Tutle Posted May 8, 2012 Report Share Posted May 8, 2012 It seems that if it cannot harvest items near your civilian center, it will immediately give up on attacking. Sometimes it will harvest on it's own territory, but that is rare.I felt so bad I even purposely exposed my fortress to tease it into attack, and still nothing (has woman gather in random spot while soldiers are standing near civilian center). Quote Link to comment Share on other sites More sharing options...
Pureon Posted May 8, 2012 Report Share Posted May 8, 2012 I think the map you play on also has a big impact on how strong the AI becomes, and this is also true for the other bots. Are you using Alpha 9? Expect the bots to act differently in Alpha 10. Quote Link to comment Share on other sites More sharing options...
Tutle Posted May 8, 2012 Author Report Share Posted May 8, 2012 Yeah, I am currently using Alpha 9. I seen this behavior in some of the oasis maps as well (so far Oasis and Acropolis). Quote Link to comment Share on other sites More sharing options...
quantumstate Posted May 8, 2012 Report Share Posted May 8, 2012 One possible answer would be that testing long games hasn't been done very well because it takes ages to reach that point .I would be interested to know if saving and reloading the same game makes qBot play differently. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 8, 2012 Report Share Posted May 8, 2012 I would be interested to know if saving and reloading the same game makes qBot play differently.Hmm, a good idea. I'll try a long game now. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 9, 2012 Report Share Posted May 9, 2012 Hmm, a good idea. I'll try a long game now. Yeah, I didn't notice much difference. Quote Link to comment Share on other sites More sharing options...
madmax Posted May 9, 2012 Report Share Posted May 9, 2012 (edited) but qbot can continue making fields and harvesting right ? whats preventing that from happening ?At some point it decides to not make fields near its town center anymore. Now why would that be ? Edited May 9, 2012 by madmax Quote Link to comment Share on other sites More sharing options...
Tutle Posted May 9, 2012 Author Report Share Posted May 9, 2012 (edited) but qbot can continue making fields and harvesting right ? whats preventing that from happening ?At some point it decides to not make fields near its town center anymore. Now why would that be ?Rare. And usually when it does, it send the civilians far away to harvest.Q-bot weakness:Harvest everything that is far away from it's Civilian Center.If you prevent it from doing so, it will either attack you or give up (gather units in random places). Edited May 9, 2012 by Tutle Quote Link to comment Share on other sites More sharing options...
Tutle Posted May 9, 2012 Author Report Share Posted May 9, 2012 Here is a screenshot of Q-bot's response to killing it's females:Basically, it just keeps sending more and more. Quote Link to comment Share on other sites More sharing options...
madmax Posted May 10, 2012 Report Share Posted May 10, 2012 (edited) So is there some particular line in the script which tells qbot to harvest far from the civ center ? I would think that after resources withing a certain radius is exhausted, it will start with fields near the civ center and send out only very few citizens to gather stuff far away.Maybe the fact that most of the villagers are now beyond a certain distance from the village, can be detected. Then 70% of them can be recalled back to work on a field close to the civ center ?Even better when the citizens are unable to find food for the 1st time, then start making fields. I ll get cracking on the qbot script.-------------so as regards trade, is the restriction of the ai being unable to make markets due to a restriction in the ai API or something absent in the qbot script ? Edited May 10, 2012 by madmax Quote Link to comment Share on other sites More sharing options...
quantumstate Posted May 10, 2012 Report Share Posted May 10, 2012 The bug where qBot sends far too many gatherers to a single resource should now be fixed. Also the other gathering code should be slightly improved, there was a bug in finding the closest resource to a dropsite. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted May 11, 2012 Report Share Posted May 11, 2012 Whatever you did, seems to work really well qBot is definitely better organized now. I notice there were some "No stone found" warnings early in the game which was clearly wrong, qBot clearly had access to stone mines in its base. Also the siege is much more effective now due to preferred attack classes. 1 Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted May 11, 2012 Report Share Posted May 11, 2012 Playing against Macedonia on Oasis Gold 2, Macedonia didn't make another Civ Centre until around 25:00, which is wayyyy late. Should probably get it's 2nd one up by 15:00 and 3rd by 20:00. :/But yeah, the resource gathering improvements cut down on some of the slowdowns, so that is nice. Quote Link to comment Share on other sites More sharing options...
hhyloc Posted May 11, 2012 Report Share Posted May 11, 2012 This made me even more impatient, I can't wait to try out the improved AI in alpha 10 Quote Link to comment Share on other sites More sharing options...
madmax Posted May 11, 2012 Report Share Posted May 11, 2012 (edited) But yeah, the resource gathering improvements cut down on some of the slowdowns, so that is nice. Yes I didnt see any slow downs playing with oasis too. I could not beat qbot either as it kept sending wave after wave. So it did not give up quickly and was somehow managing to find food. Played for an hour yesterday and will continue the game today though I think qbot is trying to wear me down now. Edited May 11, 2012 by madmax Quote Link to comment Share on other sites More sharing options...
Pureon Posted May 11, 2012 Report Share Posted May 11, 2012 I've also noticed games against the latest qBot run smoother and are much more of a challenge, especially compared to qBot from Alpha 9. A few days ago I was surprised when I found a large enemy army in the middle of my base while I was busy building an expansion on the other side of the map Quote Link to comment Share on other sites More sharing options...
quantumstate Posted May 11, 2012 Report Share Posted May 11, 2012 The main economic boost is due to me running a test match vs the latest Marilyn and finding that qBot's economy was not strong enough. So this gave me some nice "inspiration" (or copying), so thanks to Wraitii. The main change was building farms only when other food sources had run out (plus as a side effect I fixed some bugs which affected finding the closest resource to a dropsite, this also improved performance a little). 1 Quote Link to comment Share on other sites More sharing options...
Pureon Posted May 11, 2012 Report Share Posted May 11, 2012 So this gave me some nice "inspiration" (or copying), so thanks to Wraitii.Nice teamwork guys 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted May 12, 2012 Report Share Posted May 12, 2012 The best thing is that Quantumstate implemented correctly something I was too bored to implement: counting how many gatherers work an any supply. I think i'll steal that code in return .I'll have to test the new qBot, it's probably going to be a great benchmark for my new economic implementation in Marilyn. Quote Link to comment Share on other sites More sharing options...
k776 Posted May 12, 2012 Report Share Posted May 12, 2012 Played a game against qBot (latest revision as of this post). It sent about 50 women to try gather from berries and killed itself by choking it's economy.It doesn't seem to do very well without a large open place either, so maps where is starts on a hill doesn't seem to do well. Quote Link to comment Share on other sites More sharing options...
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