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Felix Hermansson's Draugur AI (AoE3, TWC & TAD)
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Author |
File Description |
Felix Hermansson |
Posted on 02/26/06 @ 09:38 AM (updated 04/20/08)
File Details |
Game Version: |
TAD |
Draugur AI Script, Versions 3.10 (AoE3), 6.04 (TWC) & 7.01 (TAD)
by Felix Hermansson (hoodncloak@hotmail.com)
20 April 2008
This archive contains three versions of the Draugur AI script:
- V3.10 for 'Age of Empires 3' (the original version)
- V6.04 for 'AoE3: The War Chiefs' (the first expansion)
- V7.01 for 'AoE3: The Asian Dynasties' (the second expansion)
All three are improved versions of the standard game AI for AoE3, AoE3:TWC and AoE3:TAD. They feature a number of improvements over the standard game AI. The main ones are as follows:
For all three versions:
The AI concentrates on training units which effectively counter the enemy's troops.
AI deck creation has been changed; the AI now includes mercenaries, Advanced Trading Post and Royal Decree (the unique church tech upgrade).
The AI now fishes and builds a navy on custom random maps with water, provided there is a water spawn flag. This works for existing maps as well as future ones, so there is no need to add names of custom maps to the script or anything like that. The AI's behavior on standard maps is not affected. (Note that the way the AI treats naval warfare is not improved much, this feature might come with a later version.)
The AI now builds fewer plantations, but still enough to keep all its gold gatherers busy.
AI players now use extra scouts (envoys, native scouts) properly.
The AI now builds more artillery and a bit more cavalry.
The AI always keeps a defensive force around its main base, and keeps its fort closer to the main base as well.
The AI puts much more emphasis on trade posts, both at trade routes and native villages, and upgrades trade routes as appropriate.
Gatherer assignments are no longer changed every few seconds, the AI now plays a much more steady game in this respect.
Treasures close to the AI's main base are now being collected over time. Furthermore, the AI tries to rescue or sometimes ransom its fallen explorer.
Handling of herdables has been improved: The AI gathers them actively, assigns them to pens etc. and actually collects food from them.
For TWC and TAD only:
AI personalities have been somewhat randomized for skirmish/deathmatch games. Civilizations will still mainly stick to their basic strategy (e.g. rushing or booming), but can also choose other options.
The selection of age-up politicians by the different AI personalities has been improved. It now takes game strategy into account, but also includes a certain randomization. The AI can even choose to revolt now.
AI deck construction has been improved so the AI selects what it considers "stronger" cards, and a certain randomness has been introduced. Also, decks now include mercenaries, native allies, renegades, and a number of more special cards like Advanced Arsenal or New Ways.
The AI upgrades its units (including minor natives) more consistently, using both line and arsenal upgrades as available.
The AI uses the native civilization's war parties as levy replacement.
Healers are now handled properly, and war priests used as dancers.
The AI uses fire pits to revive its fallen war chiefs. (A bug in ES's original script prevented this for Aztecs and Sioux).
Hot air balloons have been introduced for scouting.
The AI builds and uses Cree coureurs if available.
For TAD only:
The AI produces heavy artillery from factories.
The AI uses mansabdar units for Indians as well as daimyos and shoguns for Japanese, and includes mercenaries from the Asian monastery.
The AI builds Japanese dojos and sacred fields for Indians.
The AI chooses its consulate options in a more reasonable, but somewhat randomized manner, and will make use of the available consulate armies and improvements. Factories, arsenals etc. from the consulate are handled properly now.
Passive wonder bonuses are used in a more reasonable, but somewhat randomized manner. (Note that active abilities like Informers are still not available to the AI.)
Apart from these changes the Draugur AI features a huge number of other, smaller improvements, which are listed in the readme files for all three versions.
Note that the AI is still no match for the hardcore player, especially since "anti AI tricks" like shooting a single villager to make all of them run for cover still work (the AI script cannot change that), but I feel it makes for much more interesting games for the casual player.
Having said that, the Draugur AI is meant to be used on difficulty levels 'hard' or 'expert', and for high home city levels. It works fine on lower levels, but it won't be able to use its full potential. The AI can't use cards which are unavailable for its assigned HC level (e.g. 25 for Advanced Trading Post), and usually won't use mercenaries (except for the ones available from the church) until around HC level 50.
I only partly changed the basic way the AI plays; the differences between the civilizations are still there (though somewhat randomized now for TWC). No special strategies (say, an Ottoman rush) have been implemented.
Note also that just like the standard game AI the Draugur AI is meant to be used for "standard" games, i.e. non-treaty games starting in either nomad or discovery age. It can be used for other game modes as well, but it won't be able to use its full potential as no special handling for these modes has been introduced.
Regicide, Silk Road or King of the Hill style games are handled the same way the standard AI does. A later version should feature an improved handling for those.
Some points which are interesting mainly for scripters and designers:
A new function (echoMessage) has been introduced to allow for debug output by player chats.
A new control variable (cvOkToBuildDeck) can be used to force the AI to play with a predefined deck in custom scenarios.
The control variable cvTertiaryArmyUnit is now handled properly. (The standard AI simply ignored it.)
The personality randomization is for skirmish/deathmatch games only and will not affect scenario/campaign games.
The revolution feature is disabled for scenario/campaign games.
I have tested the AI, and it works properly for all patch levels up to 1.12 for AoE3, 1.04 for TWC and 1.01a for TAD. (It SHOULD work for future patch versions as well, provided ES introduces no major changes, but of course I cannot guarantee that.) I feel it makes the game more interesting to play, but then again, that might just be me. I need as much feedback as possible to make the AI even better! So I would appreciate any honest feedback, good or bad. Please tell me what you liked, what you disliked, and especially, tell me why. If you have any ideas on how to improve it, all the better.
I would appreciate it even more if you did not modify this script, copy my code (even parts of it), or use it in your own projects without contacting me first.
Please send any comments or questions by e-mail to hoodncloak@hotmail.com. Oh, and add 'Age of Empires' to the subject and use proper language, otherwise your message will probably be deleted by the spam filter.
Have fun!
Felix
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Woolagaroo |
Posted on 04/16/06 @ 01:23 PM
Hi, I downloaded the AI file and installed it and it was great. But then I downloaded the 1.06 patch and suddenly the German AI is crippled (on account of now they start with 3 wagons I guess). What should I do? Do you plan on updating your AI script to accomodate this? |
SpaceRitual (id: Spaceritual) |
Posted on 04/16/06 @ 04:23 PM
The German settler wagon bug is a patch 1.06 error not the AI download here it seems . ES need to fix it hopefully with a small patch before the big one at 1.07 |
Achaean Lionness |
Posted on 04/16/06 @ 04:53 PM
Rating: 5
I’ve given the Draugur AI a few ‘test runs’ here on Moderate 2 –vs- 2, and have to say, even on moderate I much appreciate the few modifications.
The AI are generally ‘less stupid’ ..and it’s delightful to see some mercenaries on the field for a change.
Next up, will try on Hard and see how the AI behaves.
Nicely done, it seems to me, Felix.
Many thanks for this pleasant improvement – the enjoyable just got more-enjoyable…
Cheers!
~ Lionness
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Felix Hermansson
File Author |
Posted on 04/17/06 @ 07:29 AM
@ RF_Gandalf:
Your test results (about adding names) are in line with what I would have expected. As for the fishing: There is always a bit of randomization in the AI - it doesn't follow any strict building orders, it sets up "plans" and executes them as it sees fit. It (usually) won't start fishing until it finds fish, it will build it's navy depending on the difficulty level and the number of enemy warships and so on. Civilizations also come into the calculation here.
As of now, the Draugur (v2) behaves just like that. For v3 I'm trying to come up with a set of rules to make it behave more "intelligent" for any kind of map, i.e. to decide when fishing and building a navy is viable at all.
@ Woolagaroo:
Spaceritual is right, it's a bug ES introduced with patch 1.06. The problem cannot be solved in the AI file, at least not with the kind of effort I'd consider worthwhile. We'll have to wait for ES to fix this in the game code itself for the next patch. I for one have started playing Germans in the meantime...
@ Lionness:
It's definitely more interesting to play on 'hard', as the AI doesn't get a handicap as on the lower levels. I never tested the Draugur on lower levels, simply because the handicap limits the AI's possibilities to put up a good fight. So I hope you'll find it even more interesting once you try it out on 'hard' or 'expert'.
Oh, and thanks for the rating! |
jevonsac |
Posted on 04/21/06 @ 12:39 AM
hi,
i downloaded and installed CORRECTLY, and no errors so i'm sure it's working. but when you say that on the regular maps the AI isn't affected what do you mean. where are the changes going to talk place. i've played quite a few single player squirmishes against computers, and they still make too many plantations, their army is pathetic as always, and even a coupe times, they didn't even build a dock. there was plenty of water. islands actually. so i'm wondering if your mod only works for certain maps or what...thanks. |
Felix Hermansson
File Author |
Posted on 04/21/06 @ 04:38 AM
Don't worry, the Draugur AI works fine for all kinds of maps, there are no restrictions. The exception is of course naval warfare, which is not yet included up to version 2. The only change there is that the AI recognises a map featuring water spawn flags as "navy map" and will subsequently build fishing boats and a navy - to the same (small) extent the standard AI does.
The point about the plantations is probably at least partly a misconception on your part: The AI builds enough plantations to keep its settlers busy. This means, if at one point it needs 37 gold gatherers, it will build a total of four plantations. If at a later point only 19 gold gatherers are needed (e.g. because two factories are up by then), half the spots will remain empty. The AI will rarely max out its plantations properly, but those "superfluous" plantations give it more flexibility late in the game.
About the "pathetic army": Could you elaborate on that a little more? What's so pathetic? Too few units? The wrong units? Did you play at least on 'hard' difficulty and with HC levels around 50, as recommended?
Last but not least: Don't expect any miracles! The Draugur AI is a major improvement over the standard one, but it cannot solve some basic problems in the game's AI code. I can have it produce the proper counters to your units, but there is no way to make it masterfully micromanage those counters. |
jevonsac |
Posted on 04/21/06 @ 05:25 PM
i see now what you are saying about the plantations. i was just confused when i started to attack, and when i approached their town, i saw about 20 settlers just standing around. they were actually standing on the mill. not working.
as for the pathetic army. that may have been my fault. i played on moderate, giving the computer a 50% advantage. i'm a level 80 city, so i'm not really up to par, when it comes to facing a computer set on hard.
i will give you more detail about a certain game to help you understand what i was talking about with the no dock situation.
i downloaded the RM titled gandolfs islands. i know this is AI, but are they programed to find my town and attack. they made no attempt to establish trade routes, or even get off their island. maybe i'm expecting too much.
but i did notice a lot of good changes in their general behavior when i played the carolinas. more battles were fought over trade post. i think i should play more games, to help me better determine the differences. thanks again for the fast reply. and for all that you are going to improve the game |
jevonsac |
Posted on 04/22/06 @ 01:16 AM
just another thing i notices. and again sorry if i'm being picky. i'm am just having difficulty trying to decide if there are enough changes made to not go back to the original script
but i noticed in the middle of a match, carolinas, about the fortress age, the computer had about 6 to 8 cavalry just passing back and forth between my town and his. i approached with a small army and engaged his cavalry in combat. to my surprise, his cavalry just stood there. didn't attack at all.
i played a few games on hard. noticed that they did perform better. but there some of these things i've mentioned have me concerned.
again, maybe it's me and i just need to play more battles. but i'm trying to find a balance where i can enjoy the game. it's either he completely destroys me, or i win with no problem. any suggestions along those lines would also be appreciated.
thanks again for all that you are doing for the game. and i hope i'm not annoying you or exhausting the subject.
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Felix Hermansson
File Author |
Posted on 04/25/06 @ 09:03 AM
Don't worry, you don't annoy me. I appreciate any constructive feedback!
Note that when you play on moderate, the AI will aim for about 120 pop slots (half econ, half army) even for the late game. There never will be much of an AI army around this way, even with a 50% bonus. (The AI has a 35% basic handicap on moderate anyway, so the 50% bonus only just about brings it to par again.)
As for the problem you mentioned with the island map: Like I said, no real improvements for naval warfare have been implemented up to version 2 of the Draugur AI. Version 3 should change that and make for a more challenging opponent on the water, provided I get it to run properly.
I also noted some strange behaviour like the one you describe on the part of the AI at times, but I'm afraid there's probably nothing I can do to change that. As far as I can tell, the AI script is just one of at least three different layers which control the AI's behaviour. A lot of it is controlled in the game code itself which cannot easily (or legally) be altered.
As for the balance: Myself, I prefer free-for-all or team games with four or six players (on hard), which usually make for an interesting game. Compared to the standard AI, the Draugur AI probably performs best in these kinds of games.
One question from my part: You said you were trying to decide whether or not to go back to the standard AI. Why would you do that? What advantages do you think the standard AI has compared to the Draugur?[Edited on 04/25/06 @ 09:04 AM]
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Achaean Lionness |
Posted on 05/02/06 @ 12:24 AM
Hi Felix,
Just a little follow-up here…
I’ve fought my last probably 40 or 50 wars with the Draugur AI on ‘Hard.’
Really a notable difference.
On occasion (as with the default version AI) – an enemy will just completely fall apart once their Fort is destroyed, but typically, there are many large scale battles and I’ve found the Draugur AI to be quite tenacious (especially for some reason with the Portuguese, Dutch and British – who will start a colony from nothing all over again if left with nothing but their explorer and enough resources to produce a few settlers – and if, like me, you refuse to accept their surrender when offered: I always refuse it if at any point they’ve killed any of my civilians).
Very enjoyable really…
I Most enjoy the Really Huge Random Maps, 2 –vs- 2, on Hard, allowing everyone a Fort and to reach Imperial (starting in Age of Discovery) before really letting the war heat up. Not always easy to do with some of the more aggressive Civs. – like the French or Brits. But when it goes that way – there can be some truly epic battles, fierce, nasty and brutish as war gets.
I will suggest tho’ that not only should the Draugur AI be used (enjoyed best!) on Hard or Expert – but on the largest maps ones PC can handle.
On the larger maps – the Draugur AI can actually do some rather surprising things and it really keeps you on your toes.
To offer my own answer to your question put to Jevonsac *
“What advantages do you think the standard AI has compared to the Draugur?”
The Draugur’s “water infatuation” is as often as not a handicap and not a pleasant one.
I have had allies who have fruitlessly wasted their few meager resources re-building warships (usually one at a time) sending it to the same exact spot to be blown out of the water over & over & over – while their colony is being overrun by infantry, horse and guns.
VERY Frustrating….
It’s pointless to even feed them resources – food, wood AND coin, hoping they’ll take some of the excess and start producing some units to defend their colony: all they do is look out over the water and keep sinking all they have & are given in the same spot.
I don’t know – but I’ll Guess this isn’t a “Draugur AI” fault – but something inherent in the AI coding itself – or as you’ve said above – in some other level of it.
Yet the default AI’s indifference to water on all but the Caribbean and Great Lakes maps is, in that regard something to be missed.
It is nice that Draugur will recognize water and build some fishing boats and whalers, or even a warship or two for local defense, etc … but they aren’t intelligent enough to know when it’s fruitful and when it’s sucking the life out of their colony …
Even so – as it happens, I much prefer land-based warfare so I don’t miss the water maps in any event, and wouldn’t go back to the default AI for anything …
Just wanted to say the above and Thanks again..!
Cheers!
~ Lionness
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Added: | 02/26/06 |
Updated: | 04/20/08 |
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