Heavens Design Pages
OK. I've dug up the CD with them from a stack of old ones.
Here they are and their description best I can remember. Enjoy!
"PER & AI Files"
" HISTORY / GENERAL INFO
These files are from a couple of years ago when I played Age
of Empires far more often. At the time I got bored of the
same dumb tactics computer AI used (Attacking ballista towers
with Triremes is but one example). To relieve my boredom,
I started to tinker with files in the Age of Empires directory.
It didnt' take me long to realize that, unlike other RTS games,
this one allowed you to make your own AI. First it was simply
getting the numbers right in the file. Not long after that
I created my first AI that, actually, made it to the iron
age. Not long after that I had it dish out troops and the
rest is history. Finally, after many trials and tests, the
final AI was finished and it could outperform any other AI
in my 'Age of Empires' directory. Now CP will only approach
your base with Juggernaughts if it losses too many Triremes.
Here's a short description of how the AI proceeds:
The AI starts by placing as few buildings as possible to make
it to the Tool Age with a solid economy. Ideally it should
have 16 Villagers, 4 Fishing boats, Dock, Granary, Storage
pit and five+ houses when it reaches Tool Age. During testing
it reached Tool Age in approx 8-12 minutes compared to the
12-15 minutes for standard AI. After Tool Age research is
started, a Market is built, Wood Cutting is researched, Barracks
is built and Archery is built in this approximate order. Initially,
as buildings become available, Axemen, Archers and War Ships
are built as well as respective upgrade technologies researched
for each unit. These units are on limited retrains as advanced
troops will take their place in later Ages. Under good conditions,
the AI will hit with 6 Axemen, 6 Archers, and 4 Warships in
< 17 minutes. Later troops include, Helepolis, Catapult,
Juggernaught, Elephant archers, Horse Archers, Centurions
The land version of the AI doesn't build any boats or docks.
The PER file included is designed to work with the AI file
above. I have not tested as extensively with other AI's as
with Invasion Force AI. Additional build issues are handled
in the PER file. The PER file was used only to fine tune the
already complete Invasion Force AI. Any PER file should work
well with this AI likewise any AI file should work well with
the PER file.
The CTY file(s) included is considerably different then the
default CTY file supplied. The CTY file took about as much
time as did the PER file to make and debug. The coordinate
system of the file is based on the cartesian plane. I wish
I would remember which way the axis pointed, though as I typed
the file it became less and less important. The town is built
around the Town Center. Hence [0, 0] in the file is the location
of the Town Center around which the coordinate system is based.
This is so that if a player starts in Nomad, wherever he/she
places their Town Center will be coordinate [0, 0]. It is
not necessary for me to reiterate all the details by Bruce
Denes and SBE however there are some very important points
First, the misterious third digit. Most likely that is the
Z-axis. Think about it, AoE has flying units, therefore a
3rd axis, the Z-axis. It is simply not used because no structure
is ever above ground. And so it is always 0.
Second. How does the computer 'center' structures according
to the coordinates and why do we use .5? How can we have half
a square? I mean, does it place the upper left corner at the
coordinates in the CTY file, the upper right, the bottom left
or something else alltogether? The answer is center. Some
of you may see a problem with that already. Here's the problem.
There are actually two coordinate systems. I'll call it the
pixel/real coordinate system and the map/integer coordinate
system since I don't have the actual names available to me.
(That's why you can move a unit a pixel at a time during games.)
A 3x3 building has a single map (integer) unit as center.
So does a wall, it is a single unit to begin with. But what
about a House or Tower? Where is the center? The answer is
at .5 of map/integer unit in the pixe/real coordinate system.
Here's the graphic demonstrating it. (The green square is
some coordinate (P1.5, P2.5) in the CTY file.)
For the House/Tower to respect the map/integer coordinate
system it has to be placed with its center indicated
by the green square. This way, all 4 squares the house
occupies are placed exactly on the map. Hence, entries
for 2x2 (4x4, 6x6 etc) structures end in X.5 rather then
X.0. This is so that the squares the house occupies are
in line with the rest of the buildings. In fact, you can
place a building at any real location on the map, however
this could make the game unplayable.
Third. How come Walls and Towers dont
place as I specified in the CTY file? The reason for that
is designers decided to make it Dynamic. In games Ive
played, CP usually builds towers at locations where it fought
an enemy or at locations where elevations exist. Simply
put elevations around your city to cause CP to build towers
there. However, that is no guarantee it will do so.
Fourth. How can I create CTY files quickly?
I found CTY files, though repetitive, fairly little work.
Simply create coordinates for one quadrant. Then copy and
paste that quadrant, changing signs for the other quadrants.
In this way, it shouldnt take you more then 2 hours
to create a CTY file. The files in my set are the Metropolis
I, Metropolis II, Metropolis III,
Metropolis A, and Metropolis B.
Metropolis III is the most recent one.
CTY files are huge. Only when they have hundreds of coordinates
will you see the effect in games. The Metropolis
CTY files are arranged in a pattern as in the image below.
CTY FILES - 4 CTY files supplied. 'Metropolis I'
through 'Metropolis IV'. Metropolis IV builds farms redundantly.
This is handy for having farms rebuilt in the same location
once they are exhausted.
AI and PER Files - Two AI files. One for land and
the other for water. 'Invasion Force Water.ai' & 'Invasion
Force Land.ai'. Use each accordingly since using water version
on land will stall the build order if dock can't be built.
AI TEST MAP - 3 player, test map for Invasion Force
AI's and Resiliant.per. You are allied with both players
and do little other then watch the action.
NEW HORIZONS - Playable scenario. My favorite. Your
allie on the map uses the AI, PER and CTY files. It is Medium
- Hard difficulty. It was tested set to 'Hard'.
CTYTEST MAP - This is a file for testing the CTY
files. Increase the speed of the game to 50 or so, and type
the cheat 'steroids' and watch it build everything and research
everything. This is a good way to see how the CTY file builds.
That's that. Hope it makes your gaming experience more fun.
Let me know what you think.
-Copyright Devyn (firstname.lastname@example.org)
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