Age of Empires II (2013)

Age of Empires II (2013)

New Custom AI - ResonanceBot 5-1c
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Update: 9 Nov, 2015 @ 9:43pm

Minor Update 10 (v1.9b): (November 11, 2015)
-ResonanceBot no longer chats a long introduction. Much of the intro has been moved to Taunt 205.
-ResonanceBot no longer chats advice by default. You can toggle on the advice chats by sending Taunt 201 to the AI. Keep in mind that in order to chat with AI you must use the chat menu (trumpet icon). Chat shortcuts like * do not work. You can find more information in the FAQ file.
-Taunt 205 has been added. It triggers a help dialogue which is similiar to the previous introduction chats. This command will describe the AI's features as well as some of the more important commands. Players can use this to remember helpful AI commands during a game. Keep in mind that in order to chat with AI you must use the chat menu (trumpet icon). Chat shortcuts like * do not work. You can find more information in the FAQ file.
-Updated FAQ file to reflect the changes to the AI's introduction as well as the new Taunt 205.
-Mongols civilization now has a chance to go for a Cavalry Archer rush.
-Removed some disabled rules.
-Portuguese Organ Gun creation logic has been improved. It no longer fears Eagle Warriors as much and treats them as a neutral unit.
-Arson research priority adjusted slightly. The AI should now get it a bit sooner during aggressive infantry strategies.
-Fixed a bug where all of the AI could chat the introduction. This bug was caused by changes to the way AIs handle taunts in Patch 4.3 onward.
-Fixed a bug where ResonanceBot would not research Obsidian Arrows.

Update: 5 Nov, 2015 @ 3:15am

Major Update #9 (v1.9): (November 5, 2015)
-Added support for African Kingdoms civilizations (Berbers, Malians, Ethiopians, and Portuguese).
-Now able to use the new African Kingdoms ships (Fire Galley, Demolition Raft, and Caravel).
-New Feudal Age strategies include using Fire Galleys, Demolition Rafts, Malian Men-at-Arms Rush.
-New Castle Age strategies include, Genitour Rush (available for any team with a Berbers ally), Portuguese Organ Gun Siege Push, Ethiopian Crossbow/Pikemen Rush, Ethiopian & Malian Infantry Rush, Camel Archer Rush.
-New Imperial Age strategies includes, Shotel Warrior flood, Gbeto Warrior flood, Camel Archer flood, Organ Gun/Archery flood.
-FAQ File has been updated to reflect the new strategies. There is a link to it on the Steam Workshop page.
-Updated Feudal Age strategies to include Eagle Scouts. The AI will attempt to counter enemy Eagle Scouts and may create its own as a counter to enemy Archers/Skirmishers.
-ResonanceBot now prefers to gather resources slightly further away from enemy players. BUT, this seems to be bugged in African Kingdoms?
-When going for a Crossbowman Rush, the AI will now add in Spearmen in response to War Elephants.
-Improved logic for training Camels.
-Now more likely to avoid infantry-based strategies in the Imperial Age in response to massed enemy Cataphracts.
-Now builds slightly fewer forward buildings unless super rich.
-Slightly increased the maximum allowed amount of Eagle Warriors.
-Minor tweaks to difficulties. Should also be a bit smoother on maps where you start with extra villagers.
-Moderate difficulty now only has 1 ResonanceBot per team chat when asking permission to increase the difficulty.
-Advice chats have been improved and some of them have been replaced. The messages that remain are more "in-character."
-Introduction chats have been shortened.
-Adjusted the timing/criteria of some AI chats to reduce likelihood that multiple ResonanceBots chat at the same time. You may also see a bit more variety in the chats, especially on Easiest.
-Fixed a bug where the AI on higher difficulties could buy too much food on closed maps.
-Fixed a bug where the AI was no longer playing taunt sounds with chat messages. Apparently something changed in Aoe2 HD Patch 4.0 that broke this, but I fixed it by adding a colon after each taunt.
-Fixed a bug where the AI could incorrectly give an error message. Apparently the starting age detection is buggy in Aoe2 HD.
-Fixed a bug with the Slavs which might have made them less likely to utilize their strong units, such as Monks.
-Fixed a bug where the Chinese were sometimes only checking for enemy Galleys and not War Galleys/Galleons when deciding what ships to make.
-Fixed a bug where the AI could accidentally build 4 Barracks in the Dark Age.

Update: 5 Nov, 2015 @ 2:16am

Update: 4 Oct, 2015 @ 6:55pm

Hotfix #8 (v1.8): (October 4, 2015)

-Minor improvements to unit choices in closed map strategies.
-Chu Ko Nus and Mangudai now properly classified as an anti-infantry unit.
-Minor adjustments to all difficulties.
-Water map detection improved. The AI should now be better at evaluating whether it should focus on an early navy or land units. You might still get some weird MegaRandom maps that make ResonanceBot invest in the wrong number of ships, but it should be more reliable. You can still chat the AI "42" and then "34" or "35" to suggest changes to the number of ships it is making. There is more information on chat commands in the FAQ file on the steam workshop page for ResonanceBot 5-1c.
-Standard and Easiest difficulties should now attack more reliably in the late game. It now uses a modified version of the Moderate/Hard/Hardest attack system. It will still attack less frequently than Moderate/Hard/Hardest and it is still not allowed to rush on Standard/Easiest.
-Standard now has a small chance to attack in the Castle Age on closed maps (ex: Arena, Black Forest).
-Standard and Easiest difficulties now prioritize advancing to the Imperial Age a bit more.
-Standard and Easiest difficulties have been nerfed slightly to compensate for the improvements in this update. Now makes around 10 fewer villagers than before.
-Moderate/Standard/Easiest no longer build Watch Towers on maps with stone walls (ex: Arena, Fortress) unless the AI fears being rushed or has already opened its walls.
-Building a Monastery now has priority over a 2nd Siege Workshop on closed maps in most cases.
-Fixed a bug where the AI could still build too many ships on Baltic, Coastal, Continental, Crater Lake, Highlands, Nomad, Scandinavia, Salt Marsh, and Meditteranean.
-Fixed a bug where Hard/Hardest could receive slightly more free resources than intended in single player team games.
-Fixed a bug where the AI could incorrectly assume it was being Galley rushed when it scouted an early dock.
-Fixed a bug where the AI in a 2v2 with a human teammate could play significantly less aggressive.
-Fixed a bug where the AI on Standard/Easiest could give advice at the wrong times.
-Misc other bug fixes.

Update: 14 Aug, 2015 @ 9:55pm

Hotfix #7 (v1.7): (August 14, 2015)

-Some nerfs to the Hard/Hardest difficulties. This is to compensate for all the AI performance improvements introduced in Aoe2 HD Patch 4.3. Previously rules were loading too slowly or not correctly.
-Slightly increased the priority for advancing to the Imperial Age.
-Fixed a bug where Moderate and below difficulties could sometimes take too long to decide on a strategy.

Update: 13 Aug, 2015 @ 3:11pm

Hotfix #6 (v1.6): (August 13, 2015)

-Fixed some bugs that were introduced with Aoe2 HD Patch 4.3.
-Introduction has been changed slightly to show the current version.

Update: 10 Aug, 2015 @ 1:31pm

Hotfix #5: (August 10, 2015)

-Adjustments to the Hard/Hardest difficulties.
-During a Knight Rush, the AI is now allowed to train Light Cavalry in response to enemy monks.
-Now less likely to build a 2nd Barracks early on.
-Building a 2nd Town Center now takes priority over building the 1st Siege Workshop in most cases.
-Italians and Slavs can now properly go for unique unit rushes.
-Revised criteria for training unique units. Should now use the new unit counter system.
-Now creates a smaller navy on Continental, Mediterranean, Crater Lake, and Baltic.
-Misc bug fixes.

Update: 6 Aug, 2015 @ 6:50pm

Hotfix #4: (August 5, 2015)

-Fixed a bug where sometimes the AI would only check for enemy Scorpions and not Heavy Scorpions too.
-Indians civilization now properly executes Camel-focused strategies. Camel Rush hype!
-All Forgotten civilizations now properly select strategies that are unique to their civilizations.
-Revised criteria to train Condotierros and Slingers.

Update: 4 Aug, 2015 @ 5:38pm

Major Update #3: (August 4, 2015)
TLDR:
-Improved unit countering system.
-Opening strategies have been further refined so that the AI focuses on training specific unit types and combinations and then adapts to the enemy's choices over time.
-Now uses the early Imperial Age strategies (Champs + Rams, Arbs + Rams, etc) on all land maps, not just closed maps like Arena and Black Forest.
-Added limited support for maps with no nearby gold mines (or no gold mines at all). The AI will still play much better on maps with a standard distribution of resources, including gold.
-Hardest/Hard nerfed to compensate for the improved strategies and unit counter system. Their free resources have been reduced again. As usual the difficulty has been fine tuned so that a skilled player can still beat them. ;)
-Bug fixes and other performance tweaks.

Full List:
-Increased the chance for the Hard/Hardest Difficulties to go for an earlier Imperial Age in team games on open maps.
-Celts, Byzantines, and Slavs are now allowed to go for a unique unit focused strategy. The FAQ has been updated to reflect this change.
-If you chat the AI "40" to increase the difficulty it now has a chance to go for an earlier Imperial Age in team games on open maps. Keep in mind that in order to chat with AI you must use the chat menu (trumpet icon). Chat shortcuts like * do not work. You can find more information in the FAQ file.
-Now uses the early Imperial Age strategies on all land maps, not just closed maps like Arena and Black Forest. This means that the AI will now create a military with a more coherent theme in most games. So for example, the AI might begin the early Imperial Age by focusing on making mostly Cavalry units.
-Adjusted the early Castle Age and early Imperial Age strategies so that they last slightly longer before swapping to another strategy.
-Can no longer go for a Monk Rush in the pocket position.
-Early Imperial Age strategies now allow additional trash units (spearmen, skirmishers, light cavalry) to be created if the AI is completely gold starved.
-Now sometimes briefly halts military unit production immediately upon advancing to the Imperial Age so that the AI can research technologies.
-Knight Rush strategy now checks to see if the enemy is training lots of Spearmen or Camels. If the enemy has a large amount of those units the AI will now consider swapping strategies.
-Unit countering system has been completely overhauled. The system now properly checks to see if the enemy is creating units that counter the AI's unit choices and then the AI will change what units it is making. The system now requires enemy players to have a larger amount of counter units before the AI will consider changing strategies. The system also now only allows the AI to swap back to the previous units if the enemy counter units are dead, rather than if the AI already has an army of specific units.
-ResonanceBot will now still continue producing Spearmen, but it will cut all other infantry production, if the enemy is massing Cataphracts.
-Standard and Easiest difficulties are now more likely to use the new strategies.
-Hardest, Hard, Moderate difficulties now start saving up for the Imperial Age sooner.
-Increased the maximum allowed number of unique units from 60 to 80 on land maps.
-Fixed an issue where at 40 minutes of in-game time sometimes an entire team of AI would all send a chat message at exactly the same time.
-Now has limited support for maps with no nearby gold mines or small amounts of them (ex: El Dorado, MegaRandom, etc). The AI will still perform far better on maps with a normal distribution of resources. The AI will focus on creating trash units on maps with no good gold mines.
-Easiest difficulty is now allowed to do the Mass Paladin, Elite Eagle strategy in the late imperial age.
-Now checks to see if any ally has excess food/gold before asking for tributes to advance to the imperial age.
-Hardest/Hard nerfed slightly to compensate for the improved strategies and unit counter system. Their free resources have been reduced again. As usual the difficulty has been fine tuned so that a skilled player can still beat them. ;) It should feel relatively the same.
-Slavs now make the correct unit types. No more Crossbowmen in the Imperial Age.
-Adjusted scouting behavior to hopefully be a bit more reliable at finding enemies in team games.
-Fixed a bug where the AI would never be able to select a Champion-focused strategy.
-Fixed a bug where ResonanceBot could sometimes fail to select a unique unit focused strategy due to conflicting goals.

Update: 25 Jul, 2015 @ 1:33pm

Hotfix #2: (July 25, 2015)
-Standard Difficulty now plays slightly slower against less experienced opponents.
-Slightly increased chance to transition into Knights after going for a Feudal Age Rush.
-Fixed a bug where on closed maps the AI could take too long to transition into another strategy.
-Fixed a bug where the AI on Hard and Hardest would make too few Monks during a Monk Rush strategy.
-Reduced the amount of required Stables for the mass Paladins strategy.