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Downloads Home » Miscellaneous Files » AI 10 - The Horsemaster (!)

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AI 10 - The Horsemaster (!)

Author File Description
murdilator
File Details
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.

- Update 6 January 2021: AI Header file now has 120 Defense Reflex Radius rather than 150. This makes team-game AIs a bit less aggressive. It also prevents AIs from spending too many resources on unfruitful attacks. In the previous aggressive AI, sometimes the AI would run out of resources by attacking too frequently; this makes them build up for more attacks. Initial Offense-Defense left as is.

- This above change is due to continual team-game testing. I want the AI to build up attacks and not require additional resource tribute in order to play games.

- Included Original Horsemaster AI along with Backup files. This is the earlier version and is defensive, from September 2020.

Fixed major bug with Sioux AI not aging up. Recreated from an older file without the bug.

- Temporarily decreased base radius back to 60.0; studying it and found that Outposts and Tower Units could be built further away than other buildings in 100.0 or above.

- German AI Builds more Infantry, no longer uses Cavalry Hitpoints.

- Sioux and Russian AI should build a little more Cavalry.

- Iroquois AI trains more Infantry, Mantlets, and Kanya Horsemen.

- Japanese AI builds some Ashigaru Musketeers lategame, but mostly Samurai and Naginata

- AI Offense-Defense strategies increased. 0.40- 0.50. Some remain 0.40, 0.45, and occasionally 0.35.

New Handling added for Early Settler Shipments. 3 Villagers, 2 Settler Wagons, 3 Coureur des Bois, 3 Settlers should be first card sent in every Basic Supremacy Game.

German AI (NOT IN THIS VERSION) Builds an extra Mill in Fortress Age for Settler Wagon Production; Sends Settler Wagon Shipments in Early Game.

Opportunity Defend bonus decreased from 0.25 to 0.15. This gives defending AIs more priority to attack your units than going for your base.

AI Defensive Attack Radius increased to 150, up from 100. This helps in 3v3 Team Games where on large maps the AI sometimes would only fight half-map. Also 2v2 is helped along because Allies will defend greater portions of the map.

AI Offense-Defense strategies randomized between 0.35, 0.40, 0.45. This gives an aggressive AI, that does not spend its resources wildly; also 0.2 values increased to 0.35, 0.5 values decreased to 0.45, 0.40 or 0.35, depending on civilization.

AI Header File updated. Defensive Attack Radius and Search Radius increased to 100 from 60. This will make them defend larger places of the map. Be sure to copy and paste it in AI3 over the old aiHorsemasterHeader!

Better Handling enabled for, Temple of Xolotl (10 Villagers +10 Gathering rates) and Oneida Support (10 Villagers +1 Covered Wagon).

Iroquois AI uses Oneida Support (10 Villagers +1 Covered Wagon), Cavalry Hitpoints, and 9 Kanya Horsemen +2 Medicine Men in its deck.

Economics addressed. (NOT THIS VERSION) Extra support for gold gathering (0.35), all civs now try to keep up 90-99 villagers, and Hunting has been reduced from 0.80 priority to 0.78 priority (improves farming and fishing).

Single Player Scenario games addressed: Moderate has 150 pop with 70 economic, up from 105 pop and 45 economic; Easy has 100 pop with 50 economic, up from 50 pop and 25 economic; Hard has 200 pop with 85 economic; Expert has 220 pop with 90 economic pop.

Easy brought up to 0.65 handicap and Moderate to 0.90; Easy brought up to 140 population with 65 economic population, up from 120 population and 50 economic population.

Escrows worked on. (NOT THIS VERSION) Added 500 food, 500 wood for Bank Escrow, up from 350 food, 350 wood; Added new Military Escrow 500 food, 500 wood, 500 gold that the AI will keep in its reserve.

German AI uses a little more artillery.

German AI uses more cards. Included: Long-Ranged Infantry Hitpoints and Solingen Steel. German AI also now sends Germantown Farmers Card at the correct time and trains Settler Wagons throughout the game.

AI Made more aggressive; changed -0.5 OffenseDefense to 0.5 for most strategies. This means they will take the field more often in large team games. Also changed multipliers 0.2 to 0.25 for additional Defense and Offense attack traits. This makes them more supportive in larger maps, like the AI in the N3O Fan Patch.

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.

Basically:

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.

Easy up to 0.65 and 140 Population with 65 Villager Population.
Moderate up to 0.90 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!
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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?

Thanks!
murdilator
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]

murdilator
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.

http://aoe3.heavengames.com/downloads/showfile.php?fileid=4114

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.
murdilator
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]

YangWenli
Rating
5.0
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!
murdilator
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]

murdilator
File Author
I hope you love women as much as I do!
murdilator
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!
murdilator
File Author
If you want the AI to attack more frequently, enable I think it is Enhanced UI Chat options and press Enter, and you can set them with the 1st button to attack anywhere on the map. This works more if the AI is in an aggressive stance, but sometimes the AI roles defensively. You can also ask for resources over time or a resource one time.

For NR20 I recommend Ivory, Ruby and Impeccable Maps, though Amazonia and Caribbean are not good for 2v2 with a computer ally (Impeccable Maps), I do suggest that you try the other 27 maps and if you wish for a shorter game, do NR10 on Expert Level. I recommend Hard level for 2v2 on these maps.
murdilator
File Author
The AI has been made more aggressive as of this week.

Also early Turtling has been reduced and late game camping has been removed.

The AI should also respond more to attack calls and come to your aid in comp stomps.

I have improved the economic build order by giving priority for the AI to ship early Villager Shipments that are included in their deck. This includes 2 Settler Wagons, 3 Villagers, 3 Settlers, 3 Coureur des Bois, and 4 and 5 Villagers Shipments, as well as TEAM Settler Wagons and 2 and 3 Settler Wagons.

The original Horsemaster AI is also included in the download. This does not have the latest improvements, but it was the highly rated one from September.

New Improvements include better Escrows, Better handling of Economic Shipments (10 Villagers + 1 TC Wagon), moderate aggressive tactics (apart from the turtling tactics), and better military management. That said, it is still a work in progress and I like adding small features now and then to the AI.

I fixed the Sioux Age up bug, and I reverted to an earlier version which I added much of the former updates to, such as aggression and card choice. The escrows I did not add in, nor the extra villager maintain or extra large base radius. On another note I added Ashigaru training for Japanese which I found out as a secret I had managed on my Fan Patch years ago. I had forgot to add BiasInf 1.0 and BiasCav 0.5 to my earlier versions, making it impossible for the Japanese AI to train the given units. So now it will train Samurai, Naginata, and Ashigaru while still shipping units from the Homecity. In the final part, I did put in the extra changes for Moderate, Easy, and scenario Hard difficulties. Anyways this sums it up.

[Edited on 12/09/20 @ 11:53 AM]

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HGDL v0.8.0

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Rating
5.0
Statistics
Downloads:174
Favorites: [Who?]1
Size:477.06 KB
Added:08/28/20
Updated:01/06/21