Age of Empires II (2013)

Age of Empires II (2013)

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Logbot v1.11 - Custom AI Script
   
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25 May, 2014 @ 1:37am
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Logbot v1.11 - Custom AI Script

Description
Logbot v2 is available here!

Edit (May): Looks as though I'm getting to the stage where I just need to make and check strategies for every civ (this is the boring bit of writing AI, though!). Then we'll be looking at a one-difficulty, land-map only non-cheating AI which can only play normal RM, but it should sorta give Promisory a run for its money. The major difference should be Logbot's adaptiveness: the default AI's countering system is rather primitive in comparison to Logbot's, who will quite literally go all out trying to counter whatever you throw at it in a reasonably sensible fashion.

Edit (Jan): I'm still alive. Getting somewhere, though consistency is a real issue for it still.

Edit (Sept): I'm still alive and working on Logbot. I realise that it's now down the bottom as far as HD-available AIs go, and my current but unfinished version is much, much better. See the comments section at the bottom for updates.

This AI was developed by me as an improvement over the standard AI, which it can now destroy easily. It is designed to play under certain conditions, but it is now able to play other game types too.

It has only a single strategy for each civilisation, but is capable of deviating from its basic plan based on what its opponents are using to try and counter them.

I will certainly need to update this again when more UserPatch features become available.

What it can/can't play
  • It can play with AoF enabled and without.
  • Population 75 or higher only. It does not know how to play anything below this, attempting to start a game produces an error (I think).
  • It is designed to play "normal" random maps with just about any settings, but I had standard resources and starting age in mind when designing it. It may not play terribly well on certain MegaRandoms, maps that cause to you start with multiple town centres, or nomad-type maps (particularly Steppe).
  • Like any AI script, it cannot play migration-type maps.
  • If you use it in a scenario, locking out building/unit types will hinder it greatly. Some may actually break it entirely.
Difficulty levels

It does not do anything different on other difficulty levels, however the engine changes a few things as you vary the difficulty level. Notably, on easier difficulties all AIs take longer to build, create or research anything.

Logbot will not play any differently on hardest - it will not plan on recieving the resource boosts.

Changes

New in v1.11 (25/5/14):
  • Fixed the bug that prevented it from attacking on island maps or building forward towers on land maps.
  • Now tries to build its first monastery close to its base. This isn't guaranteed to work, though.
  • One Logbot will now chat its version number a few seconds into the game, though several may do this if you turn the speed up as soon as the game starts.
  • Now trains militia to counter enemy buildings in its base when it is in the castle age and has no siege workshop.
  • Improved conditions for reasearching the Japanese unique tech Yasama. It was previously bound by the watch-tower-line counting bug.

New in v1.1 (23/5/14):
  • Can play all game types and all starts, though its wonder race is about the same as speed as the default AI's (on Hard).
  • Now counters units when there are fewer of them.
  • Now uses condottiero as a counter to hand cannoneers (and slingers as a side effect - well, they don't actually get their attack bonus vs condotierro)
  • Improved anti-farm stick rules so that it will not build farms only to delete them immediately.
  • No longer covers the world in mining camps quite as much when it can't build one close enough to a mine.
  • Now counters throwing axemen as if they were militia. Previously it treated them as archers.
  • Now builds militia or siege units in response to forward buildings and/or towers.
  • Now handles the number of villager defenders better.
  • Improved dark age lumber camp building conditions.
  • Other changes that I have likely forgotten to note.

Any feedback or comments would be greatly appreciated.
76 Comments
Asu Maciuc 30 Jun, 2018 @ 3:33pm 
can beat BruceForced Ai ?
Loggy  [author] 22 Dec, 2015 @ 3:13am 
This is the most recent version. I'm not really sure how well it works any more.
Johnj_es 21 Dec, 2015 @ 9:01pm 
please update this one for the latest aoe 2 hd forgotten patch ?
CheeseOnToast  [developer] 24 Jul, 2015 @ 1:17pm 
In UserPatch its possible tho, AI's like Barbarian are able to do.transport villagers to other Islands, even on maps like Migration!
Loggy  [author] 24 Jul, 2015 @ 9:01am 
That's impossible with AoE2's AI system sadly.
Ruuqo sudo rm -rf / 24 Jul, 2015 @ 8:38am 
Ive yet to see any AoE AI do this, but on Islands, they should know to send a few villagers to other islands to start growing more and more rapidly. This would make things far more interesting! Will be trying this AI in conjunction with BF in an FFA Islands match today
CheeseOnToast  [developer] 31 Oct, 2014 @ 3:31pm 
np Loggy <3
Loggy  [author] 31 Oct, 2014 @ 3:30pm 
Weird. But then again, there are a number of things in AI and RMS scripting like that which make absolutely no sense sometimes.

I'll give it a go and see if it helps, thanks!
CheeseOnToast  [developer] 31 Oct, 2014 @ 3:21pm 
I find that (idle-farm-count == 0) breaks the farm building, (idle-farm-count < 1) doesn't.
Loggy  [author] 31 Oct, 2014 @ 3:20pm 
Thanks for the farm paste by the way, it feels like everyone's farm building is more complicated than mine [pastebin.com]...