Helloy guys. Nice to see you tested it out. It's motivating to get some input.

Special thanks for you sharing your experience, which can help me a lot making the AI better.
@Arntzen
Arntzen wrote:
I just did, and I got to tell you it was actually very fun. The AI swords cit-killing micro was superb
Thank you. That was also one thing that was really nerve-killing for myself when I was fighting against the AI.
Please tell me: Was the AI able to kill some of your animals, Arntzen?
Arntzen wrote:
My first test was to get 4 knights 3 farms and just see what happens, and my god it was difficult
Do I understand you correctly, that you defended the AI with 4 knights?

If you managed to do this, then the AI is really bad (because 4 knights is not much!)... Maybe I just understood you wrong? So you managed to defend the AI with 4 knights, but you didn't defeat it with them, right?
For me it was also fun to fight against it.

Especially as I know, how it works, therefore it's even more fun.
Arntzen wrote:
I tried the 1vs1 version btw. And I think you're on a good track.
Thank you.
Arntzen wrote:
Suggestions on what you can add:
- I always wanted the AI to later on in the game make wonders, so I hope this is something you can think about.
Yes, this is possible without much effort. However I think before that, there are many things which I should do first, especially make the AI's economy stronger. At the moment the AI is basically just using 2 iron mines, and I want it to use 5, if 5 are available. I also want the AI to replace killed citizens on iron mines immediately. This is my number one thing to do at the moment. Also the AI must build Silos, temple and siege weapon fabric itself, and fill out the farms with citizens. And wonders normally just become important after some time of playing, so wonders are not at the top of the to-do-list for me. But of course, I would also like to see the AI to do this when it's possible, and I will implement it when the time for it has come. Please don't see this as a refusal of your suggestion, it's a great suggestion, I just think that there are things which are much more important before implementing that, don't you agree?
Arntzen wrote:
For example make the priest wonder to make those priests worthwhile.
Good suggestion, thank you. I will think about it.
Considering the priests: I just made a simple calculation.
Without cost reduction, one priest costs the AI 50 food and 125 gold. If the priest is able to convert one knight, the AI not only got one knight, which is 60 food and 60 gold, the AI also caused a damage to the enemy of 60 food and 60 gold, which sums up to 120 food and 120 gold for just one convertation. Therefore, I thought the priests are worth it for the AI, because these priests are almost always able to convert at least one enemy unit, which is double damage because of the loss for the enemy and the won unit for the AI. This converted unit can still make damage- all in all it's worth it. I think the only reason why human beings don't use priests is, because they don't auto-convert, and therefore most of the time they will just do nothing which makes them useless. But AI's priests automatically convert, and therefore they are worth it.
Arntzen wrote:
- I think the AI really need to be able to make archers, in this way it can counter knigths.
Which archers are best to counter knights? The horse-archers or the archers without horses (don't know how they are called in English- mounted archers?).
Arntzen wrote:
- Also if it's possible that the AI can make more buildings for late game (idno if this is hard to do with the no-cheating AI).
No, so far all you suggest is possible, it's just a lot of work if I do it properly, so it doesn't lagg in the end. I'll take it into consideration. I also like the civilization that you suggested for the AI.
Arntzen wrote:
- Same thing as wonders, I would be nice to see an AI hero.
The AI is already able to make heroes, even though this is still under development. The only problem is, that its economy is so bad that it never gets enough eco to build the hero, or it just builds swordsmen all the time so it can't get the hero. But Arntzen, if you want to see the AI make the hero, just give it 1000 food and iron - it will make the fighter hero. If you give it 1000 food and gold, it will make the strategist hero. It will create the hero immediately, the process of creating the hero will start just when it gets enough resources for it, you will see. I even created triggers for the hero. It will be very hard for you to kill the AI's hero, because he will always go back to the capitol with its towers when he has less than 1100 hit points.
Arntzen wrote:
- Getting the AI to make more than just 1 house to get more morale
The main problem is the AI's economy. The AI is able to build more houses, but it doesn't get enough stone for more houses than one in your case. However in most of the cases the AI builds more than one house, often four as it should be. But I will definitely work on this when I find the time for it, thank you.
Arntzen wrote:
- If possible (not necessary) change the game variant over to tournament. No idea if it's possible, but that's how humans play Mid SH
Sorry for being a noob, but I don't know tournament.

Please explain it to me or just give me a link for an explanation of it.
Arntzen wrote:
Little bug-report:
At the end of the game I noticed (after killing the AI's base) that it had build a TC next to what would have been my allies mine if it wasn't on the 1v1 version.
Also the AI sent randomly some citizen to the mines that were gone.
I don't really know what you mean. What is the TC? I guess it means the settlement. But which mines do you mean with "the mines that were gone"? The mines that are deleted in the very beginning? It would be very nice if you could save the game when something like this happens and upload the .scn file here, so I see exactly what is happening without explanation needed. It's not much work, and the scn file is very small. I'll be very thankful for it!
Arntzen wrote:
I will try out this scen more and see if I can give you some more input.
Would be superb!
Arntzen wrote:
Overall: Nice work!
Thanks a lot for the info, it's much worth for me, especially as you have much more experience than I have, so I can really make the AI much better from your suggestions. I'd also like to see a video of you fighting against the AI, so I could really try to create some Triggers which could break your strategy.
@Blackstar
Thank you also.
Black Star wrote:K tested it a bit too:
Questions:
- Is it fixed to this map or could you play e.g. plains too?
It is fixed to this scenario file. But this scenario file has no chosen objects, and no area definitions. The only things that are determined are the bases of the AI's. This means:
Change everything that you want in the map, delete and create what you want, just don't change the location of the basement of the AI. This is the only restriction in this Scenario file. I've created this AI intentionally flexible, so people could change the map to their likings. You can delete all objects that you want, including the iron mines, food, wood and so on. The AI will take what you give to it.
Just don't change the location of the base of the AI, because otherwise it will always go back to it's original base which is at the lower right-hand corner of the map.
Black Star wrote:
- Does the AI use additional tc´s for cit production?
What are TC's? The AI doesn't cheat, if you mean something like that. But based on the context I assume that you mean settlement with TC, right? Then yes, the AI uses all its settlements for cit production.
Black Star wrote:
Report:
- loved how they actually hunt and specially lure animals
Was a lot of work, I also like it, especially the luring part I like, this works really great.
Black Star wrote:
- Raiding micro very nice, defending micro good too (pulling cits back etc.)
Thank you, I will try to make it even better.
Black Star wrote:
- base building alright too ( houses issue kaz said)
Right. What do you think of building the towers like this, three at the capitol and one at a settlement?
Black Star wrote:
- hero is build, but basically not used ( just attacks sth randomly)
Completely true. The hero is almost useless like this. I didn't create Triggers for the AI to use the hero properly so far (didn't have the time for it so far). However the hero is hard to kill because he will always go back when he has less than 1100 hit points, you can try this out.
Black Star wrote:
- dunno how much effort it is, but in lategame should really get more than just swords ( archers, siege, sth like it)
This is much effort, but you are completely right with that.
Black Star wrote:
- expanding is good in cases of settle +tower/house but even with 15 k iron/food only 6 rax in homebase, should also expand militery buildings
I guess with rax you mean the barracks, right? You are right, it's limited to 6 barracks so far. He still needs much time to build these barracks, and he only builds them when he can really use them to produce swordmen all the time. So I would rather like to work on his economy first before I work on other things, because a good eco is the base for everything, isn't it?
Black Star wrote:
- havent seen 1 settlement placed good ( directly at the mine), but since most were at least ok thats a minor issue .
True. Haven't find a way to fix this so far, and I don't think I will find a way to fix this. The Editor is too limited to make the AI build the settlements directly beside the mines.
Black Star wrote:
- later on hospitals
Yes. It would however be a lot of work to make the AI build hospitals at the right places, like human beings would build them. I'm not sure if the AI will even be able to use hospitals effectively, at least not at special places somewhere on the map, the Editor is too limited to do things like this properly. I could let it build a hospital at its center and let wounded units go to this hospital, when they are nearby.
Black Star wrote:
- No lag at all for me
Good to know. This is correct for the 1 vs 1 version. However, the multiplayer version is lagging for me when there are many units, unfortunately.
More feedback and bug reports (please with scn file) are more than welcome! Thanx!