(4.5分)DevilsMessenger [DM] (Random Map AI - v3.4)
本帖最后由 一窍不开 于 2015-7-28 01:00 编辑【描述】
- 最好用不列颠。其他有弓箭手、投石车、步兵和骑兵的民族也可以,但是表现没有那么好。
- 人口数量任意
- 8羊
- 6草料丛
- 9鹿(4鹿+5个替代2只猪的鹿)
- 0猪
- 除了TC周围的四五棵树以外,TC周围12格内不能有树林
- 金矿和石矿的比为5:3(矿堆数之比,而不是具体矿的个数之比)
- 开局资源:石头、木头、食物各200,黄金100
- 在任何设定下都不会自行增加任何资源,除非是游戏自己默认增加的
注意:如果开局资源是200食物、100黄金、200木头、200石头(标准开局),AI会很快到城堡时代,但是只有5%的可能会在15分钟内到城。
【开局资源设定】
最易~困难(最佳成绩)(每种资源各200)
封建:8:30+
城堡:13:54+(17村民,而不是24村民)
帝王:36:00+
最易~困难(最佳成绩)(200食物、木材、石料,100黄金)
封建:8:50+
城堡:14:54+(24村民)
帝王:30:00+
极难(不会无故增加任何资源)
封建:4:30+
城坳:9:30+(村民数不定)
帝王:15:00+
在任何地图上,AI都会尝试去判断要不要用海军而不需要你发出指令。当然这也不是绝对的。推荐玩家自己选择是用一个陆地AI(DevilsMessenger.per)或是一个海战AI(DevilsMessenger.per)。
AI会利用所有它拥有的东西。它有的东西越多,发展就越快。
收集圣物/武力征服。它不会自己去建造奇观。除非你用语音命令它。
【语音】
- 3 食物(既用于向AI索要食物,AI也会用此来向你要食物)
- 4 木材
- 5 黄金
- 6 石头
- 31 进攻!
- 36 停止进攻(20分钟)
- 37 让AI建造一个奇观
- 43 让AI生产贸易马车
- 47 想要贸易(在向AI索要资源之前要先发这一语音)
- 46 你的名字是什么?(发送AI的版本以及作者信息)
- 44 让AI的营地距离增加到72(如果之前比这低的话)
- 48 让AI的营地距离增加到144(如果之前比这低的话)
【推荐使用/其他】
这个AI会尝试去做一个人类玩家的强大盟友,或者用来对抗其他AI而不是人类玩家。如果你想用这个AI来当你的对手,你会非常失望的。你可能一直都不被进攻,除非你已经要死了。来试试吧!
Hi All,
Here's a short description snippet from the readme file. AI attempts to castle, and does, in < 15 minutes
at various settings, but not the default setting it is when submitted. At the setting that it is now,
AI will castle at approximately 15:30 game time with 24 villagers. This will differ on different maps.
These stats are on the 'Hard' setting.
The AI will not play well on a randomly generated map without some starting map resource modifications.
Since CP can't hunt boars, you will need to replace the two boars with 5 deer. Other then that, all
other random map starting resources should be unchanged. See below for more on this.
To test the AI two scenarios are provided. One with relics and one without. It is recommended to use
the scenario with relics to fully see many of the strategies this AI employs.
Player 1: Is YOU
Player 2: Is another AI (You choose)
Player 3: Is DevilsMessenger AI
Player 4: MiningAI.per (Do little more then what the name suggests. Included in zip)
The GOAL of this script is to simulate a human player. It does use many cc- commands but does NOT use
any cc- commands that give it free resources on any setting. More on this topic is in the readme file.
[ SCRIPT DESCRIPTION ] -------------------------------------------------------------------------------
Most of my tests were on "All Techs". Script did perform nearly
equally well without using all techs. What ever techs are not available to a race are considered
researched.
Britons mostly. Does work for any other races that have Archers, Trebuchets, Infantry and Cavalry
however with downgraded performance.
Any population.
YES.
- 8 sheep (8-32 tiles from starting TC)
- 6 berry bushes (8-16 tiles from starting TC)
- 9 deer (4 deer + 5 extra deer to replace the 2 boars CP can't hunt) (12 - 18 tiles from TC &
Mill)
- 0 boars
- NO forest at a radius of 12 tiles from the initial TC EXCEPT the 4-5 Trees near the start TC
- 1 Gold & 1 Stone mining location within 12 - 20 tiles from starting TC
- Ratio of 5/3+ (Gold/Stone+ - in terms of gold pile units not actual amounts.)
- Begin with a stockpile of 200 Stone/Wood/Food and 100 Gold
- NO adding of free resources through the use of any script command on any setting, except where
by default by the game itself.
NOTE: If the resource stockpile is 200F, 100G, 200W 200S (Standard) at the start of the game the
AI will still Castle quickly but
will only arrive at Castle < 15 minutes 5% of the time.
[ MAP START RESOURCE SETTINGS (MSRS) ] -----------------------------------------------------------------
Easiest, Easier, Medium, Hard (Assuming MSRS) (Fastest times during testing) (200 of every
resource at start)
Feudal Time : 8:30+
Castle Time : 13:54+ (13.54 best time during testing - 17 villagers instead of 24
and /w 200 GOLD)
Imperial Time : 36:00+
Easiest, Easier, Medium, Hard (Assuming MSRS) (Fastest times during testing) (200 Food,
Wood, Stone and 100 Gold)
Feudal Time : 8:50+
Castle Time : 14:54+ (24 Villagers)
Imperial Time : 30:00+
Hardest (Assuming MSRS) (Fastest times during testing, NO adding of free resources)
Feudal Time : 4:30+
Castle Time : 9:30+ (variable villagers)
Imperial Time : 15:00+
Any map. Script attempts to figure out whether to use a Navy without the use of constants.
This may change though. It is recommended the user select whether to use a LAND
(DevilsMessenger.per) file or NAVAL (DevilsMessenger.per) file.
Any. Script is coded to use what ever it has. The more it has the faster
it will proceed.
Collect Relics/Conquest. Wonder is not built in this version. Only if allie asks through
the taunts.
[ TAUNTS ] ------------------------------------------------------------------------------------------
o 3 Food (Use for both to ask AI for FOOD and AI uses it to ask you for FOOD)
o 4 Wood
o 5 Gold
o 6 Stone
o 31 Attack now!
o 36 Stop attacks. (20 MINUTES)
o 37 Tell AI to build a wonder.
o 43 Tell AI to create trade cart.
o 47 Wish to Trade. (You need to call this Taunt before you request for resources from AI.)
o 46 What is your name. (Prints AI version and author info.)
o 44 Tell AI to increase camp distance to 72 squares if not already higher.
o 48 Tell AI to increase camp distance to 144 squares if not already higher.
[ RECOMMENDED USE/MISCELLANEOUS ] -------------------------------------------------------------------
This script is intended to be a powerfull Ally to any human player or a
competitor against other AI's rather then an opponent to human players. If you use this
script as an opponent you might be very disappointed. You're likely never to be be attacked
and in the rare event that you are then you're probably going to die. Have Fun!
Unzip to the AI subdirectory to Install.
This AI uses several different strategies. I won't spoil the fun and mention them here but under different
threats it performs very differently.
Regards,
Devyn / Tonto_Devyn / DevynAOK
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