Enhanced AI Mod

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United States of America EsteGringo
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Enhanced AI Mod

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Post by EsteGringo »

Hi everyone, I recently released my AI mod for AoE3DE. The goal of this AI mod is to make it as close to PvP as possible. This AI plays well on naval maps, makes use of technologies that it did not use before, builds walls, transports troops to islands, and more. :smile:

https://www.ageofempires.com/mods/details/209052/

Some Main Features:
It will cross the sea, land troops, and attack you.
It will use battleships.
Ships will patrol the seas.
It builds walls.
The AI uses church techs and units now.
The AI will use special units. For example, Germans will train Settler Wagons, the Dutch will train Blue Guards,
and Ottomans will train Nizam Fusiliers.
Card selection has been modified so more upgrade cards are used.
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United States of America EsteGringo
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Re: Enhanced AI Mod

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Post by EsteGringo »

I updated the mod yesterday. Change notes are included below.

Changes in 0.9.7:
German Settler Wagon maintenance has been improved. It worked before, but it's more consistent now.
Improvements to card deck selection.
British AI can use Florence Nightingale if they select that card and research it.
Warships are more aggressive.
Livestock pens are now used by the AI for land maps!
Ships should respond to being attacked a little bit better.
Handicaps brought back for Hardest and Extreme difficulties for now. Handicaps were brought back
because it is too difficult for some people to read this mod's description.
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Re: Enhanced AI Mod

Post by EsteGringo »

The mod has been updated today. Below are the update notes.

Changes in 0.9.8:
Greatly improved card selection for: Aztecs, Chinese, Ethiopians, Huadenosaunee/Iroquois,
Huasa, Inca, India, Italians, Japanese, Maltese, Mexicans, Sioux/Lakota, and USA.
The AI will use Livestock Pens more often now and they are no longer restricted to just land maps.
Adjustments to the naval logic.
Fixed an issue with ships loading artillery due to a recent official game patch change.
Very experimental custom Archipelago logic is now implemented. The AI will likely not be a challenge on Archipelago yet.
The AI will now build bases on islands in the Archipelago map. This base building logic will be implemented for land and other sea maps soon.
Refactored various areas.
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Re: Enhanced AI Mod

Post by EsteGringo »

The mod was updated again today. Below are the update notes.

Changes in 0.9.9:
Improved the AI's ability to rush and made it more aggressive in general.
Aztecs now train Eagle Scouts.
Spanish now train Missionaries and War Dogs. They use Unction too.
Chinese now train Disciples.
Italians make use of more Architects now.
Minor improvements to the Archipelago logic. It is still very experimental.
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Re: Enhanced AI Mod

Post by EsteGringo »

Another day, another update. Check out the update notes below!

Changes in 1.0.0:
Enabled Aztecs to train Skull Knights via ceremonies.
Improved naval invasion logic.
If Castrametation is researched and the fort build limit has not been reached, Explorers will now be tasked to build a fort.
The AI will now try to maintain as many trade posts and alliance units as it can.
Greatly impoved warship behavior.
Removed some redundant logic.
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Re: Enhanced AI Mod

Post by look »

How is the AI working? What level of gameplay and intelligence is it?
Kaiser sucks
Garja Noob
grunt the best
Kickass God
BSOP OP
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United States of America EsteGringo
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Re: Enhanced AI Mod

Post by EsteGringo »

look wrote:
06 Mar 2024, 14:00
How is the AI working? What level of gameplay and intelligence is it?
Download it and find out. It is more difficult than the default AI. It uses more technologies and units than the default AI and it also will cross the sea and invade your island on naval maps.
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Re: Enhanced AI Mod

Post by EsteGringo »

The mod has been updated again.

Changes in 1.0.1:
AI will now more consistently maintain their maximum amount of towers. (Up to 14 with cards!)
Lakota/Sioux build and maintain teepees now.
Fixed a bug that prevented ships from training units during island invasions.
Rearranged and refactored some code, also made some things more performant. (Technical stuff, it doesn't matter.)
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Re: Enhanced AI Mod

Post by EsteGringo »

Here is another small update I put together for those who want to customize their AI playing experience based on their own preferences.

Changes in 1.0.2:
You may now create your own decks for the AI to use. See the instructions in the readme file that is included with the mod for details.
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Re: Enhanced AI Mod

Post by EsteGringo »

Another update for Spring has arrived.

Changes in 1.0.3:
The AI is better at aging up.
The AI selects more beneficial and interesting politicians now.
Japanese will now train Shinobi if they have Daimyo Tokugawa present.
The AI should perform better on Ceylon.
The AI will send some of its troops to destroy enemy trade posts or patrol the map.
The AI should attack a lot more often on higher difficulties once it gets a decent economy going.
The AI will now occasionally try to destroy all of your docks on water maps just to be cruel.
If economic conditions permit and the AI is in the Imperial Age, they will create extra military buildings.
Custom AI card deck creation now supports distinction between land and water maps. Name your decks
“Enhanced-Land” for land maps or “Enhanced-Naval” for water maps. Rename your “Enhanced” decks appropriately for compatibility with this update.
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Re: Enhanced AI Mod

Post by EsteGringo »

Today’s update is a small one.

Changes in 1.0.4:
Fixed an issue that prevented the AI from making up to 7 docks.
Fixed an issue that prevented the AI from making enough fishing boats on naval maps.
Fixed an issue that dealt with military maintenance.
Randomized the new dock attack logic so it will randomly select a dock from a list of docks it has seen.
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Re: Enhanced AI Mod

Post by EsteGringo »

I have uploaded a larger update for July. I also wanted to include a particular feature I am working on that I believe will be very interesting, but it will have to wait until a later release due to time constraints. Anyway, below is a list of changes for today.

Changes in 1.0.5:
AI now trains allied naval units if they are available for training.
AI now makes sure all docks are accompanied by at least one tower within a certain range on naval maps.
AI now makes sure at least one tower is near each factory.
Fixed an issue with Battleship transportation dropoff points.
Fixed an issue that could cause the invading armies to stay on the coast or run around in circles, even after
finding the enemy base.
AI will now maintain a couple of priests or monks.
Added logic so the AI can begin to use healing units to heal injured units.
AI may now build as many churches, basilicas, or mosques as it can.
Added more improvements to how the AI ages up.
Refactored some naval logic.
Improved the prioritization of various plans.
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Re: Enhanced AI Mod

Post by EsteGringo »

Another month has arrived and another update is here. I am not finished with the card selection refinements, more updates will come in this area in the future.

Changes in 1.0.6:
Updated card selection logic.
More refinements to various parts of the naval invasion logic.
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Re: Enhanced AI Mod

Post by EsteGringo »

This update should be an interesting one. I would appreciate feedback on the newly-added King of the Hill support, as I literally threw that together in ~7 minutes. It appears to work overall.

Changes in 1.0.7:
Refactored the naval invasion logic some more.
Added King of the Hill support.
Fixed an issue where too much artillery was being trained.
Added Swahili Coast map support. (I forgot about this map!)
Added the ability for the AI to collect sea treasures.
Refactored various parts of the code for better performance on older or low-end systems.
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Re: Enhanced AI Mod

Post by aligator92 »

I wish you could refine my naval logic :cry:
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Re: Enhanced AI Mod

Post by EsteGringo »

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