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AI 10 - The Horsemaster

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Game Version: TAD
AI 10 - The Horsemaster

This AI builds mostly same as AI 9 - Big Daddy: It is a work in progress.

It trains four unit types at a time. The point of making this AI is to improve it gradually over time, and release and re-release new versions of it.

In the Horsemaster, I have tried to fix the small errors that I did with the previous Big Daddy: Dutch not always building Units, Slow-training for Iroquois, and the Cavalry-only army for India.

AI is still primarily a Deathmatch AI. Custom maps such as Legend Maps are good for testing purposes on Discovery Age starts.

If you've downloaded this file before, download again and replace the old with the new files.

India AI builds Flail Elephants in addition to other units; it Trains Gurkha more often and Sepoys sometimes. It ships 3 Howdahs and 9 Urumi more evenly and more frequently. It no longer spams native warriors in place of its regular army.

Native American AIs use War Dance when they have large armies, and XP Dance as default dance (instead of War Song which spawns Dog Soldiers). Sioux and Aztecs dance for Dog Soldiers and Skull Knights.

AI Build radius increased from 55 to 60.

Japanese AI no longer builds Mercenaries; they also build two more Stables and Barracks. This allows them to build armies earlier in Fortress Age.

Dutch AI tested and trains Hussars, Halberdiers, Ruyters, Skirmishers, and Pikemen.

India AI trains units more evenly: it should train Ranged Infantry, Sowars, Zamburacks, and Howdah. Dutch AI build more banks and should boom a little better.

Added: AI can now train up to 25 Units in a building (up from 20), and now chooses to train from 2 Buildings at a time instead of 1 Building.

Added small Dutch economic priority, will focus a little more on gold; they have one extra bank to forecasts.

New Handling added for Settler Shipments and Wood Crates; they will be sent in case of a boom.

Iroquois AI builds more Tomahawks and Kanya Horsemen. It uses New Cards: Infantry Damage (Iroquois), Engineering School, 13 Tomahawks, 16 Tomahawks, 4 Light Cannons and Handling for these.

Dutch AI builds units always now, also prioritizes Infantry and Cavalry; It uses one New Card: Infantry Damage (Dutch).

Indian AI builds infantry always now; includes Sepoys, Gurkha, Sowars, Zamburaks and Howdah. It uses same Cards as before.

Changed Wood Priorities from 0.77 to 0.76.


British AI: Trains Dragoons, Grenadiers, Musketeers, and some Hussars.
French AI: Trains Cuirassiers, Dragoons, Skirmshers, Musketeers, some Halberdiers and Hussars
Spanish AI: Trains Lancers, Dragoons, Rodeleros, Musketeers, Skirmishers, and Hussars
Ottoman AI: Trains Hussars, Cavalry Archers, Janissaries, and some Abus Guns.
Dutch AI: Trains always Hussars, Halberdiers, Ruyters, Skirmishers and Pikemen.
Russian AI: Trains Ranged Infantry, Cossacks, Cavalry Archers, and some Halberdiers.
Portuguese AI: Trains Musketeers, Cassadors, Dragoons, Halberdiers, and some Hussars.
German AI: Trains Uhlans, Dopplesoldners, War Wagons, and some Skirmishers.
Iroquois AI: Trains Aenna, Tomahawks, Forest Prowlers, Mantlets, Kanya Horsemen, and ships units from the Homecity.
Aztec AI: No change
Sioux AI: Trains Axe Riders, Rifle Riders always, Bow Riders, Wakina Rifles and some War Clubs.
Indian AI: Trains Flail Elephants, Gurkha, Sepoys, Sowars, Zamburacks and Howdah.
Chinese AI: Trains Territorial Armies and Forbidden Armies.
Japanese AI: Trains Samurai and Naginata Riders and ships Units from the Homecity.

Moderate up to 0.85 and 180 Population with 80 Villager Population.
Hard up to 1.25 and 220 Population with 99-10 Villager Population.
All Factories, second and third (if available) produce Heavy Cannons, Rockets, or Great Bombards.

Made by murdilator, aka Justus_Pacificia

Backup included of original AI Files, all needed to install is copy and paste in:

Program Files (86x), Microsoft Games, Steam, steam apps, common, Age of Empires III, bin, AI3

Then it should work next time you play skirmish or play separately online vs computer!

Both players need it installed for LAN Play or Comp Stomps online!
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
SquidTheSid_YT Hey murdilator, I've been looking at your AI mod (vanilla AI is terrible), and I was wondering if it was okay to include it (and modify/distribute it) in my AoE3 Overhaul mod?

File Author
You may include it your mod.

And I hope you love women as much as I do!

[Edited on 09/04/20 @ 06:54 AM]

File Author
Note that the AI plays very well on Capitano Maps, where cavalry take 1 population. I recommend it to be used with it.


On maps with starting native warriors, the AI does not always learn to counter them with anything. Legend Maps should be fine for a 3-way Free for all with the computer.
File Author
A note to others: This AI plays best starting in a later age where it can mass units, and give good resistance.

Post-Imperial start tested, and AIs build many units.

FFA recommended on 3-4 player, 2v2 not necessarily recommended.

I have encountered bugs with Russia not aging up fast on Hard, India not advancing past Colonial on Hard or Expert, but this happens only some of the time. I suggest changing difficulty, pressing play, then quitting, then resetting the difficulty to what you wanted before.

Post Industrial should work too, but in Deathmatch games the AI will be able to go to Imperial where you will not. Other Post-Industrial starts will work for AI and for players, because all can age up, and AI can train units.

Tested: Fortress and Colonial Age starts on Legend Maps and the AI builds up as normal. It works!

Another gimmick to make the AI fun is to ignore it for a few minutes, then let it build up. This usually creates better game experiences. In a larger FFA, which I have tested once, the AIs tend to play defensively, or just take on their nearest opponent.

[Edited on 09/17/20 @ 01:01 PM]

Rating: 5
(Insert Rating analysis here)
Absolute fantastic!

Additional Comments:
Thanks a lot! absolute incredible work! If you don't mind if I make some suggestions... I've played your AI since the 7 and I see in your code that programming the AI to build walls is so hard and in game isn't that effective. Would be better to disable the AI to build walls? What do you think? Could you give me some hints on how to do so with your code without bugging everything please?

Thanks a lot!
File Author
In the btOffenseDefense section where btRushBoom is found, not the first section that says 0.5, 1.0, etc. but in the section section you can use Command-F or Ctrl-F to find btOffenseDefense switch to above 0.6 say 0.8 or 1.5 and the AI will not build walls for that civ.

Also make delayWallsAggressive and delay walls add inactive in place of active and at rule turtleup change xsEnableRule ("delayWalls") to xsDisableRule ("delayWalls") and do the same for xsEnableRule("delayWallsAggressive").

I haven't done it in a long time but this should guarantee them not building walls and remaining quite aggressive with their armies.

The math justification is found in rule turtleup:

float odds = btOffenseDefense * -1.0;
odds = odds + 0.6; // Range -0.5 to +1.5

So it has to be higher than 0.6 or else the AI will build walls and keep its army primarily defensive.

[Edited on 09/29/20 @ 07:38 AM]

File Author
I hope you love women as much as I do!
File Author
This AI plays well on Hard for No Rush 30, getting on average 700-850 score and 80-90 villagers, and I have not tested the Expert in Treaty, though the score should be quite higher. Computers clear out much of the trees in a 1v1, making wood scarce for the player, especially if you play a civ without factories or trickle rates. On average the AI will reach Industrial in No Rush 30, and sometimes Imperial on Hard settings, and this with upgrades to Guard, Champion and Honored for units.

In Custom map games and scenarios the Horsemaster does better, such as Maritime Maps, Legend Maps, Governor's Maps or War of the Spanish Succession due to the resources and starting 90 villagers and the 200 starting population, though they still build houses on these modes. If the AI starts with military units in Discovery Age, sometimes it will not try to build military units, a problem which can annoy designers, so make sure if you start with armies in scenarios it is in a later age! Also to note is that each my AI cannot freely use its deck in Custom Scenarios; if you want cards sent, pre-send them for the AI in a single player match.

The Ai can boom up to 15 Fishing Boats, and will usually fish out a lake if the player does not claim the fish first. The unique side is also that the AI builds navy if it builds fish, and harvests much wood and does use trade. Most civs have positive booming capabilities, with Sioux having the unique 1.5 OffenseDefense. So far I am satisfied with how the AI builds and how the AI plays. Perhaps a little handling for some unit shipments could be added, with the addition of a few late new unit shipments to send.

A focus on Trees has been lessened by 1 point, from 0.78 to 0.77, and the 18 gatherers and 2 groups remains a constant value. In my N3O Patch, this was reduced to 0.75 and 16 gatherers and 2 groups, making it possible for the AI to use 4 more villagers on food/coin.

I have been testing on NR30 quite a few games and on quite a few maps, which include, Great Plains, Great Lakes, Yellow River, Siberia, Araucania, etc. The AI can play any map now, except perhaps Ceylon and only sea/land defense on Caribbean.

Please, download and try this AI, I hope it compares to the Definitive Edition AI!

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