wrong AI-map-type-info, as is often the case with custom scenarios. The AI doesn’t cheat, except for the usual extra resources given at the start of each age when playing hardest difficulty. Coupled with the fact the author has taken in to account the difficulty levels on easier settings, this means you should be able to find a good balance no matter what skill level you are at. I recommend playing on moderate to start with, and then try a different setting according to how well you fare against this AI. Even the most experienced player should find playing on Hardest a real and enjoyable challenge.

Economy: The AI has an extremely well balanced economy, trading well with its allies, and/or using the market to balance its economy when needed. As most AI’s do, it will concentrate on Food and Wood for it’s main source of income, creating a good mix of military units without overly wasting gold. This ensures it doesn’t run out of gold on the map until late in the imperial age, by which time it is usually in a strong position, and/or trading with it’s allies market.

Building: Its ability to build effectively is also equally impressive, building a good amount of support buildings, ensuring it can create troops quickly and effectively. Castles always seem to be placed effectively, and generally not all grouped in one location as some AI’s tend towards. Many AI’s will place forward buildings, but often they are placed at the worst possible time and locations conceivable, and left completely undefended, wasting time and resources. Alliance ThundaEmpire doesn’t, it places buildings with an almost human like thought behind it, it’s as if the author were there watching your every move. I have yet to see the AI build walls, but this is by no means a detriment, as doing so can often block a vital resource, and waste precious resources.

Military Strategy: The AI’s military strategy varies greatly; it doesn’t always try to flush, it seems to choose a strategy that best fits its civilization, map, and population limit. Generally it chooses a good mix of units that are upgraded and well balanced. It will defend its resources and buildings aggressively, and very effectively. If you do manage to mount an effective strike against this AI, there is a humorous Grrrr.. sent via a chat message. When the AI goes on the offensive, it does so mercilessly. It doesn’t send one big mass, nor does it send a couple of large groups to attack. It seems to send a few small groups testing for a weakness, and then in ever increasing ferocity, it sends more and more small groups that become extremely hard to defend against. Another very interesting strategy I have observed, is it will often attack immediately after successfully defending against an attack on it’s own base. This usually ensures that its enemy is at its weakest, and can have devastating results for its enemies. So be prepared to suffer the consequences if your attack against this AI fails!

There is only one area that this AI performs less well, this being on island maps. The strategy is attacking with numerous small groups; this means a transport rarely has more than a few units onboard when it delivers an attack force. With little or no support the AI often fails to make sufficient headway against its enemies. It still out-performs the standard AI in this area though, and I am merely directing the author to a possible area for improvement.

Taunts: The AI includes a list of taunts it will react to when playing with it as an ally, and also includes a few AI signals the AI will react to; meaning scenario designers can use these to their benefit if using this AI in a custom scenario.

Summery: After countless tests with this AI against various other non-cheating AI’s of a similar class, I have yet to see it beaten on a 1v1 equal footing basis. On Arabia maps it can consistently beat three Standard AI players that are allied together, something that is a true testament to the ability of this impressive AI. Overall this is without a doubt one of the most impressive AI’s I have seen to date, and this AI covers almost every area of the game. I could continue with this review for several more pages, covering some of the finer details, it is that comprehensive. Alliance ThundaEmpire is ideally suited for all levels of players, and provides a much greater balance on easer settings than that of the Standard AI. I highly recommend you download this; you will NOT be disappointed.

Note to the Author: I know you believe no AI is perfect enough to receive a 5, but to give Alliance ThundaEmpire anything less would be a crime! Thank you for creating this AI, and providing me with hours of enjoyment."
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Fecha de inscripción : 21/09/2013
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