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- Version 5.1c (ResonanceBot)
- 7/1/15 - The release of 5-1c, development began in 2013
- > Scroll down for latest update, ctrl-F v.2.2c <
- ResonanceBot 5-1c:
- ----------------------
- TLDR Changes:
- -Strategies on all maps have been improved and a ton of new ones have been added!
- -Attack Logic on land maps is now much smarter and better optimized. This should reduce lag.
- -Hard/Hardest difficulty cheats have been reduced substantially to compensate for the improvements!
- -Build Orders, Researches, and Economy Management has been improved to better match the chosen strategy.
- -Bug fixes and a long list of miscellaneous improvements.
- Specific Changes:
- Revamped Attack Logic:
- -On all pure land maps (no water, such as Arabia and Black Forest), ResonanceBot will now use the "Town-Size Attack" method instead of regular attack groups. This should generally reduce lag and improve performance in late game situations. Town-Size Attack cannot work on any maps with water though, so it is only for land maps. A side effect of the new attack logic is that the AI will attack with each troop individually rather than in the standard larger groups. All of ResonanceBot's military strategy has been rewritten to accommodate the new attack method. Note that ResonanceBot may still briefly utilize attack groups in early/mid game situations to help group its siege weapons with the army.
- -Is now better at helping teammates who are under attack. Thank you for your feedback!
- -Now significantly less likely to gang up on players on pure land maps. Flanks will now almost always attack flanks.
- -Target selection has been improved to reduce the chances of the AI chasing enemy units too far.
- -Hard and Hardest are now slightly less likely to retreat from enemy Town Centers when in the Castle/Imperial Age.
- Improved Optimization:
- -On all pure land maps (no water, such as Arabia and Black Forest), AI performance will be improved due to the new Town-Size Attack method.
- New Special Commands:
- -As suggested by Cody38 (thank you for the kind feedback!), Taunt 115 now toggles on or off ResonanceBot to build walls. The default state is off. I really don't recommend using this in general though, especially on higher population settings, because the AI's units get stuck due to engine limitations. It is probably fine to enable this on lower population settings, open maps (like Arabia, not Black Forest!), and lower difficulties. This command also disables the AI from deleting its walls. So you can use this command to prevent the AI from deleting its starting walls on maps like Arena and Fortress.
- New Strategies: (full list in the FAQ file)
- -Indians civilization is now allowed to attempt a Camel Rush in the Castle Age.
- -Spanish civilization is now allowed to open with mass Skirmishers.
- -Huns civilization is now allowed to open with mass Cavalry Archers.
- -All other civilizations are now allowed to open with mass Crossbowmen.
- -All civilizations now have a chance to fast castle age into Monks/Mangonels.
- -The Spanish, Mayans, Turks, Mongols, Chinese, Slavs, Italians, and Goths are now allowed to build an early Castle and focus on training their unique unit.
- -On Moderate and above difficulties, the AI now has a small chance to attack abnormally early in Team Games.
- -Now has a chance to open with Men-At-Arms in the Feudal Age. This strategy is only available to the Goths, Vikings, Aztecs, and Celts.
- -All civilizations can now open up with a Monk Rush as users have suggested, depending on the map.
- -Now allowed to train Missionaries! This was another user suggestion.
- -All "closed map" strategies have been rewritten and replaced with new ones. This is for maps like Arena, Fortress, and Black Forest (easy to defend). The AI will now boom more efficiently and then put a priority on either archers, infantry, cavalry, or unique units. These strategies all have different technology priorities now and some of the researches will be taken while advancing to the Imperial Age. After deciding on an initial build, the AI will adapt its strategy to counter the enemy and then it has a chance to roll a late game Imperial strategy as well.
- -Now has a chance to begin the Imperial Age with a focus on Unique units. Support units vary based on civilization. This is only for Japanese, Koreans, Britons, Indians, Italians, Spanish, Mayans, Turks, Mongols, Chinese, Goths.
- -Now has a chance to begin the Imperial Age with a focus on Archery Range units. Prepare for Arbalests and Rams!
- -Now has a chance to begin the Imperial Age with a focus on Stable units. This is a separate strategy from the Paladin flood.
- -Now has a chance to begin the Imperial Age with a focus on Barracks units. Here comes the Champions and Rams! This is only for Goths, Japanese, Teutons, Celts, Vikings, and Slavs.
- -Now has a chance to begin the Imperial Age by prioritizing important researches and then attacking with fully upgraded troops.
- -Now has a new late game Imperial Age strategy in which the AI floods with mass Paladins/Hussars/Imperial Camels/Elite Eagle Warriors. This strategy has a chance of being selected if the AI is in the pocket position (not adjacent to an enemy).
- -Now has a new late game Imperial Age strategy in which the AI floods with mass Huskarls/Samurai/Mamelukes/Cataphracts/War Wagons with siege and varying support units.
- -On Water Maps the AI now has a chance to Fast Castle into Fire Ships instead of going for a Galley Rush. The chances are increased in the pocket position (not adjacent to an enemy) or if the AI is the Byzantines.
- Strategy Adjustments:
- -Now responds better to enemy Tower Rushes by building its own Towers earlier. AI in general still suck against Tower Rushes though because of engine limitations.
- -Knight Rush, Eagle Rush, and Camel Rush strategies now work more reliably on the lower difficulties.
- -Slavs civilization no longer always focuses on infantry in the early/mid game.
- -Now prioritizes training counter units until it has a much larger economy than before. This change applies to all difficulties. Previously the AI would sometimes waste resources on too many types of units.
- -Slightly increased the chances of the AI going for a Scout Rush.
- -Slightly increased the chances of the AI training Scout Cavalry.
- -Slightly increased the maximum allowed number of Feudal Age Scout Cavalry on Hard/Hardest.
- -Slightly increased the chances of the AI going for a Knight Rush.
- -Slightly decreased the chances of the AI going for a Tower Rush.
- -Criteria for training/researching Men-At-Arms in the Feudal Age has been adjusted. The AI can now only train Men-At-Arms if it fears an enemy Tower Rush or during specific opening strategies. Men-At-Arms production will now stop much sooner (around 20 mins) except in an extended Feudal War where the AI has appropriate counters.
- -Increased variation in army compositions. You should see a different mix of units more often.
- -Now counters enemy Monks better by properly transitioning into Light Cavalry or Eagle Warriors.
- -Now checks to see if the forward villagers are being killed when attempting a Tower Rush. If the villagers don't make it then the AI stops the Tower Rush.
- -Huns now correctly prefer Cavalry Archers instead of Crossbowmen when booming.
- -Saracens now properly check for archer counters before training Cavalry Archers.
- -Creates slightly fewer Mangonels in the Castle Age if the enemy has no archers or siege weapons.
- -No longer has a chance to randomly create extra Monks.
- -During close matches the AI is now slightly more likely to build forward Bombard Towers.
- -Reduced the amount of Towers built on all difficulties, especially Moderate and below. The AI will still build Watch Towers to help protect it against various rushes.
- -Now requires a slightly higher amount of archer type units before considering the enemy infantry units to be countered.
- -Criteria for training Mangonels has been adjusted in the Imperial Age to better check for counters.
- -Revised criteria for training Scorpions to require Heavy Scorpion research in the Imperial Age.
- -Criteria for training Petards has been adjusted. They can now be used to breach enemy walls in the early Castle Age. Petards will not be trained now if the enemy has a large army (around 50+ military) to prevent them from being wasted.
- -No longer allowed to Drush (militia rush) from the pocket position.
- Difficulty Adjustments:
- -Hard and Hardest difficulties have had their free tributes reduced substantially to compensate for the improved build orders, economy management, and military strategy. The overall difficulty is essentially the same.
- -Yet again the AI now better scales the difficulty to match the skill level of the opposing team.
- -All difficulties except Easiest now start saving resources for prioritized technologies (based on strategy) a few minutes sooner.
- -Moderate now advances to the Castle Age quicker when going for a Fast Castle Strategy. The timing has been improved from 22 minutes to around 20 minutes.
- -Standard now advances to the Castle Age quicker when going for a Fast Castle Strategy. The timing has been improved from 24 minutes to around 22 minutes.
- -All difficulties now advance to the Imperial Age quicker when going for a Boom Strategy. On Moderate the timing has been improved from 45 minutes to around 40 minutes. On Hard the timing has been improved from 38 minutes to around 36-33 minutes. On Hardest the timing has been improved from around 38 minutes to 34-30 minutes.
- -Easiest and Standard difficulties are now less likely to retreat with a larger army.
- -Easiest and Standard difficulties no longer get stuck in a retreat loop unless their army is too small for an attack.
- -Easiest difficulty now has a chance to show mercy by retreating during its first major attack.
- Economy Improvements:
- -Now allowed to hunt animals from a greater distance than before. The distance has been nearly doubled. This should allow the AI to hunt extra sets of Boars and Deer on maps like Black Forest.
- -No longer builds unnecessary extra Farms in the Feudal Age if the AI already has close to enough food to advance to the Castle Age.
- -Now hunts Deer earlier when going for a Fast Castle Age strategy. Many of these changes should help speed up the average Fast Castle Age timing on Moderate from around 21 minutes to around 19 minutes.
- -Will now buy Stone at the Market to build an early Castle for some strategies.
- -Will now properly prioritize building an economy over a military when the AI already has a military advantage but is behind on villagers.
- -Loosened criteria for building additional Town Centers to build up an economy quicker.
- -Now continues producing more villagers when the AI has the necessary resources but not the required buildings to advance. Previously it would still produce villagers but the cap has been raised for this situation.
- -The AI now advances to the Imperial Age slightly earlier in general.
- -The criteria for reassigning villagers to different resources has been entirely rewritten. The AI now better compensates for an excess of gold by reassigning gold miners to other resources.
- -Economy balance is now different based on whether the AI has decided to boom or not. ResonanceBot will decide to boom on closed maps like Arena and Black Forest. The main difference now is that it will focus more on stockpiling wood and food early, and then transition onto gold when getting ready to advance to the Imperial Age.
- Market Usage Improvements:
- -Market buying and selling logic has been improved overall.
- -No longer buys food to advance to the Castle Age if it would leave the AI with not enough gold to advance. Also if the AI has the necessary buildings to advance to the Castle Age, but not enough gold, it will now properly sell excess wood for gold.
- -In addition, it no longer buys as much food when advancing to the Imperial Age, unless it is absolutely necessary.
- -Now takes better advantage of selling extra Food and Wood for Gold when transitioning into the Imperial Age.
- Build Order Improvements:
- -Castle Age build order tweaked to prioritize a 2nd Town Center earlier when not booming.
- -2nd Mill is now slightly delayed to ensure an earlier Blacksmith and Market.
- -Adjusted the way the AI prioritizes researches to better ensure that important upgrades are taken earlier.
- -Criteria for building a University has been rewritten to require a second Town Center first.
- -Added new build orders for all of the added strategies.
- -Researching Heresy and Faith now require an enemy player to actually have an army of monks.
- -Researching Herbal Medicine now requires all other important upgrades (ex: onager, paladin, etc) to be researched first.
- -Researching Thumb Ring now requires at least either a second Town Center or a large military.
- -Blacksmith technologies and most military unit upgrades now have their priority changed based on the selected strategy. This means that Cavalry upgrades are prioritized during a Knight Rush and Archer upgrades are prioritized during a Crossbowman Rush, etc.
- -For specific strategies the AI now checks to see if the technology is being researched rather than waiting for the technology to finish researching.
- -Now cuts army production for a slightly longer period of time to research necessary technologies.
- -On closed maps and when booming, the AI will now prefer to wait to create an army until the Imperial Age so that it can stockpile resources while advancing. It will make an army earlier if necessary.
- General Map Improvements:
- -Now plays Gold Rush/Golden Pit better by avoiding mining teammate's resources and more reliably prioritizing mining the center gold instead.
- -Now plays MegaRandom better and other bizarre starts by scouting around with its villagers when it has a Town Center, but no Scout Cavalry/Eagle Scout. Previously the AI would only explore without a Scout if it also had no Town Center.
- -Now expands town size quicker if there is insufficient building space. This should improve performance on maps like Ghost Lake.
- -Now better plays maps with no straggler trees or that have far away wood. This includes maps such as Oasis, Clean Oasis, and MegaRandom. After 3 minutes if the AI has not found any suitable wood resources it will now scout deeper into the map and task villagers to those trees even if they are far away. ResonanceBot is also allowed to build lumber camps further away in this case and will do its best to play the map.
- -On the map Fortress, or any map with stone walls, the AI no longer trains any Feudal Age military under most circumstances.
- -Overall improved play on the map Texas. Now properly recognizes the map as a mixed land/water map.
- Water Map Improvements:
- -Now has additional controls over war ship production. The AI can now halt ship production entirely to build an economy and get upgrades.
- -As listed in the New Strategies section, the AI now has a chance to Fast Castle Age into Fire Ships.
- Regicide Improvements:
- -Build order improved to better compensate for the extra villagers at the start.
- -Now allowed to advance through the ages slightly quicker.
- -Starts saving resources for the Imperial Age much sooner when booming.
- Miscellaneous Changes:
- -When using Taunt 40 to increase the difficulty, the AI will no longer receive bonus tributes if its economy is weakened or if it is winning by a large margin. I have increased the minimum number of villagers slightly to prevent games from dragging too long.
- -When using Taunt 40 to increase the difficulty, Hard/Hardest have had their bonuses slightly reduced and Moderate/Standard/Easiest have had their bonuses slightly increased.
- -Taunts 31 and 12 no longer make the AI abandon its current strategy. It will still attempt to attack the enemy and help allies.
- -Improved Scouting behavior to have a better chance at finding enemies.
- -If the AI loses its Scout and its not currently training a military, it will make a Spearman to temporarily replace the Scout.
- -Now significantly less likely to mess up on Nomad maps and give an error message.
- -Now positions lumber and mining camps slightly further away from the enemy.
- -Less likely for every ResonanceBot to chat the same message in team games.
- -Replaced the advice for countering Pikemen with advice on how to counter a balanced army.
- -Eagle Warrior counter advice has been changed to suggest infantry and not scorpions.
- -Monk counter advice now checks to see if the enemy has any Eagle Warriors as well.
- -Walls and Towers advice now suggests building an early Castle as well. The time period for this chat has also been increased slightly.
- -Castle Age counter advice criteria has been changed to require a smaller overall army, but a larger number of specific units.
- Bug Fixes:
- -Fixed a really bizarre potential bug where ResonanceBot's villagers could all cluster on a single farm and begin a disco dance party on that farm for several minutes. Thanks CheeseOnToast. :)
- -Fixed a bug where the AI on the lower difficulties could forget to build a Market or Blacksmith.
- -Fixed a bug where the AI would not notify you that it can't tribute resources right now.
- -Fixed a bug where the AI could indefinitely halt an attack on population settings lower than 200.
- -Fixed a bug where the AI could build its first Castle extremely far away from its town.
- -Fixed a bug where the AI could incorrectly buy Food and leave itself with not enough Gold to advance to the Castle Age.
- -Fixed a bug where the AI could wrongly assume it was being Tower Rushed on the map Fortress.
- -Fixed a few bugs with the Scout Rush strategy that could have the AI randomly stop making military units.
- -Fixed a bug that could cause the AI to reselect a different strategy while attempting a Knight Rush.
- -Fixed a bug where the AI could incorrectly resign on Nomad thinking it failed to build a Town Center when it had one under construction.
- -Fixed a bug where the AI could continue halting villager production after the difficulty scaling function was turned off with Taunt 200.
- -Fixed a potential bug where the AI could stop producing military units if the enemy's army has no straight-forward counters.
- -Fixed a bug where the AI was unable to research Atonement, Redemption, and Fervor.
- -Fixed a bug where the AI would only Drush (militia rush) with 2 Militia instead of all of them.
- -Fixed a bug where the AI would not balance its economy correctly because the total number of gatherers sometimes added up to more than 100%.
- -Fixed a bug where the Hard/Hardest difficulties could receive unintended extra resources when switching strategies suddenly.
- -Fixed a bug where the Mayans, Aztecs, and Incas could sometimes accidentally Flush on a closed map like Arena.
- -Fixed a bug where the AI could stop producing military units entirely in the Imperial Age, until being attacked.
- -Fixed a bug where the AI advice would incorrectly check the number of enemy Knights.
- Hotfix #1 (v1.1): (July 21, 2015)
- -Now more likely to tribute allies when asked to with chat commands "3, 4, 5, 6, 38." Keep in mind that in order to chat with AI you must use the chat menu (trumpet icon). Chat shortcuts like * do not work.
- -Plays Gold Rush/Golden Pit better by focusing more on mining the center gold.
- -Added Mongols, Mayans, and Chinese to the imperial age unique unit spam. Updated Info & FAQ file to reflect this change.
- -Increased the time window for some imperial age strategies from 5 minutes to 7.
- -Adjusted criteria for Paladin/Elite Eagle strategies to create larger armies before transitioning into something else.
- -Increased priority for researching Paladin and Heavy Camel.
- -Researching Heresy and Faith now checks to see if the enemy has a large army of Missionaries in addition to checking for Monks.
- -AI introduction no longer lists that some AI functions may still be broken as of Patch 4.0.
- -Less likely to build mining camps too close to an enemy on Gold Rush/Golden Pit.
- Hotfix #2 (v1.2): (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.
- Major Update #3 (v1.3): (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 for user reports 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.
- Hotfix #4 (v1.4): (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.
- Hotfix #5 (v1.5): (August 10, 2015)
- -Adjustments to the Hard/Hardest difficulties based off feedback and testing.
- -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, thanks for your reports.
- 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.
- 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.
- Major Update #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. Thank you for your reports.
- 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.
- 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.
- 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.
- Hotfix 12 (v2.0b): (November 15, 2015)
- -Fixed a potential bug where the Portuguese AI could build too many Feitorias.
- 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!
- 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.
- 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.
- 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.
- 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.
- 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.
- Hotfix Update #19 (v.2.1b): (Dec 19, 2016)
- -Fixed a bug where ResonanceBot was not able to play the new map Mangrove Jungle due to the small island size.
- 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.
- 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.
- 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.
- 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 thanks to user feedback.
- -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.
- 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 on the Steam Workshop page.
- Major Update #24 (v.2.2a) (January 11, 2019):
- -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 failsifes 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.
- Minor Update #24 (v.2.2b): (December 21, 2019)
- Hi everyone, this is a minor update that contains previews of the upcoming major update coming this winter.
- > 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 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.
- -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 this Winter. 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 pose 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
- ======
- Colossal Update #25 (v.2.2c) Major Release:
- (Release July 14, 2020. Development began: Dec 7, 2019, 600+ hours) (Dev3 Branch)
- Funded thanks to your support on https://www.Patreon.com/Resonance22
- Improvements Summary:
- 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 approx 20-10% with its army size. (Easiest, Standard, Moderate, and a tiny 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 economy. 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 and 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.
- DE Compatibility:
- -Note that DE Compatibility is currently in-development. An official patch will be released later this year and is funded by your support on Patreon.com/Resonance22.
- Difficulty Scaling Improvements:
- -Hard difficulty Monk Rush has been *very slightly* nerfed.
- -Hard and Hardest now perform a tiny bit better on land maps that contain water, but aren't actually water maps.
- -Hardest difficulty now has a slightly weaker (tiny nerf to) mid-Castle Age in general, keeping it more in-line with Hard.
- -Hard and Hardest difficulty have been slightly nerfed in both singleplayer and team games past 50 minutes due to better economy management. This is more noticeable in late game team games.
- -Hard/Hardest are now ever so slightly slower in specifically *singleplayer* team games.
- -Hard and Hardest difficulty scaling parameters adjusted for around 45 - 65 minutes to be more accurate in team games against equal or slower opponents.
- -Hard now scales more accurately in the Feudal Age to better match human opponents.
- -Fixed a bug where Hard & Hardest difficulty scaling could trigger twice if the enemy advanced to the Castle Age at around 20 mins.
- -Moderate w/ Taunt 99 now has a slightly more immediate effect upon activation.
- -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.
- -Moderate, Hard, and Hardest is now less likely (it was rare already) to build a 2nd Barracks in the Feudal Age if the enemy has a ton of Archers or Infantry Counters, unless the AI is super rich.
- -Minor adjustments to all difficulty levels to compensate for improvements. They should all feel like approximately the same challenge after all the new additions while offering consistently better quality games.
- Bug Fixes:
- -ResonanceBot now properly provides an error message if the Aoe2 HD Game Lag causes the AI Engine to skip an essential rule, freezing the AI early game. This is extremely rare. I have also added an additional failsafe check to prevent this from happening.
- -Rare bug fix: Solved ResonanceBot freezing early game in very rare situations. ResonanceBot now always 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.
- -Fixed an error message that was formatted incorrectly regarding early game failure to load rules.
- -Fixed a bug where the AI could theoretically, research Fortified Wall while simultaneously deleting its walls to make space for new buildings. Very rare but it can't happen anymore.
- -Fixed a debug error message that could trigger if the AI had *slightly* miscalculated if it could afford to research the Imperial Age at around 35ish mins on higher difficulties. The debug error was accidentally left in and used for testing purposing, signaling to ResonanceBot to re-adjust its economy and cut back its military if it's not under attack.
- -Fixed a rare bug where Hard and Hardest could potentially receive an unintended difficulty spike around 35 - 40 minutes, sometimes due to a treaty.
- -Fixed a rare performance bug. Now ResonanceBots will begin their attack groups with a slight delay between them, ensuring no lag is felt.
- -Fixed a bug where ResonanceBot could attack too frequently and not space out its attacks enough.
- -Fixed a bug where the Salt Marsh map was not being identified correctly. It's actually possible that a decent amount of custom maps or FE maps are not being detected correctly since they do not contain the AI RMS definition in them. Supposedly this is "automatically detected" but in Aoe2 HD, I am not sure if it really is being detected in their modified maps.
- -Fixed a bug where Arson could be researched while the AI was under attack. This will conserve resources.
- -Fixed a bug where ResonanceBot could delay creating its first villager by a few seconds.
- -Fixed a bug where ResonanceBot could not load properly in The Conquerors Dataset on HD Edition.
- -Additional bug, stability, and misc improvements.
- Thank you for continuing to fund development. I hope you all enjoy the massive update.
- Minor Update #26 (v.2.2c) Hotfix to Major Release:
- > Please see above 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.
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