Age of Empires II (2013)

Age of Empires II (2013)

New Custom AI - ResonanceBot 5-1c
Showing 11-20 of 33 entries
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Update: 19 Dec, 2016 @ 8:08pm

Hotfix Update #19 (v.2.1b): (Dec 19, 2016)
-Fixed a bug where ResonanceBot was not able to play the new map Mangrove Jungle.

Update: 18 Dec, 2016 @ 5:31pm

Major Update #18 (v.2.1b): (Dec 19, 2016)
-Added support for all Rise of the Rajas units, buildings, and technologies.
-Added strategies and build order for all new Rise of the Rajas civilizations, Burmese, Khmer, Malay, and Vietnamese.
-Burmese Civilization now has a special infantry rush strategy.
-Malay Civilization now has a special Battle Elephant rush strategy.
-Malay Civilization contains a unique set of requirements for training its unique unit, the Karambit Warrior.
-AI counter system overhauled to include all of the new units, new civilizations, and to factor in the new maps.
-Now trains, counters, and upgrades Battle Elephants. Malay civilization prioritizes them over Knights.
-Now allowed to defend itself with Demolition Ships when its base is under attack on one of the new mangrove shallows maps.
-Karambit Warrior rush now prioritizes infantry upgrades.
-Allowed slightly larger base size on new maps, such as Bog Islands, where the AI needs to expand outward beyond its initial tiny landmass.
-Added support for Rise of the Rajas real world maps. Should correctly identify Indochina, China, Australia, and India as mixed water/land maps.
-Improved difficulty scaling function to be more accurate.
-Minor adjustments to all difficulties.
-Moderate with Taunt 99 now builds a Barracks slightly earlier on in most situations.
-Now checks to see if the enemy team contains a civilization with Stables before considering opening up with a few Spearmen.
-Added Battle and Ballista Elephants to list of units that Monks counter.
-Properly researches Elite Battle Elephant and Imperial Skirmisher upgrades.
-Slightly adjusted Monk training criteria in response to enemy Knights and Boyars.
-Burmese and Khmer correctly avoid focusing on Archers in the Imperial Age.
-Added additional checks for enemy Missionaries. One day this might be relevant.
-Now always stops stockpiling extra resources once it reaches a cap or has researched its most expensive technologies.
-Town Watch no longer incorrectly resets resource stockpiling rules.
-Added failsafes to ensure that ResonanceBot correctly identifies the new maps.
-No longer trains excessive Transport Ships on new maps, such as Bog Islands, Water Nomad, etc, where transports are not necessary to attack the enemy.
-No longer trains excessive Transport Ships on Salt Marsh.
-Slightly reduced the amount of Fishing Ships created on maps with few deep sea fish.
-No longer researches Fortified Wall if ResonanceBot plans to delete its walls. Due to engine limitations and unit pathing issues in HD, ResonanceBot deletes its walls on Arena so it does not get stuck.
-Fixed a bug where the AI would briefly stop creating an army in the Imperial Age until it was attacked.
-NOTE: Rise of the Rajas release brought some new AI engine bugs I have no control over until the developers fix them. This includes AI villagers not fighting back against enemy units and not attacking enemy towers. In the meantime, I ask that you avoid harassing the AI with your scout and do not tower rush it. ;) Units also seem to be behaving strangely, sometimes freezing in place.

Update: 7 Nov, 2016 @ 4:14pm

Update: 7 Nov, 2016 @ 1:24pm

Major Update #17 (v.2.1a): (November 7, 2016)
-Reduced resource cheats in Hard/Hardest difficulties to compensate for the Patch 4.8 AI improvements. As always, Moderate, Standard, and Easiest difficulties do not cheat for any extra resources. Hard/Hardest is also carefully balanced for top rated HD players. ;)
-Thanks to Patch 4.8 AI engine improvements, ResonanceBot no longer chases enemy units with its villagers for longer than 2 seconds.
-Also thanks to Patch 4.8 AI engine improvements, ResonanceBot's villagers are now more responsive to being attacked and do not freeze as often when hit.
-Significant improvements to AI's counter system. It now checks for a wider variety of enemy unique units when deciding what army to make.
-Now utilizes Genitours with early game infantry if the enemy has a large group of archer type units.
-Now defends better against Fast Imperial Age gunpowder strategies. Should transition away from infantry units sooner.
-Man-at-Arms, Forging, Scale Mail Armor, Scale Barding Armor, Guard Tower, Stone Mining, Murder Holes research critierias improved and expanded to factor in more conditions.
-Castle Age advancement timing improved due to the delaying of the listed Feudal Age technologies except in the event of a prolonged Feudal Age war.
-Man-at-Arms, Forging, and other technologies now also factor in the enemy unit choices and if these technologies are necessary to counter them.
-Padded Archer Armor, Scale Mail Armor, and other similar technologies are now delayed slightly if the enemy is not making any military units.
-Town Watch now has a minimum villager requirement to research.
-Now prioritizes Bloodlines before Scale Barding Armor in most cases.
-2nd Town Center is now prioritized over a Monastery in most cases.
-Improved ability to counter enemy Missionaries with Eagles/Scouts by classifying them the same as Monks. Just in case someone actually makes one!
-Improved Imperial Age advancement timing.
-Improved difficulty scaling function to be significantly more accurate, especially on mixed water/land maps.
-Improved Feudal/Castle Age build orders. Added additional checks before building a 2nd Stable early game. Now *also* factors in whether or not the AI is ready to advance to the Castle Age, whether or not it has an Archery Range, and more.
-Fixed a bug where the AI would build too large of a navy in the wrong lake. It now checks to see if enemy ships are in the same body of water before training a navy above a certain size.
-Fixed a bug where the AI would not consistently research Ironclad.

Update: 23 Aug, 2016 @ 2:29pm

Major Update #16 (v.2.0f): (June 15 - Aug 23, 2016)
-Now able to play the King of the Hill gamemode! With the recent bug fixes, AIs in Aoe2 HD are once again capable of playing King of the Hill. I have also improved their strategies on this game mode.
-Added very limited support for Capture the Relic game type. Now always defaults to a Monk Rush on that setting. HD still needs some engine/bug fixes for AIs to play this well though.
-Fixed a bug where the AI was not assigning enough villagers to build a Wonder by adjusting sn-cap-civilian-builders.
-Fixed a bug where the AI was not properly counting the number of Trebuchets it owns. The AI should build fewer Trebuchets now.
-Adjusted unit targetting criteria during attacks. The AI should now better prioritize attacking units with their counters rather than primarily off proximity.
-Minor adjustments to Hard/Hardest difficulties due to the boar luring engine bug fixes in the latest Aoe2HD update.
-Now targets enemy Wonders on Standard Victory slightly more reliably.

Update: 28 Mar, 2016 @ 5:23pm

Minor Update #15 (v2.0e): (March 28, 2016)
-Added Organ Gun rush strategy to the Portuguese civilization.
-Taunt 40 is now ever so slightly harder.

Update: 5 Mar, 2016 @ 8:31pm

Hotfix #14 (v2.0d): (March 5, 2016)
-Fixed a bug where Moderate with Taunt 99 was not Monk Rushing properly.
-Fixed a bug where Moderate with Taunt 99 was not Unique Unit Rushing properly.

Update: 24 Feb, 2016 @ 2:11pm

Major Update 13 (v2.0c): (November 21, 2015 - Feb 24, 2016)
-TLDR: Lots of minor adjustments to all of the difficulties.
-Now targets enemy Wonders more reliably, I think. But African Kingdoms broke AI ability to target Wonders and Monasteries in standard victory, among other bugs soooooo this probably won't make a difference.
-Hard/Hardest difficulties now request to resign a little bit sooner in general.
-Standard difficulty is now allowed to create a few more villagers than before if you turn off difficulty scaling.
-Moderate difficulty with Taunt 99 is now a little stronger in general, and mostly in team games vs only humans. It should be much closer to a level between regular Moderate and Hard.
-Slightly relaxed criteria to ask players to increase the difficulty with Taunt 99 on Moderate.
-Slightly increased maximum gold/stone mining distance on maps like Gold Rush.
-When booming and getting rushed, AI will now react by training a military slightly sooner. Now tries to react with an earlier siege workshop/mangonel when appropriate.
-Improved Moderate advancement time to Imperial Age. Now prioritizes advancing to the Imperial Age over additional villager production beyond 100-125ish.
-Slightly increased chance for Elite Shotel Warrior flood by loosening tech requirements a bit.
-Now delays some techs such as Anarchy, Heated Shot, and Thumb Ring a little longer to advance to the Imperial Age.
-Now researches Treadmill Crane.
-Taunt 40 criteria adjusted slightly (read the FAQ file if you're not sure what it does). Tributes now turn off a little sooner if you weaken their economy, requires more minimum villagers. In general though it is a bit stronger now.
-Updated FAQ file to be a little bit more clear what each AI command does. As usual there is a link to the FAQ file on the steam workshop page and I definitely recommend reading it.
-There are still a lot of AI bugs that African Kingdoms and Patch 4.0 introduced that I can't fix unfortunately. Gotta wait till the devs patch it and hopefully they don't break anything else. ;) I've been waiting for them to fix some of the African Kingdoms/Patch 4.0 bugs but since they haven't yet, I wanted to give you guys a couple tweaks in areas I can. Enjoy!

Update: 15 Nov, 2015 @ 7:26pm

Hotfix 12 (v2.0b): (November 15, 2015)
-Fixed a potential bug where the Portuguese AI could build too many Feitorias.

Update: 15 Nov, 2015 @ 1:27pm

Major Update 11 (v2.0a): (November 15, 2015)
-Improved criteria for training Scorpions/Heavy Scorpions. It now considers Gbetos and Shotel Warriors as weak to Scorpions/Heavy Scorpions.
-Improved criteria for training Condotierros. It now considers Organ Guns to be weak to Condotierros.
-Improved criteria for building Feitorias. Should now build more liberally in a very long game.
-Improved criteria for training Fire Galleys and Demolition Rafts. It now considers making them to counter enemy castle age ships as well as feudal age ships. Demolition Rafts also require fewer enemy galleys before being considered.
-Ethiopians civilization now has the option to make Skirmishers to protect their early game infantry.
-Now prioritizes training more Battering Rams in response to enemy Bombard Towers.
-Now creates slightly fewer Trebuchets when going for some early Imperial Age strategies.
-Taunt 99 now works regardless of whether or not the Moderate AI asks you permission to increase the difficulty. Previously it would only respond to Taunt 99 if it asked you first. Now you can send it 99 (via the chat menu) and it will always respond. Keep in mind that 99 is for Moderate only. I also made it very slightly stronger but made Hard very slightly slower, so that Taunt 99 is more inbetween the two difficulties.
-Added Taunt 204. Like with 200-204, this setting is toggled on by default to chatting 204 to the AI will toggle it off, and sending it again will retoggle it back on. You can find a full list of AI commands in the FAQ file on the Steam Workshop page. This command will change ResonanceBot's player targeting system to where it only attacks the closest player threat rather than selecting a target from a longer list of criteria (allies in need of help, close threat, alternating targets, etc). I don't recommend toggling off this setting though unless you consistently run into player targeting issues. ;)
-Minor adjustments to difficulties. I am always open to feedback. GLHF!
-Added an error message when playing the Nile Delta map. Unfortunately the current AI engine does not support playing maps like this unless HD gets the full Userpatch 1.4.
-Fixed a bug where the AI was unable to build a Feitoria.
-Fixed a bug where several AI could potentially all chat the same line around 29 minutes in.
-Fixed a potential bug where the Portuguese AI could continue training villagers and then delete them immediately in an extremely long match.