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I've spent over 600 hours so far on the latest colossal update to HD and progress on the port. Big update was released yesterday! Check the Change Notes on the right for more info.
Info Pastebin has been updated (full of commands & useful information): https://pastebin.com/raw/M9VDcDZm
So thankfully ResonanceBot will indeed be ported to Aoe2 DE later this year and I will continue updating the Aoe2 HD version thanks to your support on Patreon.com/Resonance22. I really appreciate everyone's feedback and please send me replays whenever possible. Thank you for sharing ResonanceBot around. I hope you all enjoy this massive update. :D
Keep an eye on Twitter.com/Resonance22 for updates as well as this page. Thank you so much everyone. The update should be awesome.
I am new to this AI, but i'm willing to donate $50 to your patreon when its available :D
1. It will garrison rams, which helps the best combat unit in the game (rams) perform better.
2. Tends to finish off targets more often, whereas DE will break off attack for no good reason leaving targets, Like castles, unfinished, and still a serious threat.
3. DE AI moves it's armies around WAY too much, like it cant decide which way to go, which causes 2 problems, it can't attack id it's moving, and it's getting attacked the whole time. CD AI commits more to a battle.
4. DE AI only builds walls rarely, if it has wondered, reliced, or anticipates doing so. CD AI tends to wall about 75% of the time or more.
5. CD AI will on rare occasions actually castle drop (build a forward castle), never seen DE AI do it.
6. DE AI land units not attacking water units when they could.
7. DE AI never uses petards, CD does.
So, my friend, there may be chunks of AI code in CD AI that you could copy+paste right into yours and make it more versatile!
Yeah, I keep checking from time to time how the DE AI has progressed (sometimes triggered by some SOTL video investigating a specific AI behaviour, sometimes even adding interview material from the DE AI designer himself). I'm mostly disappointed.
I bet there's a lot of optimisation going on under the hood, but it does not translate into the riskier AI behaviours you describe. Like performing anything you listed can shoot the AI in the foot (walling itself in, wasting resources and falling behind, etc.), that's why DE is avoiding it. It's streamlined into boredom.
And it is still very easy to completely destroy it with cheesy towers or early archer surrounds.
The economic side of DE's AI seems completely broken though. Vils still prefer doing a pilgrimage to die in my base to gather from that ONE SPECIFIC resource node...with plenty of resources left back home around starting TC. It's the same stuff AOE1DE's AI is pulling. Is somebody involved bad at handling coordinates? How are those gathering areas chosen so badly?
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Mind that I say all this without knowing the limitations (maybe even newly introduced ones with DE) of AOE2's scripting system. All I know is that it was more interesting to play against Resonance22's AI back in HD ^^
Not paying him on Patreon for Crypto-Bro and Pokemon content though... sorry m8 : /