Here you can post about your scenario's, mods, custom maps and YouTube channels!
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Hungary Dsy
Lancer
Posts: 956

25 Feb 2019, 09:51

Hi guys!

I add my AI mod here, you can feel free to download and use.
Its beta, since lot of work needs to be done yet.
This AI focuses on Supremacy mod. Ai much more agressive, making lot of units to attack/defend. Overall plays much better than in original game.

How to use:
Drop it to - Age of empires 3/AI3 folder and overwrite.

Recommend:
Safe save of the older file.

Online:
I dont know if it has any impact on online games, i wouldnt recommand to use it on ESO if its checking files and its different, maybe its not good. But idk, guys can maybe tell more.

But you can use offline 100% safety.

Further releases will come. Have nice day!

Join the club and make AI stronger and more competitive together!

Tip


Changes:
Attachments
aiMain.xs
(575.89 KiB) Downloaded 34 times
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Bavaria Gichtenlord
Howdah
Donator 03
Posts: 1436

25 Feb 2019, 09:59

Does your Ai use walls?
r]
User avatar
Hungary Dsy
Lancer
Posts: 956

25 Feb 2019, 12:59

Gichtenlord wrote:Does your Ai use walls?


No it doesnt use them. Its a supremacy AI.
I think NR AI already exists, its called Draugur.
User avatar
France P i k i l i c
Howdah
Posts: 1269
ESO: Pikilic
Location: Dijon, France
GameRanger ID: 7497456

25 Feb 2019, 19:51

Nice effort thank you. I will try it for sure.
Consider not the one who speaks the truth, but the truth that is said

:hmm: AoE logic :hmm:
User avatar
Austria supahons
Dragoon
Posts: 357
ESO: supahons

25 Feb 2019, 21:08

Dsy wrote:Join the club and make AI stronger and more competitive together!
I would, if i could. There's a lot to improve, with a few changes you probably make the standard AI already better. To make a great AI you probably need a team and resources like the Starcraft AI. Maybe the Definitive Edition has some improvements.

Some ideas:
* AI no longer build saloon and its units - Some mercenaries are really annoying eg. the Ninja/Highlander/Mameluke, together with the Aztecs or Pike/Halb + Artillery spam. If you only disable them for age5, it could be quite strong with certain units. Expert bots have +50% resource boost. This shouldn't be a problem.
* AI no longer build outposts - Then you can rush most civs quite easily, Dutch + Towers is really hard to defeat (at least for not very experienced players), Otto without Towers is really easy to rush. Without defenses it's probably easier to rush your AI than the standard AI. (Musk/Huss rush, Musk only rush) - Towers slow the rush down, without them you can just outmicro the few units in the beginning and rightclick the tc.
* Use the counter system from the Draugur AI
* Fix explorer shooting exploit - this? Shoot a villager once and they run to the tc - To fix this maybe build an outpost near a hunt. Ik the AI usually looks for the nearest mine to build a TC, there is some code for this in the file, maybe this can fix it amateurishly.
Sometimes it's useful to run, sometimes it's useful to stay. You have to make sure somehow that the villagers survive with 1 hp or act as a meat shield at the right moment. Is this a neural network problem? :arrow: this is way out of my league and i'm not qualified for this, but it would be interesting to know ;)
User avatar
Hungary Dsy
Lancer
Posts: 956

26 Feb 2019, 15:58

supahons wrote:
Dsy wrote:Join the club and make AI stronger and more competitive together!
I would, if i could. There's a lot to improve, with a few changes you probably make the standard AI already better. To make a great AI you probably need a team and resources like the Starcraft AI. Maybe the Definitive Edition has some improvements.

Some ideas:
* AI no longer build saloon and its units - Some mercenaries are really annoying eg. the Ninja/Highlander/Mameluke, together with the Aztecs or Pike/Halb + Artillery spam. If you only disable them for age5, it could be quite strong with certain units. Expert bots have +50% resource boost. This shouldn't be a problem.
* AI no longer build outposts - Then you can rush most civs quite easily, Dutch + Towers is really hard to defeat (at least for not very experienced players), Otto without Towers is really easy to rush. Without defenses it's probably easier to rush your AI than the standard AI. (Musk/Huss rush, Musk only rush) - Towers slow the rush down, without them you can just outmicro the few units in the beginning and rightclick the tc.
* Use the counter system from the Draugur AI
* Fix explorer shooting exploit - this? Shoot a villager once and they run to the tc - To fix this maybe build an outpost near a hunt. Ik the AI usually looks for the nearest mine to build a TC, there is some code for this in the file, maybe this can fix it amateurishly.
Sometimes it's useful to run, sometimes it's useful to stay. You have to make sure somehow that the villagers survive with 1 hp or act as a meat shield at the right moment. Is this a neural network problem? :arrow: this is way out of my league and i'm not qualified for this, but it would be interesting to know ;)


I focus to build this AI around Hard difficulty. I know on expert where its cheating it would be strong with saloon + outposts. But without cheating they are bad investments.
Idk about hte counter system.
Explorer exploit when you shoot the villagers and they go back to town center. Its most problematic when player start to shoot them with explorer in age 1 and they just stop gathering at all. Outposts would be way too expensive investments. Soft solution could be just remove villager fleeing when AI is in age1.

Further ideas:
-It would be nice if AI could call minutemen to defend - however idk how to do

There is a new change:
-AI no longer following explorer with 5/10 soldiers to gather treasures -> 5/10 more units to defend against rushes
Attachments
aiMain.xs
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Austria supahons
Dragoon
Posts: 357
ESO: supahons

26 Feb 2019, 20:41

- Soft solution could be just remove villager fleeing when AI is in age1. - yes, at least it's a bit better.

- It would be nice if AI could call minutemen to defend --> it doesn't work? (message below)

edited
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Great Britain Panmaster
Skirmisher
Posts: 166

26 Feb 2019, 23:06

Destroying base 0 turns off the towncenter garrison madness.

Levy isn't possible, nor is repair, formations, powers, special abilities or waypoints. These could all be added using the unHardCode patch and much more.
TAD AI Reference Guide
"Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln
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Austria supahons
Dragoon
Posts: 357
ESO: supahons

26 Feb 2019, 23:33

- Making deck for every civs (currently AI prefer 2 vills instead of 3 in age1 etc.) -> look at the Draugur AI changes, you can exclude cards from being added to your deck --> search for: Set priority to 0 for cards to be avoided if possible, but then you have to go through every card and decide if you want it in your deck :/

to speed it up a bit - all technologies/cards:
Aztecs

British

Chinese

Dutch

French

Germans

Indians
User avatar
Austria supahons
Dragoon
Posts: 357
ESO: supahons

26 Feb 2019, 23:33

Iroquois

Japanese

Ottomans

Portuguese

Russians

Sioux

Spanish
User avatar
Hungary Dsy
Lancer
Posts: 956

27 Feb 2019, 13:23

Thanks. I will try to make deck for each civ when im at home.

Further idea:
AI tries building 1 TC when in age 2, and tries to build 2 when age 3 or more.
Since how i saw AI never tries to build tc-s with explorer. It should.
User avatar
Hungary Dsy
Lancer
Posts: 956

27 Feb 2019, 20:58

Okey i can make decks for AI.
Now i think need to finish unitpicker for tad and twc civs and make decks for the rest of 12 civs.

Also had a new idea:
Would be nice if AI could collect food from herdables.
User avatar
Turkey HUMMAN
Lancer
Posts: 816
ESO: HUMMAN

27 Feb 2019, 21:01

Imo if you are kinda serious focus on one civ, it s easier and preciser. Like french AI etc.
Image
User avatar
Great Britain Panmaster
Skirmisher
Posts: 166

28 Feb 2019, 06:17

Would be nice if AI could collect food from herdables.

The only possibilities are either:
if (aiTaskUnitWork(cowID , livestockpenID) == false)
if (kbGetAmountValidResources( int baseID,cResourceFood, cAIResourceSubTypeHunt or cAIResourceSubTypeHerdable, float distance < 1.0 ) > 499.0 for baseID at position of each cow/ sheep.
TAD AI Reference Guide
"Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln
User avatar
Hungary Dsy
Lancer
Posts: 956

28 Feb 2019, 16:07

HUMMAN wrote:Imo if you are kinda serious focus on one civ, it s easier and preciser. Like french AI etc.


I dont think its about being serious.
In my freetime i watch ai games and modifie codes which lead AI to play better.
Its stronger and stronger each time.
Basicly its matter of time and programming skill (which i kinda lack of) and AI could play like pr 15 - 20 . I think thats achievable quite fast if people would join to the project.
However by myself its a long time, since i dont have much freetime lately. But i work on its, since i like to watch how AI evolves.
User avatar
Hungary Dsy
Lancer
Posts: 956

19 Apr 2019, 17:38

New AI available:
-All civs have new decks
-All civs unit preferences are set

If you want play online vs bots all players need to use the same AI file!
Attachments
aiMain.xs
(606.11 KiB) Downloaded 33 times
Australia Peachrocks
Dragoon
Posts: 388
ESO: Peachrocks

17 Jul 2019, 05:32

Alright having played one game I did my usual 'sit in my base and wait for the AI to decide how to play this' thing. Usually I can beat 5 AI's on hard without batting an eye with this method (i.e no attacking them until I'm imperial) so I tried 3 with the mod. Much improved. Still won relatively comfortably but the fact it actually upgrades its units, uses the Arsenal etc. is nice and doesn't run around with random mercs/outlaws all the time and attacks with far greater numbers.

There is one sticky point though. The Ai only ever builds one barracks, one stable and one artillery foundry. Ever. This seriously hurts its production later into the game. I'm not sure whether this can be addressed or not but I thought I'd point it out regardless. On a personal note I feel the decks I came across are maybe a little too unit card focused but this perhaps is personal style. I'd need more time but I feel initial thoughts are important.
User avatar
Hungary Dsy
Lancer
Posts: 956

17 Jul 2019, 08:13

Peachrocks wrote:Alright having played one game I did my usual 'sit in my base and wait for the AI to decide how to play this' thing. Usually I can beat 5 AI's on hard without batting an eye with this method (i.e no attacking them until I'm imperial) so I tried 3 with the mod. Much improved. Still won relatively comfortably but the fact it actually upgrades its units, uses the Arsenal etc. is nice and doesn't run around with random mercs/outlaws all the time and attacks with far greater numbers.

There is one sticky point though. The Ai only ever builds one barracks, one stable and one artillery foundry. Ever. This seriously hurts its production later into the game. I'm not sure whether this can be addressed or not but I thought I'd point it out regardless. On a personal note I feel the decks I came across are maybe a little too unit card focused but this perhaps is personal style. I'd need more time but I feel initial thoughts are important.


Ty for respond! I was aware of the issue.
Some times they build more barracks, some times they dont. When i'll have time i'll try to fix it.
User avatar
Argentina Jotunir
Lancer
Posts: 824
Location: Argentina

08 Apr 2021, 19:18

I will try it :)

Post Scriptum: It was a great improvement! I had a lot of fun for the first time in years playing against this AI.
It was a huge difference from what I am used to. Well done @Dsy !

Post Post Scriptum: France AI was without a doubt the hardest one to beat. I like that now the AI swarms your base and actually makes the units that they are supposed to instead of using only a handful of outlaws. It also upgrades units accordingly, so I must say that this improved AI is much better than the original. I highly recomend this mod.

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