Age of Empires II (2013)

Age of Empires II (2013)

New Custom AI - ResonanceBot 5-1c
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Update: 16 Jul, 2020 @ 4:46pm

Minor Update #26 (v.2.2c) Hotfix to Major Release:
> Please see below patch notes for the full Colossal Update <

> Funded thanks to your support on Patreon.com/Resonance22 <
-Feudal Age Man-at-Arms training criteria now factors in:
--Castle Age timing, enemy Huskarls, forward buildings, and is less likely to create them in late Feudal Age after 21-23 min.
-*Complete overhaul of Hill Fort map build orders.*
--Now generally only builds one Dock and waits until the Imperial Age.
--Expands base outwards at 2 min intervals (instead of 4 min) between 14 - 26 mins to make space for necessary buildings if there is no valid placement.
--Initial Mill placement distance relaxed by approx 5 tiles.
--Should no longer make any Trade Cogs on Hill Fort or Valley.
-Less likely to make unnecessary Docks or Transport Ships on Hill Fort, Fortress, and similar standard maps. Also checks for both human ally/enemy docks as well as AI opponents.
-Taunt 205 now sends different chats to allies or enemies.
-ResonanceBot now recommends you use Taunt 205 for a list of helpful commands, such as its ability to manually target players if you need it to assist you. It will attempt to automatically.
-Taunts 101 - 108 now last 8 minutes instead of 10. See FAQ for details. You can refresh it as-needed but it is often beneficial to let ResonanceBot select its own strategic targets.
-Fixed a bug where Taunt 205 did not send human allies a list of ResonanceBot commands.
-Slightly increased minimum pond size for docks on Nomad.

Update: 12 Jul, 2020 @ 4:00pm

Colossal Update #25 (v.2.2c) Major Release:

Funded thanks to your support on https://www.Patreon.com/Resonance22

Major Improvements:

-New Mixed Attacking System: ResonanceBot's first 1-3 attacks in the Imperial Age, before 50 minutes, each have a chance of utilizing control groups of units, in addition to individual unit control. This depends on their army composition. Balanced for performance, realism, effectiveness, and fun.

-Major New Military Individual Unit micro/control system: ResonanceBot's military unit control is now connected to the difficulty scaling function, ensuring a more fun and fair match. Military unit micro now scales very slightly down by 20-10% with its army size. (Easiest, Standard, Moderate, a bit on Hard)

-Byzantines, Huns, Malay, and Magyars now have new strategies based on Elite Skirmishers, Tarkans, Two-Handed Swordsmen, and Magyar Huszars respectively.

-Standard Difficulty is now slightly more reliable at advancing to the Imperial Age by 50ish mins. Moderate and above also better prioritize advancing if the enemy already has.

-Easiest difficulty has a slightly more consistent build order. Double Bit Axe researched earlier. 3rd Siege Workshop built later, prioritized after University, 3rd Town Center, and extra military buildings.

-Easiest difficulty now scales up *very* slightly factoring in a massive military disadvantage, not just economic disadvantage. This should make the transition to Standard a bit smoother while keeping Easiest the same challenge for very casual players.

-Easiest and Standard difficulty now expands its Imperial Age late game base, gathering distance, and end game economy parameters based off *more criteria* including min. civilian count and large military.

-On Arena, Fortress, and Hill Fort, Easiest now has a small chance (20%) to attack with a very small force of 2-4 units in the late Castle Age *unique to every civilization.* Previously they would always wait until the Imperial Age.

-On Hard and Hardest in 1v1s, ResBot is now more wary of an enemy defended with Castles/Towers and a large army after losing a battle (50+ min). Will now delay the next attack once to better prepare for strong enemy defenses.

-New Attack Algorithm: Easiest and Standard should now properly space out and coordinate their attacks in Team Games with other ResonanceBots vs enemy teams on Land Maps in the late game. Please send replays if it needs tuning. It should be slightly less aggressive in these circumstances.

-Improved Dark Age: ResonanceBot now always builds its first house with 2 villagers and delays Loom to 7th or 8th villager. Better build order (eg: 2nd lumberjack earlier) and difficulties rebalanced to match.

-Map Compatibility Improvements: ResonanceBot builds 1st Lumber Camp closer if a Forest is visible at the start. This is actually a fairly significant and complex improvement. Custom Maps, such as The Unknown and Mega Random will benefit from this. It is also much better at counting fish and adjusting. Salt Marsh has a new set of build orders and the Nomad detection window has been increased.

-Moderate now better matches the speed of the opponent early-game during Castle Age (first 20-30 mins), helpful for players moving from Standard to Moderate. It may slow all production for 5-10 mins, depending on how quickly the opponent adapts, if the enemy team is slower.

-Hard and Hardest have had minor nerfs to their lategame and mid Castle Age to compensate for significant improvements to ResonanceBot in this update.

-ResonanceBot is significantly better at defending when behind (on higher difficulties) with good strategy! This includes defensive Castles, defensive siege, replacing lost economy/town centers more consistently, and utilizing cheap counter units while balancing its economy in the background. > Note that you do not have to destroy ResonanceBot's Castles or Towers to make it resign, just weaken its economy and military enough. <

-ResonanceBot now creates units when it runs out of wood but has food to spare (special rules for Magyars & Malay). Hussars & Champions are also allowed if the enemy has few counters.

-All difficulties now are allowed to gather stone and gold from a farther distance (2 tiles) in the super late game, even if a mining camp is not placed optimally but is nearby.

Water and Mixed Map improvements:
-Fishing Ship count for all Water Map now scales more accurately with the actual amount of fish and max population.
-On non-water maps, ResBot now prioritizes a 2nd Town Center over extra Transport Ships on maps where a Transport Ship is not required because there are clear land paths to the enemy. If an enemy dock is scouted, transport ships are allowed. Transports may be built on maps not necessary for them due to AI limitations, but I have delayed their production.
-Salt Marsh strategy improved significantly, delayed ship production but makes them situationally.

-Major updates to the FAQ File: https://pastebin.com/M9VDcDZm

Difficulty Scaling Improvements:
-Moderate w/ Taunt 99 now has a slightly more immediate effect upon activation.
-Hard/Hardest slightly nerfed in singleplayer teamgames, mixed land/water maps, and in the mid-Castle / late Imperial Age on both SP & MP.
-Hard now scales more accurately in the Feudal Age.
-Easiest scales up a little better to more accurately match the opponent while also scaling down further. Standard is more consistent at advancing to the Imperial Age. Moderate benefits the most from the improvements, but now also scales down in the early-mid game more to compensate and is less effective at dodging projectiles.
-All difficulties benefit from build order and logic improvements while being simultaneously slightly nerfed in their military unit control, keeping things equivalent.

Misc Improvements:
-Taunt 40 (see FAQ file), has been further re-balanced to better scale for each individual difficulty setting and player skill. It should be a smoother step between difficulties. This is a useful command.
-Byzantines now prioritize Elite Skirmisher upgrade a little sooner.
-Introduction messages now have Taunt 205 info. Taunt 201 advice is more accurate.
-Longsword, Two-Handed, and Champion upgrades more prioritized against Eagle Warriors / Huskarls.
-Minor re-writes to parts of the Steam Workshop page to reflect all the new updates ResonanceBot has received over the years.
-Arena: On Moderate, Hard, and Hardest, ResonanceBot is now allowed to build a Monastery 1 min earlier than before. This should help it contest relics better but not too early.
-Counters War Elephants, Battle Elephants, Tarkans, Boyars, and most cavalry units more effectively with reduced unit thresholds.
-ResonanceBot now attempts to train a villager at 3 seconds from 6.
-Improved consistency on Nomad starts, villager count more accurately scales to the opponent's before 5 mins.
-Now prioritizes advancing to the Imperial Age over fully booming if the opponent is already in the Imperial Age.
-Huns now train Tarkans from their Stables if their unique Marauders tech is researched.
-Lumber Camp placement improved on Arena, now allows camps slightly closer to existing camps.
-Now can choose to build its first Castle with 4 or 2 villagers, depending on if ResBot is being pressured.
-Increased detection window for human vs AI opponents by 5 seconds for more accurate matches.
-Added one additional food purchase rule in the Feudal Age with significant excess Gold.

-Tons of bug fixes and misc improvements.

Full Patch Notes: https://pastebin.com/gwumx3fV

Aoe2 DE Launch coming this year thanks to your support on https://www.Patreon.com/Resonance22. GLHF!

Update: 21 Dec, 2019 @ 5:56pm

Major Update #24 (v.2.2b):
Hi everyone, this is a minor update that contains previews of the upcoming major update coming this summer.
> These updates are funded by your support on Patreon.com/Resonance22. Thank you so much! <
I have decided to deliver some nice improvements early while I work on the rest of the update.
More detailed patch notes and far more features will be released with the full update. Happy Holidays!

-Build order improvements are in beta testing, including a slightly earlier emphasis on Wood gathering. It's a minor improvement at all levels.
-Easiest difficulty has a more consistent build order. Double Bit Axe researched earlier. 3rd Siege Workshop built later, prioritized after University, 3rd Town Center, and additional military buildings.
-Easiest difficulty now scales up *very* slightly factoring in a massive military disadvantage, not just economic disadvantage. This should make the transition to Standard a bit smoother while keeping Easiest the same challenge for very casual players. This will be expanded in the next future patch.
-Moderate, Standard, and Easiest Difficulties are now better at assessing the skill level of the opposing team. Moderate now matches the speed of the opponent early-game, helpful for players moving from Standard to Moderate. This should make the transition smoother. More details in full update when finished.
-On Hard and Hardest in 1v1s, ResBot is now more wary of an enemy defended with Castles/Towers and a large army in the late game after losing a battle. It will now delay the next attack slightly to better prepare for strong enemy defenses. This occurs once, after 50 minutes.
-Minor adjustments to all difficulty levels to keep them feeling similar after build order improvements (more details in next patch).
-Now trains fewer Fishing Ships on lower population settings.
-Sending Taunt 205 to ResonanceBot (which gives more info on the bot) now provides more useful information) such as the versatility of Taunt 40 which allows you to increase the difficulty by a half-step at any time during a match for any difficulty setting. Taunt 40 is also great for a 5 humans vs 3 AI situation. Ever regret making it too easy mid-game? You can fix that now. :D
-Adjusted advice text triggered by Taunt 201 to be more helpful and accurate. 201 is great to learn the game.
-Taunt 40 (see FAQ file on Steam Workshop Page), has been re-balanced to better scale for each individual difficulty setting. It should be a smoother step between difficulties. There will be further adjustments in the next patch.
--Note: On Moderate, you can use Taunt 99 to set ResBot to a level between Moderate and Hard. Taunt 40 works the same way but for all difficulties. 99 is preferred for Moderate, different algorithm. See FAQ file for more.
-Rare bug fix: Solved ResonanceBot freezing early game in very rare situations. ResonanceBot now attempts up to 3 times to build a 2nd Lumbercamp if the 1st one failed due to either map generation blocking it or an engine bug preventing the 1st. It's usually an engine bug, but this is extremely uncommon and now should never happen.
-ResonanceBot now properly provides an error message if the Aoe2 HD AI Engine causes it to skip an essential rule, freezing the AI early game. This is extremely rare and I have added failsafes to prevent it.
-Aoe2 DE potential compatibility is being looked into pending continued Patreon funding. Needs lots of tweaks to run well. Thank you! All updates are free regardless. ;)

What's next? A lot of improvements!
-> A new major update to ResonanceBot 5-1c for Aoe2 HD is coming next Summer. It's still in development and needs further testing. All possible thanks to your help funding on Patreon.com/Resonance22. Hopefully DE compatibility!
-> Features still WIP but I'm looking into attack groups, more custom map compatibility, improved build orders, etc.
-> Contact me on the Forums, Twitter, Patreon, my email, Discord, etc with feedback and recorded games. Also please check the 2 pinned threads. I need feedback in the "What do you like about ResonanceBot" thread. Also if you're interested in DE compability, please post in the "Please port to Definitive Edition <3".
-> There's a LOT more than this in the next update. This preview is an early Happy Holidays present! Warm wishes, - Resonance22

Update: 11 Jan, 2019 @ 12:28pm

Major Update #24 (v.2.2a):
-Standard and Easiest ResonanceBot now have unique rules for building zone expansion and resource gathering in the Imperial Age. This will improve AI behavior on Standard and Easiest, allowing it to better manage its base and economy as well as improving flexibility on different maps.
-ResonanceBot now mixes in Elite Genitours in addition to Elite Skirmishers if they have Bloodlines and Husbandry researched.
-Incas civilization now has a new Imperial Age strategy on closed maps (ex: Arena) with a Kamayuk + Slinger combo.
-Slightly increased chance of a Scout Rush strategy being selected in Team Games vs ResonanceBots.
-Slightly reduced (slowed) Castle Age timing on Hard and Hardest while going for a Feudal Age rush.
-Imperial Age advancement timing is a tiny bit faster on closed maps (ex: Arena) for Moderate with Taunt 99, Hard, and Hardest.
-Improvements to general Economy management.
-Slight reduction to 1v1 Hard and Hardest resources to compensate for economy/military improvements.
-Steppe, Mountain Pass, and land Nomad style maps now have a slightly faster Feudal Age due to better villager creation rules.
-ResonanceBot can now count the specific number of relics in a map.
-Holy Line special map, Clean Oasis Gold, and similar high relic maps have a resulting stronger compatibility.
-Improved reliability of building a Lumber Camp early on Nomad Maps.
-ResonanceBot now builds an earlier Monastery on maps with a large quantity of Relics and collects them. It still gives opponents time to compete for Relics.
-Now starts creating Villagers on Nomad style maps when every player has their Town Center built.
-Added additional failsafes for newly introduced Aoe2 HD Engine bugs which should produced a smoother Patch 5.8 experience.
-Bug fix: ResonanceBot makes fewer Transports on the map Valley.

Update: 7 Sep, 2018 @ 12:31pm

Major Update #23 (v.2.1f): (September 7, 2018)

Note: This is the first of several updates to come and the more funding I have, the more updates I can release. I've been working on ResonanceBot now for over 4 years for free as a gift to the community and all updates will always be free. Besides sharing ResonanceBot around, if you'd like to support development, consider pledging on Patreon here: www.patreon.com/Resonance22 Thank you in advance! :)

-Patch 5.8 compatibility fixes with the changes to Banking and Coinage! The technologies got moved up an age in the DLCs which breaks a lot of AIs, scenarios, and campaigns. The two techs are closely tied to ResBot's core functions as an adaptable helpful teammate. This will be part of an on-going series of updates.
-Changed Introduction Text to remind users that Audio Taunts must be enabled. ResonanceBot has an intro text to display that it loaded in case of Aoe2 HD engine bugs or if the host selected the wrong AI. AI cannot detect if Audio Taunts option is on or off and it is required for the AI to function.
-Hill Fort fix. ResonanceBot no longer builds Docks on it unless the enemy builds Docks. Thanks @Vegetable for the report!
-ResonanceBot's maximum building distance placement now expands slightly earlier on Hill Fort since the hills block 3x3 buildings and the inner-resources block 2x2 buildings.
-ResonanceBot's Castle Age advancement timing is now more consistent on Hill Fort with other similar maps.
-Increased Castle Age strategy variety on Hill Fort. Previously the elevation limited options.
-Expanded ResonanceBot's resource gathering distance in the mid-game on Hill Fort. Note that this change is unrelated to the bug affecting all AIs in HD where they sometimes gather from allied resources.
-Reduced chance that ResonanceBot gets stuck constructing a second Town Center on Hill Fort due to the elevation blocking it during build order priority.
-Additional small improvements to economy management and expansion.
-ResonanceBot's Drushes are slightly tougher on Hard, Hardest, and Moderate with Taunt 99. Due to Aoe2 HD engine limitations this strategy is always weak, but now it is slightly tougher. I like to keep this strategy for fun and variety.
-Nomad fix. Now allowed to gather wood further away from its Town Center on Nomad maps.
-Khmer are now classified as an Arbalest civilization for Patch 5.8. This should open up some more dynamic strategies.
-The FAQ file that is in the Steam Workshop Description has been updated to the most recent version. Cheers! It now mentions the user-suggested command "206" that I recently added, which toggles off/on the AI's ability to efficiently control individual military units on Moderate/Hard/Hardest. I don't recommend using this command though as it's good practice against humans to allow the AI to micro troops, and the AI is limited in HD. This command is intended for casual players who really enjoy getting awesome Onager and Scorpion shots. More info in the FAQ file.

Update: 1 May, 2017 @ 11:31am

Minor Update #22 (v.2.1e): (May 1, 2017)
-Reduced priority to train Transport Ships on Yucatan.
-Navy size is now hard-capped on Yucatan.
-Minor adjustments to Hard/Hardest difficulties to account for AI bug fixes in Aoe2 HD Patch 5.3.
-ResonanceBot now more consistently builds a Town Center on Nomad maps.

Update: 20 Jan, 2017 @ 11:51am

Minor Update #21 (v.2.1d): (Jan 20, 2017)
-Improved response to enemy Tower Rushes and forward Castle Drops on Hard and Hardest difficulties.
-Now allowed to train Battering Rams without having any military units when the enemy also has no military units.
-Moderate difficulty with taunt 99 should now scale the difficulty more accurately to match the speed of human players.
-Small adjustments to Moderate difficulty with taunt 99.
-Reduced priority to train Transport Ships on Bog Islands, Mangrove Jungle, Water Nomad, and Salt Marsh.
-Fixed a bug where the Hardest difficulty could build 2 Castles too early in rare situations.

Update: 29 Dec, 2016 @ 4:32pm

Major Update #21 (v.2.1d): (Dec 29, 2016)
-ResonanceBot should now more consistently gather resources during a long game on gigantic map sizes.
-Expanded maximum allowed mining/lumber camp distance in the very late game.
-Expanded maximum allowed gathering distance for resources in the very late game.
-Relaxed resource gathering distance requirements for additional Gold/Stone mines on Mangrove Jungle.
-Slightly relaxed requirements again to research unique Battle Elephant upgrades, including Tusk Swords, Howdah, and Chatras.
-Now more likely to train Genitours when it has a Berbers teammate if it has researched the Bloodlines technology.
-Adjusted Genitour Rush criteria to factor in a wider variety of enemy archer units.
-When going for a Fast Castle Age into Crossbowmen, ResonanceBot now has improved criteria for training Mangonels which factor in a wider variety of archer counters.
-Very slightly more likely to mix in Skirmishers with a Fast Castle into Crossbowmen.
-Improved Castle Age build orders. Increased priority to build additional Town Centers.
-Minor adjustments to the difficulties.
-Added error message to Pacific Islands map. AIs in HD are not able to transport villagers so they cannot play this map effectively.
-Adjusted error message text.
-Slightly expanded maximum allowed town size on Bog Islands.
-Slightly loosened requirements to train Camel Archers as the Berbers.
-Berbers ResonanceBot now properly avoids training Camel Archers against massed enemy Rattan Archers.
-Added a command "206" which toggles off/on the AI's ability to efficiently control military units individually on Moderate/Hard/Hardest. I don't recommend using this command though as it's good practice against humans to allow the AI to micro troops. This command is intended for casual players who are looking to get some awesome Onager shots. More information in the FAQ file on the Steam Workshop page.
-Reduced the likelihood that ResonanceBot stockpiles too many resources in the late game instead of spending them on military units.

Update: 20 Dec, 2016 @ 3:52pm

Update: 20 Dec, 2016 @ 3:25pm

Major Update #20 (v.2.1c): (Dec 20, 2016)
TLDR: Improvements to Mangrove Jungle map, unit variety, research criteria, and cavalry archers
-Improved ResonanceBot's ability to play the new map Mangrove Jungle. This map is quite tricky for AIs to play because of all of the resources in the trees, but it should be more consistent now.
-Added additional checks for resources that are far away on Mangrove Jungle.
-Relaxed distance requirements for additional Mining Camps on Mangrove Jungle.
-Improved Thalassocracy research criteria. Now more likely to research Thalassocracy with fewer total docks.
-Slightly relaxed requirements to research unique Battle Elephant upgrades, including Tusk Swords, Howdah, and Chatras.
-Added additional requirements to research Turks unique technology Sipahi.
-Turks ResonanceBot can now utilize Sipahi Cavalry Archers in very specific situations where gunpowder and cavalry is not ideal.
-Magyars ResonanceBot can now utilize Recurve Bow Cavalry Archers when the enemy has poor archer counters.
-Magyars, Saracens, and Turks now have additional checks when creating Cavalry Archers, including checks for archer counters, cavalry counters, and camel units.
-Malay ResonanceBot now utilizes Forced Levy technology more efficiently. Added additional rules to train Two-Handed-Swordsman in the late game as a substitute or support for Malay trash units as well as a situational counter unit.