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Everything posted by Eilat
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To accomplish this, I added a file called tributeManager.js. Tribute is paid and a notification appears in the chat box, but I'm also unsure if tribute is still paid when conditions change (vassal budget is lower than required and before the empire launches a war).
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I have a list of custom bots for various purposes, but my newest bot has a slight change in how the ally operates, which probably counts as gameplay related, so I wanted to discuss it with everyone here. "I'm delighted to introduce the newest bot in my series of AI bots, the Protectorate bot. This bot represents a breakthrough in gameplay compared to the previous two, redefining alliance relationships. To play this bot, you need at least two players on the same team, both controlled by Protectorate. The player with the smaller ID will play the role of the "Empire," and the other players will be "vassals" (for example, if players 1, 2, and 3 are on the same team, player 1 will be the Empire, and players 2 and 3 will be the vassals). The Empire will prioritize military strength and trade, while the vassals will prioritize workers and pay 30% of their resources every 60 seconds to the Empire. This payment is waived if the vassal's resources are less than 20% of the Empire's resources and increases to 40% when the Empire launches an attack. The empire would also station troops in vassal states, with the number depending on the actual situation (this only happened when the empire's population exceeded 100)." https://wildfiregames.com/forum/topic/140686-other-ai-bots-besides-petra/#:~:text=I'm delighted to,population exceeded 100). I'd like to hear everyone's opinions.
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Below are some statistics from a 2v2 match with 2 Protectorate bots vs. 2 Petra bots (Team 1 is Protectorate and Team 4 is Petra, unlimited population and average resources).
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I'm delighted to introduce the newest bot in my series of AI bots, the Protectorate bot. This bot represents a breakthrough in gameplay compared to the previous two, redefining alliance relationships. To play this bot, you need at least two players on the same team, both controlled by Protectorate. The player with the smaller ID will play the role of the "Empire," and the other players will be "vassals" (for example, if players 1, 2, and 3 are on the same team, player 1 will be the Empire, and players 2 and 3 will be the vassals). The Empire will prioritize military strength and trade, while the vassals will prioritize workers and pay 30% of their resources every 60 seconds to the Empire. This payment is waived if the vassal's resources are less than 20% of the Empire's resources and increases to 40% when the Empire launches an attack. The empire would also station troops in vassal states, with the number depending on the actual situation (this only happened when the empire's population exceeded 100). bot_Protectorate_1.zip
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The population has surpassed 1800 by the Iron Tortoise bot, the highest I've ever seen. The match isn't over yet, and the population continues to grow.
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Try it and let me know what you think bot_EconomyMaster_v2.zip
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That's also what I want, bots with different styles will make the game more interesting.
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It's A27's Petra (actually, it's someone else's Petra Expert, but I found the Petra Expert's attacks too constant and not strong enough, so I decided to reverse the style to a defensive counter attack. Iron Tortoise rarely brings troops into enemy territory, but when it does, it's devastating. Because of this difference, I separated it into a separate bot. In addition, I also created a bot with similar economic power to Iron Tortoise called Economy Master).
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I think it would be more interesting if we created AI bots with different mindsets and behaviors instead of just allowing Petra of varying levels to participate in battles. Here's a bot I created based on Petra but with a defensive focus, called Iron Tortoise. It defeats Petra in every battle with its unlimited population and abundant resources. Besides that, I think there should be separate bots with behaviors of nomadic civilizations, maritime civilizations, and possibly more. Everyone is welcome to try them out and give feedback. I'd love to hear your opinions. bot_IronTortoise.zip Note: My goal is to create massive empires when creating these bots. If you want to battle them at maximum power, set up unlimited population and resources in Deathmatch. Although I'm not certain and haven't found the reason yet, based on what I've verified, these bots only operate at their full potential on the Saharan Oases map. Therefore, besides population and resource conditions, if you want to fight them at their maximum power, fight them on the Saharan Oases map. bot_leviathan.zip
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I mean, can the AI be programmed to always do that, while the player will certainly do it?
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I mean, the longer the march, the worse this problem becomes. But anyway, the player won't be affected by it. I forgot to mention that the AI is the one affected, AI controlled troops are simply walking into their deaths in a single file.
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There's a problem with playing on large maps: the movement of units. Units have different movement speeds, and those that arrive first tend to attack first. Sometimes these units wait for those who arrive later to regroup, but more often than not, they don't. The result is a long line of soldiers charging headlong into death. Could this be improved by choosing a regrouping point and making the attack only begin when enough units are present?
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Merry Christmas everyone I want to ask if it is feasible to make flying units farther from the ground and have freer flight paths, such as flying directly or gliding regardless of the terrain? The style of flying units now is like walking without touching the ground
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There are a few instances where the AI doesn't pursue and destroy all remaining units, but instead ignores them. As a result, some units rebuild their civilian centers and rise again, sometimes even conquering opponents. Observing the population or territory graphs after battle is fascinating, with sudden drops and spectacular resurgences.
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I also want a multicultural empire where the conqueror can train units of the conquered. But is it feasible for AI to betray or rebel in the event of conquest?
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As a player, I'd like to share a few opinions based on personal experience. Battalions are interesting and well suited for large scale battles; however, for smaller border conflicts, they're probably not suitable. The same applies to scouting, and lightning cavalry assaults probably require more flexibility and speed than a tightly packed group of soldiers. Historically, it's also more suitable for Rome, Greek city-states, and some civ around the Mediterranean; I find it less suitable for other civ. Therefore, I think it would be more appropriate as an option rather than the default. I'm new to this forum despite playing this game for 7 years, so I'd like to thank the developers and the community for creating and contributing to this game. I hope you all find more common ground and further improve the game.
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Oh, you're the guy who revived HC, thanks! Looks like I haven't explored this game enough. I was wondering if there's a way to allow multiple players to choose the same color. You probably know how, right? Could you tell me which part I need to modify?
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Previously, I tried to make an AI player much larger, like increasing the population limit, making them build more clusters of buildings in different places to simulate an empire with multiple cities, but I could only modify the C++ files by changing a few values. I'm not even a programmer; modifying JavaScript files is beyond my capabilities.
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I’m actually not very familiar with coop-mode or Archon mode, so I wasn’t referring to those. As far as I know, those modes are about multiple human players controlling a single player slot. What I’m talking about is AI-only. Several separate AI players of the same civ, each with their own economy and territory, but behaving outwardly as one large coordinated bloc — sharing the same diplomacy and roughly the same strategic stance toward other players. The idea is simply to create the feeling of a massive empire without having to make one civilization overwhelmingly strong or unbalanced.
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I’m exxplore the idea of representing a large, multi-regional empire in 0 A.D. by using several allied players of the same civilization. Something similar to how some historical empires often worked for example, loosely coordinated regions within the Achaemenid Empire, the Habsburg realms, or other multi-centered polities that acted as one bloc toward the outside world. In gameplay, this concept could be interesting, but there’s a major limitation: even if the players are allies, each AI still makes its own diplomatic and military decisions. They may treat other factions differently, choose different war targets, or behave in uncoordinated ways. So the “empire” doesn’t actually act like a single entity. My idea: Would it be feasible to introduce an optional AI mode, separate from standard “ally” behavior, where multiple players could: automatically share the same diplomatic stance toward all other players, follow the same external military target or general direction of attack, and optionally share the same color to reinforce that they are parts of the same overarching power ? The goal isn’t to merge them into one player, but to let them behave outwardly like one unified empire while still being technically separate players. I’d like to ask the developers and AI experts whether something like this is achievable within the current AI system, or if it would require deeper changes.
