|
|
AI 13, The Freestyle (March 5) + AI 14, The Klaxon (November 30)
|
Author |
File Description |
murdilator |
Posted on 08/05/22 @ 05:00 AM (updated 03/05/24)
File Details |
Game Version: |
TAD |
AI 13 - The Freestyle
This AI builds mostly same as AI 11 - Flycatcher, AI 12 - Guardsman.
It is an experiment based on the Flycatcher + Guardsman. It trains five unit types at a time.
AI can train all mercenary units except Li'l Bombard, and has extra chance priorities to go for Native Settlements and Trading Posts.
It also is +5-10% more aggressive than the Flycatcher + Guardsman, and should help more often in large team games.
Chinese AI also uses Native Warriors, and Japanese AI also uses Yabusames.
If you've downloaded this file before, download again and replace the old with the new files.
----------
Update: August 12, 2022
AI 14 - The Klaxon
- 4 unit type AI (included with Download)
- All features from Flycatcher + Guardsman
- Same aggressive bonuses as in Freestyle AI
- Does not use Yabusames
- Uses Native Warriors for Chinese
- Can use any Mercenary Unit except Li'l Bombard
- Does not use Outlaws
Freestyle + Klaxon:
- Added transport handling for NR Micronesia and Great Barrier Reef (though the AI can still not play Great Barrier Reef)
Klaxon:
- Russian AI no longer uses Highlanders, Iron Troops, Fusiliers but still uses Jaegers, as it interfered with their priority to train Ranged Infantry as a Core Unit.
Freestyle + Klaxon:
- AI can use Li'l Bombards and India can use Repentant Li'l Bombards
- Fixed Asian AIs trying to build non-repentant mercenaries: Ninjas, Iron Troops, Jat Lancers, Yojimbos, Arsonists
- Fixed Native AIs trying to build non-repentant mercenaries: Ninjas, Iron Troops, Jat Lancers, Yojimbos, Arsonists
- Japanese AI has original unit training values
Freestyle AI:
- Native AIs train units with special training rule with 1.0 for Units; this allows them to train their core units into the late game with five unit types. European and Asian AIs left unchanged.
Update August 18:
Freestyle and Klaxon: Most aggressive btOffenseDefense value gets -0.05 for Dutch and British, Aztecs, Iroquois, Sioux, Chinese, Indians, Japanese (0.50 instead of 0.55)
Freestyle AI: Russian AI can once again train Highlanders, Iron Troops, Fusiliers when available.
Freestyle and Klaxon: Most aggressive btOffenseDefense value gets -0.05 for French, Spanish, Portuguese (0.45 instead of 0.50)
Update August 24:
- Germans added special rule for Treaty Games to get more Cards during Treaty
From under 8 minutes, between 8 to 10 minutes, and after 10 minutes.
This is to help AI with Downtown Maps, and other high-resource starts.
- +10 Economic Population for Easy Difficulty (80), +10 Population (160) on non-Treaty Games
Update August 29:
- +10 Population on Treaty for Easy Difficulty (175), +15 Population (175) on non-Treaty Games
- +5 Population on Treaty for Moderate Difficulty (190), +10 Population (190) on non-Treaty Games
The point is to make lower difficulties more formidable over time, so as to make difficulties other than Hard or Expert played.
Update August 30:
- +5 Economic Population on Treaty for Dutch, French, Japanese on Easy Difficulty (70, 75, 75)
- +5 Economic Population on Treaty for Dutch, French, Japanese on Moderate Difficulty (75, 80, 80)
Update September 4:
Klaxon AI:
- Forbidden Li'l Bombards for Indians and Europeans
- Forbidden Ronin as these mess up with Calcs, for Indians and Europeans
- Added Jat Lancers, Yojimbos, Iron Troops, Arsonists as optional units
- Natives no longer try to train Repentant Jat Lancers, Iron Troops, Arsonists
Update September 5:
- +5 Economic and +5 Military Population on Easy Difficulty (85, 180)
- +5 Economic and +5 Military Population on Moderate Difficulty (90, 195)
Update December 12:
- Increased Gates from 20 to 22 for inner and outer walls (means the AI will build 4 more gates in the two layers of wall)
Update February 7, 2023:
- Added NR Bioko, NR Bosphorus, NR Lombardy, NR Greek Archipelago to AI water transport maps
Update February 8, 2023:
- Increased third btRushBoom value from -1.0 to -0.8 for AI (means AI will less often camp in team games)
Update February 16, 2023:
- Added NR Caribbean Treasures and NR Amazonia Treasures to AI transport maps
Update March 2, 2023:
- AI can Transport on Rush Ceylon, Rush Caribbean, Rush Amazonia, Rush Honshu
Update July 31, 2023:
- AI can Transport on NR Maps Treasures versions for: Bioko, Bosphorus, Lombardy, Falkland Islands, Azores, Balkans, British Isles, Polynesia, Galapagos, New Zealand, Greek Archipelago.
Update August 1, 2023:
- AI does not build walls on NR Aysen Treasures (as on NR Aysen)
- AI can transport on NR Maps Treasures versions for: Micronesia, Great Barrier Reef
Update August 13, 2023:
- Increased third btRushboom value for AI from -0.8 to -0.65.
- This will make the AI camp less in team games, if they role this value.
- Other values are unchanged; btRushboom affects attack frequency and attack strength.
Update August 26, 2023:
- Added to the AI relevant Age Maps from Age Maps with Treasures, Wars of Liberty Age Maps, Age Knights and Barbarians Maps to Water Transport Maps (the one that need crossing)
Update November 8, 2023:
- Added to the AI relevant Basic Maps and Age Ibalong to Water Transport Maps.
Update November 10, 2023:
- Added to the AI Basic and Age New Zealand Maps and Basic and Age Archipelago to Water Transport Maps.
Update November 30, 2023:
- Added NR New Zealand Water TP, NR Bosphorus Water TP, NR Balkans Water TP to AI Transport maps
Update December 7, 2023:
Freestyle AI:
- Europeans can train Outlaw Units if available
- Japanese can train Outlaws Units and Yumi Archers
- Indians can train Outlaw Units if available
- Chinese can train Hand Mortars and Flamethowers
Update December 8, 2023:
Freestyle AI:
- Europeans can train Culverins, Falconets, Horse Artillery more than before
Update again December 8, 2023:
- Lowered priority slightly for Culverins, Falconets, Horse Artillery
- Given British AI higher training values for Musketeers, Hussars, Dragoons, Grenadiers
Update December 9, 2023:
Freestyle AI:
- British AI trains original unit priorities
- British AI can train Longbowmen
- Added rule for upgrading Veteran and Guard Longbowmen for British AI
- Included Yeomen in British Deck (they will take this over the Fort)
Update again December 9, 2023:
- Increased priority for Culverins
- Slightly decreased priority for Falconets and Horse Artillery through +BiasArt/3.
Update December 10, 2023:
Freestyle AI:
- Chinese AI can train Old Han Armies
Update December 12, 2023:
Freestyle AI:
- Lowered priority for Flamethrowers and Old Han Armies
- Added rule for Chinese AI to upgrade Hand Mortars
Update December 13, 2023:
Freestyle AI:
- Adjusted priority for Yumi Archers
- Japanese can no longer train Outlaws (for the time being)
Update December 17, 2023:
Freestyle AI:
- Increased priority for Culverins to 0.75 (0.60 + BiasArt/2), Falconets and Horse Artillery to 0.35 (0.30 + BiasArt/3)
- These units no longer use +BiasArt/2 and +BiasArt/3, as it made them too civ-specific
- The new values make Culverins a choice by every European AI, and Falconets and Horse Artillery by German AI also
Update December 18, 2023:
Freestyle AI:
- Decreased priority for Old Han Armies to 0.40 (0.60)
- This makes them train more of the other units including artillery
Update December 23, 2023:
Freestyle AI:
- Decreased priority for Hand Mortars and Old Han Armies (0.4, 0.30; 0.50, 0.40)
- Increased priority for British AI for Musketeers and Dragoons (0.92, 0.93: 0.91, 0.92)
- Ottoman AI and Russian AI can now train Grenadiers
- Iroquois AI priorities reworked (0.95, 0.95, 0.95, 0.85, 0.85; instead of 1.0 for each)
- Sioux AI priorities reworked; can now train Cetan Bows (0.95, 0.95, 0.95, 0.85, 0.85, 0.75; instead of 1.0)
- Increased priority for Abus Guns (0.75; 0.70)
Update December 24, 2023:
Freestyle AI:
- Added new rule for Russians to always upgrade Pavlov Grenadiers
- Added new rule for Ottomans to always upgrade Baratcu Grenadiers
- Updated rule for British upgrading Longbowmen to also upgrade Imperial Longbowmen
- Added new rule for British to always upgrade Redcoats
- Increased priority for Forbidden Armies to 0.85 (0.80)
- Russian Priorities reworked (0.95, 0.95, 0.95, 0.91, 0.85, 0.85; was 0.93, 0.91, 0.85, 0.75).
Update January 16, 2024:
Freestyle AI:
- Increased Priority for British Units: Hussars to 0.90 (0.85), Musketeers to 0.93 (0.92), Grenadiers to 0.90 (0.85)
- Reduced Priority for Iroquois Units: Aenna to 0.90 (0.95), Forest Prowler to 0.90 (0.95)
- Increased Priority for Iroquois Units: Musket Riders to 0.90 (0.20), Light Cannons to 0.30 (0.20)
- Increased Priority for Dutch Units: Grenadiers to 0.85 (0.10)
- Increased Priority for Ottoman Units: Abus Guns to 0.80 (0.75)
Update January 27, 2024:
Freestyle AI:
- Added rule for Dutch AI to always upgrade Grenadiers
- Increased priority for Dutch AI for Grenadiers from 0.85 to 0.85 + BiasInf/2.
Update February 10, 2024:
Freestyle AI:
- Increased priority for Territorial Armies and Forbidden Armies (0.92, 0.88; was 0.90, 0.85)
- Decreased priority for Hand Mortars and Flamethrowers (0.30, 0.30; was 0.40, 0.40)
- Chinese AI now includes Artillery Combat in its Deck in place of Iron Cap Prince's Army (12 Changdao + 2 Flamethrowers)
Update February 14, 2024:
Freestyle AI:
- Increased priority for Territorial Armies and Forbidden Armies (0.95, 0.90; was 0.92, 0.88)
Update February 20, 2024:
Freestyle AI:
- Decreased priority for Longbowmen (0.77; was 0.80)
- This makes the British AI train more of the other core units
Update February 22, 2024:
Freestyle AI:
- Increased priority for Forbidden Armies (0.95; was 0.90)
- Moved Priority for Native Warriors for Chinese AI down below Hand Mortars, Flamethrowers, Old Han Armies
- This makes sure that the Chinese AI still uses Natives, but doesn't forget it's new army units
Update March 4, 2024:
Freestyle AI:
- Set priority for Li'l Bombards to 0.35 when enabled to prevent over-spamming (was 0.5 + bias art/2)
- They are trained by European AIs and Indian AI when available
- Increased priority for Culverins to 0.80 (was 0.75)
- This should make Culverins trained more often by different European AIs
- Increased priority for Ottoman Grenadiers to 0.90 (0.85)
- This will make Ottomans include them more often as a core unit in their armies
Update March 5, 2024:
Freestyle AI:
- Set priority for Old Han Armies to 0.30 before Industrial Age, then to 0.0 in Industrial Age to allow Chinese AI to phase out Chu Ko Nu + Pike Army for more powerful armies such as Forbidden Armies and Territorial Armies
- Chinese AI will still train them in Colonial Age, and will still train Flamethrowers and Hand Mortars
----------
Things Different in AI:
Goals:
- To make it train more Native Warriors per faction
- To make it build more Trading Posts on Trade Routes
- To randomize BiasNative and BiasTrade using aiRandInt (10) < 3 function
- To improve Offensive Quality and Allied Support (+0.10)
- To use btOffenseDefense (+0.05 to +0.10) and btRushboom for this (-1.0 to -0.8)
- To eventually include Outlaw and Mercenary usage
- To eventually expand usage of artillery units
Done so far:
- Included Bonus Chance priority for AI to go for Native Warriors from Native Posts
- Included Bonus Chance priority for AI to go for Trading Posts on Trade Routes
- Randomization of BiasNative and BiasTrade with aiRandInt (10) < 3 function
- All Factions btOffenseDefense +0.05 basic value (0.40, 0.45, 0.50, 0.55, 0.55) - Done
- Fifth unit type allows extra Mercenary or extra Artillery Pieces
- All Mercenary units except Li'l Bombards can be trained by AI
- Germans, Ottomans, Russians most aggressive btOffenseDefense value got +0.0 (0.55)
- Portuguese, Spanish, Russians lowest btOffenseDefense +0.10 basic value (0.45)
- Outlaw Units can be trained by Europeans, Indians, Japanese
- Europeans can train Culverins, Falconets, Horse Artillery more often than before
- Japanese can train Yabusames and Yumi Arches
- Chinese can train Hand Mortars and Flamethowers and Old Han Armies
Factions:
- Chinese AI now uses Native Warriors when available
- Japanese AI now uses Yabusames and Yumi Archers as an extra units
- European AIs can train Stadiots, Black Riders, Fusiliers
- AIs can now train Ronin, Yojimbo, Jat Lancers, Iron Troops (when available)
- Chinese and Japanese AIs still do not use mercenaries
----------------
Extra Mercenary Units file to be played with this AI on single player:
http://aoe3.heavengames.com/downloads/showfile.php?fileid=4237
----------------
Basically: (Freestyle AI)
British AI: Trains Dragoons, Grenadiers, Musketeers, Longbowmen, and some Hussars.
French AI: Trains Cuirassiers, Dragoons, Skirmishers, Musketeers, some Halberdiers and Hussars
Spanish AI: Trains Lancers, Dragoons, Rodeleros, Musketeers, Skirmishers, and Hussars
Ottoman AI: Trains Hussars, Cavalry Archers, Janissaries, Abus Guns and Grenadiers.
Dutch AI: Trains always Hussars, Halberdiers, Ruyters, Skirmishers, Grenadiers 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 Dopplesoldners, Uhlans, War Wagons, and some Skirmishers.
Iroquois AI: Trains Aenna, Tomahawks, Forest Prowlers, Mantlets, Kanya Horsemen, Musket Riders, Light Cannons, and ships units from the Homecity.
Aztec AI: Trains Eagle Knights, Jaguar Prowl Knights, Macehualtins, Coyote Runners, Puma Spearmen, Arrow Knights
Sioux AI: Trains Axe Riders, Rifle Riders always, Bow Riders, Wakina Rifles, War Clubs, Cetan Bows.
Indian AI: Trains Flail Elephants, Gurkha, Sepoys, Sowars, Zamburacks and Howdah.
Chinese AI: Trains Territorial Armies and Forbidden Armies, Native Warriors, Hand Mortars, Flamethowers, Old Han Armies.
Japanese AI: Trains Samurai, Naginata Riders, Ashigaru, Yabusames and Yumi Archers and ships Units from the Homecity.
(Klaxon AI)
British AI: Trains Dragoons, Grenadiers, Musketeers, and some Hussars.
French AI: Trains Cuirassiers, Dragoons, Skirmishers, 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 Dopplesoldners, Uhlans, War Wagons, and some Skirmishers.
Iroquois AI: Trains Aenna, Tomahawks, Forest Prowlers, Mantlets, Kanya Horsemen, and ships units from the Homecity.
Aztec AI: Trains Eagle Knights, Jaguar Prowl Knights, Macehualtins, Coyote Runners, Puma Spearmen, Arrow Knights
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, Native Warriors.
Japanese AI: Trains Samurai, Naginata Riders, Ashigaru and ships Units from the Homecity.
Easy up to 1.00 and 180 Population with 75-85 Villager Population.
Moderate up to 1.15 and 195 Population with 85-90 Villager Population.
Hard up to 1.25 and 200-220 Population with 90-95 Villager Population.
Expert stays at 1.5 and 200-220 Population with 90-95 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! |
Author | Comments ( All | Comments Only | Reviews Only ) |
---|
murdilator
File Author |
Posted on 08/06/22 @ 08:40 AM
Ideas for a challenge vs Freestyle AI:
NR Maps Challenge:
Complete 5 matches on Record Game on Moderate Difficulty on five NR Maps in 1v1
With 20 Minute Treaty, Extra Mercenaries File, and Placement Rules for Treaty Games
Take at least 2 Screenshots of every game you play to indicate which AI you play against.
You can pick your civilization, but it has to be a different AI civilization every time.
Steps: Download and install NR Maps + Bonus Maps, Download and install AI 13 - Freestyle.
Conclusion: Then play one match on record game and upload it to aoe3.heavengames.com.
Continue with four more matches (on different days), and upload the recorded games.
-------
Downtown Maps Challenge:
Complete 2 matches on Record Game on Easy Difficulty on two Downtown Maps in 1v1
With 20 Minute Treaty, Extra Mercenaries File, and Placement Rules for Treaty Games
Start in Discovery Age (not Colonial).
Take at least 2 Screenshots of every game you play to indicate which AI you play against.
You can pick your civilization, but it has to be a different AI civilization every time.
Steps: Download and install NR Maps + Bonus Maps, Download and install AI 13 - Freestyle.
Conclusion: Then play one match on record game and upload it to aoe3.heavengames.com.
Continue with one more match (on different days), and upload the recorded games.
-------
Grand Cmp Maps Challenge:
Complete 2 matches on Record Game on Easy Difficulty on two Grand Cmp Maps in 2v2
With 20 Minute Treaty, Extra Mercenaries File, and Placement Rules for Treaty Games
Start in Colonial Age (not Discovery).
Take at least 2 Screenshots of every game you play to indicate which AI you play against.
You can pick your civilization, but it has to be a different AI civilization every time.
Steps: Download and install NR Maps + Bonus Maps, Download and install AI 13 - Freestyle.
Conclusion: Then play one match on record game and upload it to aoe3.heavengames.com.
Continue with one more match (on different days), and upload the recorded games.
-------
Musket Maps Challenge:
Complete 2 matches on Record Game on Moderate Difficulty on two Musket Maps in 3v3
With 20 Minute Treaty, Extra Mercenaries File, and Placement Rules for Treaty Games
Start in Colonial Age (not Discovery).
Take at least 2 Screenshots of every game you play to indicate which AI you play against.
You can pick your civilization, but it has to be a different AI civilization every time.
Steps: Download and install NR Maps + Bonus Maps, Download and install AI 13 - Freestyle.
Conclusion: Then play one match on record game and upload it to aoe3.heavengames.com.
Continue with one more match (on different days), and upload the recorded games.
-------
Esport Maps Challenge:
Complete 1 match on Record Game on Expert Difficulty on one Esport Maps in 1v1
With 20 Minute Treaty, Extra Mercenaries File, and Placement Rules for Treaty Games
Start in Discovery Age (not Colonial).
Take at least 2 Screenshots of every game you play to indicate which AI you play against.
You can pick your civilization, but it has to be a different AI civilization every time.
Steps: Download and install NR Maps + Bonus Maps, Download and install AI 13 - Freestyle.
Conclusion: Then play one match on record game and upload it to aoe3.heavengames.com.
Continue with one more match (on different days), and upload the recorded games.[Edited on 08/06/22 @ 09:23 AM]
|
murdilator
File Author |
Posted on 08/19/22 @ 03:38 AM
There is an upcoming file coming to aoe3.heavengames.com here at Moddb.com
https://www.moddb.com/games/age-of-empires-iii/downloads/freestyle-klaxon-gold-edition-ai-for-n3o-patch
Freestyle + Klaxon + Gold Edition AI for N3O Patch
These are alternative AI scripts for the N3O Patch 1.3z3Qc Added Pack. |
murdilator
File Author |
Posted on 09/24/22 @ 07:10 AM
Excellent to play with a mini-mod that enables gates for the AI on non-custom maps:
https://www.moddb.com/games/age-of-empires-iii/downloads/gates-for-ai-mod-proto-mod#downloadsform
This mod also makes basic changes to the Proto file which handles units. It includes a Quick XP Leveling minor mod for online accounts, and it works online if all players have it installed! Included an easy install/uninstall! |
murdilator
File Author |
Posted on 12/09/23 @ 11:28 AM
The Freestyle AI is an experimental custom AI that uses core units plus extra unit types, as well as native warriors and mercenaries. The goal with this custom AI is to expand the horizons of what the AI can do on land games, with it's military (economy is already coded), and allow a different and unique style of play unlike other AI scripts. The values tested are experimental, so they are up for change if they don't work quite right the first time around.
Klaxon AI is a well-tested AI that provides the basis for the Freestyle. It is a very strong ally and opponent in of itself, and the Freestyle is a later generation AI that tries to climb the ladder of social success by wider variety of land military units to choose from. |
murdilator
File Author |
Posted on 12/10/23 @ 01:53 PM
When installing the Freestyle AI update, if you run into Chinese not building Castles, switch difficulty, then play a match for a few seconds, then switch back to the difficulty you want to play against. There often is a bug when updating AI and all that needs is that it needs to be refreshed. |
SeldomPooper |
Posted on 01/16/24 @ 03:01 AM
Been playing with Klaxon ai. 3v3. Out of the last 3 games, in two of them one of the computer civs didn't use both of its factory wagons because it can't find space. Maybe delay the walls.
EDIT: This AI is good though. Maybe i can edit something in the file to do it for myself ? Let me know please how. [Edited on 01/16/24 @ 05:49 AM]
|
murdilator
File Author |
Posted on 01/17/24 @ 04:30 AM
The issue is not with the AI coding but with the Base Radius, which (except for Outposts, Warhuts, etc.) is hardcoded to be around 65 around the base. (First wall is 59, second 84). Distance to Enemy First Town Center placement is 75, and treaty radius is 65. I've tried expanding it before but no success, with the exception that the AI sometimes builds defensive buildings outside of it's radius. |
SeldomPooper |
Posted on 01/17/24 @ 12:41 PM
The AI tries to make a circle basically and takes up space from the allies. |
SeldomPooper |
Posted on 03/08/24 @ 12:56 AM
Leaving this comment here because others might find this helpful. Basic ESOC arizona map. Have played it like more than 30 times now. So far i haven't see the factory issue because of lack of space after building walls; even with 4v4. You know the factory wagon just sitting at TC not being used. Town centers on this map are placed further apart from each other compared to other maps. Are there other maps like it ? Can we not increase the size of standard maps in Basic maps set and increase distance between town centers of players ? Like Himalayas.[Edited on 03/08/24 @ 12:57 AM]
|
murdilator
File Author |
Posted on 03/23/24 @ 11:45 AM
My AI mods are the revenge of the noobs!
They give noobs a chance to have a practice game, and then to beat pro players at their game! |
HGDL v0.8.2 |
Statistics |
Downloads: | 258 |
Favorites: [] | 1 |
Size: | 627.02 KB |
Added: | 08/05/22 |
Updated: | 03/05/24 |
|