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Alpha AI

Author File Description
Aphelion3371
File Details
Game Version: TAD
//==============================================================================
// Alpha AI 1.0
// by Aphelion
// based on the original AI Script for TAD
//
//==============================================================================

I made this in 2012 and i'm releasing it now.

Changelog:
//==============================================================================
// Alpha AI 1.0
// by Aphelion
// based on the original AI Script for TAD
//
//==============================================================================
//
// AI Personality Changes:
// - Queen Isabella: Negative bias towards natives/trade reduced.
// - Frederick: Negative bias towards natives/trade removed. Less defensive.
// - Ivan: Less defensive.
// - Suleiman: Small bias towards artillery added.
// - Henry: Small bias towards artillery added.
// - Hiawatha: Small bias towards artillery added. No longer favors natives.
// - Gall: Less of a rusher, favors natives. Negative trade bias removed.
// - Cuahtemoc: Chance to favor natives and trade added.
// - Tokugawa: Less of a rusher, balanced on defense. Favors trade.
// - Kangxi: No longer a boomer, more defensive. Doesn't favor Infantry.
// - Akbar: Boomer, less defensive. Favors natives and trade.
//
//
// TODO: Fix navy manager, better hc card selection, fix villager idling.
//
// aiPlanAddUnitType(planID, unitType, need, want, max);
// cUnitStateABQ includes units being created.
// minimum number of units to consider instance of an attack increased to 3.
//
//
// navyManager():
// - BUGGED! FIX!
// - references to cUnitTypeFrigate replaced with gFrigateUnit.
// - special handling added for the Aztecs.
// - special handling added for the Chinese.
// - special handling against natives added.
// - Canoes and Tlaloc Canoes (for the Aztecs) are now maintained.
//
//==============================================================================
// ****************
// ** Version 1.0
// ****************
//
// ****
// ** Changes:
// ****
//
// ageUpgradeMonitor():
// - number of wonder builders now randomized based on age.
//
// age2Monitor():
// - enables secondAge rule group.
// - no longer researches chinese village pop cap increase.
//
// age3Monitor():
// - enables thirdAge rule group.
// - no longer researches chinese village pop cap increase.
// - amount of towers to be built increases regardless of biases.
//
// age4Monitor():
// - enables fourthAge rule group.
// - no longer researches chinese village pop cap increase.
// - amount of towers to be build increases regardless of biases.
// - townWatch rule call removed.
//
// age5Monitor():
// - enables fifthAge rule group.
// - amount of towers to be built maxed out regardless of biases.
//
// agingUp():
// - wonder support added.
//
// bigTechManager():
// - minInterval lowered to 120 seconds (down from 300).
// - certain techs will now be researched at 15 minutes and the rest at 30.
// - Iroquois crate techs assigned the economic escrow.
// - Horse Secrets, Siege Drill and Rawhide Covers added for the Iroquois.
// - War Drums, Bonepipe Armor and Flaming Arrows added for the Sioux.
// - Tezcatlipoca added for the Aztecs.
//
// buildingMonitor():
// - execution allowed for Dutch regardless of whether having banks.
// - for the Dutch two banks will be constructed in the Colonial Age,
// two more in the Fortress Age and any number left in the later ages.
// - market enabled for the ottomans and dutch.
// - church moved to age 2, independant of difficulty and mills.
// - additional military buildings added for ages 3-5.
// - additional war academy added for the chinese in the second age.
// - extra war huts added for the Aztec and Sioux.
// - construction of livestock pen buildings moved to livestockMonitor.
//
// crateMonitor():
// - number of crate gatherers fixed to wanted amount.
//
// createSimpleAttackGoal():
// - special island-to-island handling enabled for Amazonia.
//
// createSimpleBuildPlan():
// - explorers, war chiefs and monks defined as town center builders.
// - settler wagons will be used to build if other settlers exist.
//
// commHandler():
// - unit training request confirmation added.
// - number of aztec nobles huts to be built defined for turtle requests.
// - number of asian castles to be built defined for turtle requests.
//
// consulateMonitor():
// - minInterval increased to 60 seconds.
// - no longer activated for the Japanese in townCenterComplete.
// - increases export generation in the Fortress Age.
// - maximizes export generation in the Industrial Age.
//
// danceMonitor():
// - 1/10 villagers now dance at the fire pit (up from 1/15).
// - warrior priests will now dance at the fire pit (up to 8).
// - dancers are now re-allocated every 60 seconds and the dance switch time
// remains the same.
// - the alarm dance will only be used if there are less nearby allied units
// than enemy units.
// - the war chief revival dance is used by all natives, and only when the
// war chief has fallen.
// - the fertility dance is prohibited if aging up.
// - the aztecs now use the warrior priest dance in ages 2-3.
// - the sioux will now use the dog soldier spawn dance in ages 4-5.
// - the aztecs will now use the skull knight spawn dance in ages 4-5.
//
// deathMatchSetup():
// - number of asian castles to be built defined.
//
// econUpgrades():
// - research of market food upgrades allowed regardless of whether a mill, farm
// rice paddy exists.
//
// exploreMonitor():
// - references to LogicalTypeScout replaced with LogicalTypeValidSharpshoot.
// - proper handling for war chiefs and monks added.
// - explorer dogs added to nugget hunting and defending base.
// - explorer defend base plan refresh frequency lowered to 10 (down from 15).
// - unconditional stop to rusher nugget gathering after 4 minutes added.
// - unconditional stop to nugget gathering after 8 minutes added.
//
// findEnemyBase():
// - method aborted for Amazonia.
// - explorers, war chiefs and monks are no longer used for the task.
// - units will now be sent back to our base once they've reached the enemy's.
//
// getBaseEnemyStrength():
// - asian outposts, blockhouses, war huts, nobles huts, castles and agra forts added to calculation.
//
// getBaseValue():
// - factories, banks, mills, farms and rice paddies added to calculation.
//
// getPointAllyStrength():
// - asian outposts, blockhouses, war huts, nobles huts, castles and agra forts added to calculation.
//
// getPointEnemyStrength():
// - asian outposts, blockhouses, war huts, nobles huts, castles and agra forts added to calculation.
//
// getPointValue():
// - factories, banks, mills, farms and rice paddies added to calculation.
// - plantation value corrected.
//
// houseMonitor():
// - execution allowed for Dutch regardless of whether having banks.
//
// init():
// - check for AITransportRequired added, which enables navy regardless of having a flag.
// - check for AIFishingUseful allowed in RM games as well as SPC.
// - check for a Homecity Water flag added, which enables navy and fishing.
// - enables scoutMonitor rule.
//
// initArrays():
// - base settler target for the Imperial Age set to 80.
// - base Dutch settler targets added.
// - selection of wonders improvied and somewhat randomized selection.
// - consulate tech array corrected.
//
// initGatherGoal():
// - initial gathering share for gold added for the Dutch.
// Dutch no longer build banks in the Discovery Age, so gather goal adjusted.
// - initial gathering share for wood added for the Indians.
//
// initPersonality():
// - method fully refined, personality changes listed above.
// - negative cavalry bias removed.
// - negative native and trade bias for rushers reduced.
//
// initEcon():
// - reorganized code.
// - japanese no longer forced to farm.
// - base settler targets increased for the natives because of the fire pit.
// - shrine defined as gLivestockPenUnit for the Japanese.
// - canoe defined as gCaravelUnit for natives.
// - war canoe defined as gGalleonUnit for natives.
// - tlaloc canoe defined as gFrigateUnit for the Aztecs.
// - tekkousen defined as gFrigateUnit for the Japanese.
// - maximum population defined as 220 for the Chinese.
//
// main():
// - method refined.
// - call for initDifficulty added.
//
// militaryManager():
// - number of units to pick increased to 4 (up from 3).
//
// monasteryMonitor():
// - rule is now activated once the Colonial Age has been reached.
// - Sabotage and White Tiger Training are no longer researched.
//
// monitorFeeding():
// - feeding resources in the first age (if not capped at) forbidden.
// - feeding resources to defeated players forbidden.
// - maximum amount of resources that can be fed set to 1000.
//
// monitorScores():
// - missing chats about the Iroquois, Sioux and Aztec added.
//
// mostHatedPlayer():
// - configured to target the weakest players on the enemy team,
// on Hard or Expert difficulty settings (non FFA games only).
//
// nuggetHandler():
// - handling added for war chiefs and monks.
//
// ottomanMonitor():
// - tanzimat tech will no longer be researched.
//
// popManager():
// - the Chinese now take full advantage of their higher population limit.
// +10 pop on moderate (+5 econ, +5 mil)
// +20 pop on hard/expert (+10 econ, +10 mil)
//
// scoreOpportunity():
// - value of a trading post increased to 2000 (up from 1000).
//
// setUnitPickerPreference():
// - tertiary army unit now properly supported.
// - yojimbos, iron troops and flail elephants allowed.
// - monastery mercenaries allowed for asians.
// - preference for outlaw-type units set to 0.25 to prevent overuse.
// - preference for chinese banner armies adjusted.
// - preference for han / standard army adjusted according to age, once the han
// reforms card is sent the preference for these armies is increased greatly.
// - preference for mansabdar gurkha set to 0, replacing mansabdar urumi.
// - preference for mahouts and howdahs increased to 0.40 (up from 0.10).
//
// shouldIResign():
// - new resign conditions added.
//
// towerManager():
// - order of Blockhouse upgrades corrected.
// - corrupt upgrade plans are now destroyed.
// - construction of Blockhouses with Outpost Wagons made possible for the Russians.
//
// townCenterComplete():
// - japanese build plan for rice paddy removed.
//
// turtleUp():
// - execution not allowed if in the Discovery Age.
// - execution allowed regardless of having ten settlers.
// - execution allowed for Dutch regardless of whether having banks.
// - number of aztec nobles huts to be built is / 1.75 of standard calculation.
// - number of asian castles to be built defined.
// - minimum number of towers set to zero to prevent the value from being negative.
//
// useCoveredWagons():
// - attempt to construct addition town centers forbidden if at limit.
//
// updateForecasts():
// - forecasts for new building plans added.
// - forecasts for Dutch banks in ages 2-3 and extra banks added.
// - church techs added to forecasts.
// - tanzimat removed from forecasts.
// - missing forecasts added.
//
// updateGatherers():
// - settler wagons counted as two settlers.
// - consulate banks and factories (not the first one) added to calculation.
// - gatherer percentage for gold adjusted according to gather rates.
//
// updateUnitPicker():
// - forces updates on the unit picker every 5 minutes.
//
// updateUnitPickerUnitTypes():
// - updates the land unit picker, defining the units we want to select.
// the number of units we want is based on the current age.
// - when allied with a civilization at the consulate the number of
// units to select will be increased, making space for the consulate armies.
//
// waterAttackDefend():
// - minimum number of boats required for an attack is now 6 for natives.
// - defend engageRange halved.
//
// removed rule getSteamPower():
// - replaced by factoryUpgradeMonitor.
//
// removed rule orchardMonitor():
// - replaced by rickshawMonitor.
//
// removed rule townWatch():
// - replaced by churchTechMonitor.
//
// removed rule xpBuilderMonitor():
// - replaced by travoisMonitor.
//
// removed method chooseConsulateFlag():
// - replaced with selectConsulateFlag.
//
// removed method SPCInit():
// - directly handled in main.
//
// ****
// ** Added rules:
// ****
//
// added rule agraFortUpgradeMonitor():
// - handles research of agra fort upgrades.
//
// added rule baseMonitor():
// - updates variables that tell if we're under attack.
//
// added rule churchTechMonitor():
// - researches basic church techs.
//
// added rule envoyMonitor():
// - handles independant scouting for Envoys.
// - at least 1 envoy is maintained for the Dutch, regardless of Age.
//
// added rule capitolMonitor():
// - researches explorer upgrade techs from the Capitol.
//
// added rule factoryUpgradeMonitor():
// - handles research of steam power and mass production.
//
// added rule fortUpgradeMonitor():
// - handles research of fort upgrades.
//
// added rule healerMonitor():
// - places healers in a defensive position so that they can heal units.
//
// added rule livestockMonitor():
// - maintains at least 1 livestock pen or sacred field for 4 herdables.
// - tasks all herdables to civ-appropriate "livestock pens".
//
// added rule rescueExplorer():
// - sends a unit to rescue fallen explorers or monks.
// - explorers will be ransomed instead if they are nearby an enemy town center.
//
// added rule sacredFieldMonitor():
// - mantains 1 sacred field and 10 sacred cows.
// - researches livestock holiness (increases XP work rate for herdables).
// - researches navajo shepherds (increases XP work rate for herdables).
// - researches udasi new year (increases XP work rate for herdables).
//
// added rule scoutMonitor():
// - creates explore plans for Native and Mongol Scouts, Envoys, and Hot Air Balloons.
//
// added rule setFactoryTactic():
// - configures the first factory to produce heavy artillery.
//
// added rule setGoldenPavillionTactic():
// - configures the golden pavillion power (unit hitpoints boost is chosen mostly).
//
// added rule setSummerPalaceTactic():
// - configures the summer palace to produce Territorial, Forbidden or Imperial
// armies in the Fortress Age.
//
// added rule settlerUpgradeMonitor():
// - handles research of settler techs.
// - rushers research settler techs later.
//
// added rule shipmentMonitor():
// - replaces extraShipMonitor.
//
// added rule tcMonitor():
// - uses a explorers, war chiefs, or monks to construct town centers if lost.
// - the distance of town center placement is slightly increased if under attack.
//
// added rule travoisMonitor():
// - handles use of all travois.
//
// added rule useConsulateLevy():
// - handles use of the ottoman consulate levy.
//
// added rule villageUpgradeMonitor():
// - handles research of chinese village upgrades.
//
// added rule wagonMonitor():
// - handles use of certain wagons from the home city.
//
// added rule warhutUpgradeMonitor():
// - makes sure war huts are upgraded for the Sioux and Aztecs.
//
// ****
// ** Added methods:
// ****
//
// added method createAdvancedBuildPlan():
// - createSimpleBuildPlan with advanced functions.
//
// added method getSimpleScout():
// - returns a simple non-explorer unit appropriate for scouting
//
//
// added method initDifficulty():
// - finds out the difficulty setting, sets handicap.
//
// added method researchConsulateTechs():
// - creates research plans for consulate techs.
// - skips creation of portuguese tech research plans on land maps.
// - enables useConsulateLevy for Indians.
//
// added method selectConsulateFlag():
// - rewritten consulate flag selector, replaces chooseConsulateFlag.
//
// added method shipmentHandler():
// - refactored shipment handler, replaces shipGrantedHandler.
// - fort wagons will no longer be sent if a forward base already exists.
// - priority given for hero combat cards, caballeros, yeomen, mercenary combat,
// way of the bow, close combat, bloody harvest, confucious gift,
// fencing, dueling riding and banner school, shogun tokugawa,
// 2 orchard/grove rickshaw and Indian wood trickles cards.
// - priority for military cards doubled if under attack.
// - handling of war hut travois cards added.
// - handling of nobles hut travois cards added.
// - handling of castle wagon cards added.
// - handling of dojo wagon cards added.
// - handling of 'Shogun Tokugawa' card added.
// - special handling added for Chinese villager shipments.
// - special handling added for Indian shipments.
// - special handling added for Coureurs and Settler Wagon shipments.
// - target number of town centers now independant of rush/boom bias.
// - target number of town centers is now 3 for the ottomans.
// - 1/25 chance for a card value to be doubled added. does not take effect when
// the home base is under attack.
// - 1/50 chance for a card value to be halved added. does not take effect when
// the home base is under attack.
// - value of wood crates in the first age no longer decreased for the Indians.
// - value of coin crates in the first age no longer decreased for the Dutch.
// - value of cards previously used (japanese/infinite cards) are now halved.
// - disciples allowed in the Colonial Age.
// - special handling added for Treaty games.
//
//==============================================================================
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Downloads:794
Favorites: [Who?]0
Size:144.18 KB
Added:11/20/13
Updated:02/25/14