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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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Pages: « First « 1 2 3 4 [5] 6 7 8 9 10 11 12 13 14 15 16 » Last » | Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
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Agnivir |
Posted on 06/14/06 @ 01:49 PM
Thanks Felix!! Everything seems to be working perfectly!! |
LB11 |
Posted on 06/26/06 @ 12:33 PM
Just wondering before I download, does this AI fix the problem with the tons of villagers standing aroun in a circalar group doing nothing? Because if it does, I'll download.
P.S.
@Agnivir + Felix
About the AI file, look at each of the AOEIII discs until you find the file you need, then copy it to the right folder.[Edited on 06/26/06 @ 01:02 PM]
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Felix Hermansson
File Author |
Posted on 06/26/06 @ 02:45 PM
I've never heard of this bug, so I'd say, just download and check for yourself. You might find more reasons to keep it! ;-)
As for the AI file: Interesting - I didn't know that .cab archives can actually be read like a directory. Usually games like AoE3 use some proprietary packing format, so I didn't even bother to check that. Thanks, this might come in handy some time! |
taclled |
Posted on 06/30/06 @ 05:19 AM
does anyone know how to open .cab files ive been tring and it just frustrates me lol |
Felix Hermansson
File Author |
Posted on 06/30/06 @ 02:32 PM
On an XP system you can simply doubleclick them, they'll open like a directory. |
taclled |
Posted on 06/30/06 @ 08:59 PM
hnm.....ihave XP and it doesnt open them |
jevonsac |
Posted on 07/09/06 @ 04:26 PM
hi felix...
sorry it's been awhile since i've played....about your question...since i'm not that smart, when it comes to understanding scripts, and game data..i'm actually more comfortable on a mac...but i was just worried about loosing some important data.
i've also added other mods, like formation improvements, different land maps, and senarios. so i just don't want to forget what i've changed.
i do now notice a significant difference in the draugur AI...i will not go back. i guess i was just expecting miracles...
i guess i'm not brave enough to play on hard. i like a challenge, but i don't like to get blown out. usually what happens on hard is i get killed. and you say that your AI performs better on hard. so i will have to start playing on hard more often..
also..what do you know about the napoleonic era mod pack...i'm curious to download and see if it's as good as they say. have you played it or know anything about it.
thanks
jevon |
Seia |
Posted on 07/09/06 @ 05:46 PM
Rating: 5
The computer can actually put up a real resistance and those mercenaries were a real challenge. Thank you a lot.
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Ganacampo |
Posted on 07/29/06 @ 11:25 AM
If my highest HC level is 13, should I wait with downloading the AI till I have a higher level or would it already make it better for me now? |
Kaziglu Bey |
Posted on 07/30/06 @ 05:15 PM
Ganacampo, download right away as the Draugur AI modification improves at any level. |
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HGDL v0.8.2 |
Statistics |
Downloads: | 28,674 |
Favorites: [] | 13 |
Size: | 438.23 KB |
Added: | 02/26/06 |
Updated: | 04/20/08 |
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