Italians fights Turks hand cannoneers with Genoese Crossbowmen, then switches to skirmishers Italians AI "I think I forgot something?" "If you forgot, then it wasn't important" "Yeah, you are right" [Condottiero under the rain]
Perfectly as in... Badly but eventually getting there, it'd have probably won if it knew how to use its units rather than letting them die though. Expected
@@dontspikemydrink9382 The villager is repairing the Ram and the Ram moves and the villager is still repairing in the same spot which looks like the villager is repairing the map
It Indeed appears that arrows and blood spoil the lovely grass that was grown by a special gardener just before the fight began. A little thought for the unknown and unnoticed gardeners who take care of the maps we basically ruin during each match. One says they are also the ones who design rugby fields.
Not even to troll but just to expand his base uninhibited. By the time you have half the map covered in buildings and your army is advancing into his base, your walls are just an annoying obstacle.
AI always deletes its walls on Arena once it expands beyond the initial base. It also builds really crowded bases so I imagine this is to ease pathfinding.
It's nice to see how an AI acts, used to do it 20 years ago (it could hardly handle a wall). Could you do one on an AI with no gold? Or little starting food or wood around, to see how it manages different resource shortages
Ah yes, the Steppe Lancer (SL). Ever since it was defined as the SI unit in the Paris Science Convention of 1833 it has become a fan favorite of the metric system.
the current AI wont be able to pull off a successful fast imp. It just struggles way too much against walls/fortifications, ie it doesnt focus down a gate/one section of wall, it hits all the sections at the same time, or gets distracted by a unit inside the wall and runs into towers/castle fire. And speaking of castle fire, the AI just doesnt know how to deal with it. Instead of sending 2/3 BBCs to fire at it from max range, it runs hand cannons into its range, like it forgets that its there. Really missing Barbarian AI right now
Interesting how the AI has improved so much and can easily defeat a new player and yet it still makes mistake not even the newest of players would do, like going for the gold in the middle of the map or building outside your walls when you're being attacked. Goes to show there's still a ton of room for improvement.
1:20 Incidentally, look at that marvellous DE gen. Red has a spare gold and stone outside his wall, whereas teal's is neatly tucked away behind the wall. 8:38 it gets impatient and buys the food :D 10:40 castle is only well placed if your opponent doesn't do fast imp... or does fast imp but is teal 17:07 if an AI signals in the forest, does it make a sound? 18:29 the farm micro is next-level
What i miss in age of empires 2 is personalities in age of mythology when you selected a AI in random map you select a personality either RUSH, BOOM , DEFENDER . Rush atacks early Boom atacks mid game has al ot of economy and tries to atack in mid game Defender atacks late game. and usese a lot of towers and defensive buildings.
Portuguese, because the downside to fast imp is that your eco is trash. But Portuguese can add Feitoria in imp and actually have a somewhat decent eco as it adds in cheaper hand cannons and Bombards, and then you can get ballistics on those eventually and switch into organ gun+halb+bbc EDIT - Vikings also arent bad, as the free wheel+handcart really helps, but they dont have anything to go into in imp, and are a much better FC civ
Thanks for uploading --I too was curious what the AI would do when I read that it is supposedly capable of "Fast Imperial". Dark age farms are pretty awful but in this case, it needed 6-8 of them to get a decent time, 21-22min. When I do this as Byzantines I can generally get 20-21min but then have to research chemistry afterward. A bombard cannon should be queued ASAP as this is what pressures the opponent's buildings, but it didn't do this really at all. As you noted, there is a lot of opportunity to improve this build but it's mostly in the strategy after imperial is reached.
Hey Spirit!! I saw your video about what to do with the first 15 vils in a generic map. Watching this video made me thinl about how cool it would be if your made more play-oriented videos, since the one I mentioned was actually top quality content!
I proposed putting a version of the AI difficulties on ranked on reddit last week :D Maybe not easy, but hard, hardest and extreme would be pretty interesting. Their names should be changing to avoid people abusing tower rushes etc though.
I love SotL gameplay commentary, whether it's AI, T90 style, or just playing. The combination of micro narratives and describing what's going on on screen makes it incredibly entertaining and professional feeling!
Could be an Arena thing, I played vs Extreme Turks yesterday and it did full Feudal archer + spear. It got destroyed with 4 knights as soon as I hit Castle, felt like a 800 elo player.
getting a few instances of the AI elo rated would be a useful metric, that way elo itself could be compared against a static metric (and all new ais would be on new accounts)
I'd be interested to see a video expanding on the maths of that point about delaying feudal in order to get faster castle/imperial. Presumably it comes down to getting out villagers earlier rather than researching feudal age. But how long would it take for that effect to get overwhelmed by economy techs or extra town centres?
Oh my god I remember watching this when it came out and you saying "7 on sheep? Thats a little weird" was what alerted me to the fact that I was putting one too many on sheep
what works quite well at my ELO is kind of a semi fast imp with turks. i go for 27+2 castle age with immediate castle drop forward and a monastery with a two monks and the speed upgrade to collect all the relics (i drop them near the castle if the monastery is further away, just so the enemy cant take them until i am ready to carry them back) and then go imp when I can. depending on whether i have to build a few janissaries to kill some enemy troops or not, I reach imp at about 27-30 minutes, but I am already producing janissaries at that point. im sure higher ELO players can beat that quite easily but at my range (currently about 1100ish), I have won 12 out of 13 games in the last few days that way
Going on your most forward gold while you have map control is actually a very clever thing to do and one thing I learned from watching hundreds of viper videos. You can go to your save gold in the back as soon as you're forced to retreat.
You know what'd be a great update addition? Make it so that "Enable Cheats" gets an Advanced subsection where you can enable only particular cheats, like enabling "going above and beyond" while leaving "how do you turn this on" and "torpedo" off. Maybe even add options to only enable cheats only for certain players, a limited amount of uses for each cheat, and restrictions on them, such as having only one use of "how do you turn this on" and the restrictions that you must be in the Imperial Age and have 5,000 Stone and Gold, which will be consumed upon the use of the cheat.
meanwhile, the hard AI rips me apart in less than 30 minutes... btw, i really think that we need to see what is the supposed ELO rating of the different levels of AI. a robot, like Alphastar in Star Craft, would also be fun to play against. The Viper would "enjoy" it quite a lot, I'm sure. PS: How is the Extreme AI working in a team game? what if the Turks are pocket in a 3v3?
I like the idea to have an estimate of it's ELO, but playing against it in multiplayer wouldn't be very interesting... Unless they published the ELO results every month, but never revealing the AI name. Of course some may still figure it out, but it wouldn't be that obvious to lower rated players.
for the scouts bugging, I think it's just trying to click into the trees, so the scout gets as close as it can to the rally point for a bit and then moves to a new one
Extreme AI is way above 1000 ELO. I am sitting at about 920, and Extreme AI demolishes me every time, likely comically bad. The AI is far better at keeping pressure and managing pressure. Basically, I'd say that at 1000 ELO, microing and controlling all troops while also managing economy is really hard. So like the AIs ability to manage eco through a military push puts it a lot ahead of me. The reason I'd say it is far better than 1000 is that me and my friend (who is about 1020) did a 2 people controlling one civ and we still lost really handily to the Extreme AI, and that was mitigated what is probably our biggest weakness compared to AI
This strategy has the same problem as every other strategy the AI uses - throwing units at a castle. Played against it a couple of times - on both attempts the AI lost 30+ units, mostly hand cannons to castle fire, while I sat behind - boomed and overwhelmed him with units.
Correct. You even see this in campaigns. I defeat extreme AI by building walls with a hole in them. As soon as the AI realizes there is a path, they won’t normally bother breaking through anywhere else. Even if that hole requires units to go all the way around the perimeter while under attack from units on the other side. Even if that hole has a castle or a bunch of towers guarding it.
3:00 There is one universal truth about game AI: It can not plan ahead! They think entirely in "this moment". But this particular misbehavior should be solveable, by having it advance to the next "step" of the sequence only after it has the right amount of stored resources and/or income and/or villager count.
One thing that i started to notice, is that the ai that occupy your spot in the game, lose almost all the time. Even in teams. It´s like the ai´s that are at your side, will always be worst than the ai´s against you and your team. Make sense, but makes the games one sided when you want to try to improve your playing watching the ia´s.
I agree, I notice that too. I'm definitely not the best player in the world by any means, however, it is rare that friendly A.I. have a much higher score equal or higher to me.
I haven't done a lot of testing but extreme AI lost to barbarian AI in all the games I ran simulation in. I don't even think barbarian AI is even running as good as it does on voobly either. It's not as bad as DM though. Extreme doesn't even put up a fight. It's a landslide victory. Extreme AI needs some love in the death match department
I didn't do anything in particular to get it to win games though if it's actually functioning correctly then I doubt it. I downloaded AI Pack by Scintyx (www.ageofempires.com/mods/details/1912) and I make sure I'm not using any DE civs in the game. The AI will say it's running on a difficulty below hard but to me it seems to performing close to what it does on voobly (even if I'm wrong with how well it's performing it's still beating the Extreme AI)
My biggest problem with fast imp is how vulnerable you are in castle...this has been a problem for me and I also caught the AI trying it yesterday (as Turks). Eagle rushed him (as Incas) and won easily.
In the past, I played a game like Age of Empire that built a Chinese city and at the beginning of the start there was only town hall with a Chinese wall and a game map that was branched out for each player city I forgot the name of the game. Can anyone help me find the game? because I played this game about 10 years ago, and even though I'm looking, I can't find the game.
I think the bug occurs when the AI attempts to send the scout into the opponents base but had a pathing error due to the walls. A theory, a shitty one and I don’t know why it would have changed but I believe there were pathing updates.
It would be interesting to see how Khmer would take advantage of being able to tech up without buildings of that Age. It would save a lot of wood that could be used for more farms
Hitting Imp early, they wouldn’t have the food for elephants, and would need a castle to research double crossbow to make scorpions even worth while. That’s why fast Imp is really only worth it with Turks and Portuguese who have powerful units easily available in early Imp that require few upgrades.
The thing is that if the script wants to feel more organic, it shouldn't min-max too much, cutting every millisecond it could, because the AI can do that better than any Human, period, if you script it so. You don't want the AI to be as good as it could be, because then it would be unbeatable because no matter how many actions-per-minute a player can achieve, an AI can just do more with a minimum of processing power. Rather you want to take an average of player performance as your guide. So if you think you, as a Human player, should have 30 villagers by time X, then you don't want every Instance of an AI to do that. Better to have 29 villagers this time. Then script in a time where it waits for 31 villagers. This achieves the desired effect of being only moments ahead or behind players in any given strategy on average.
The AI being made to be "unbeatable" isn't possible right now. At least, not according to the guy who makes it, and he should know. The game is far too complicated.
@@alecpalmer1538 Depends on what you mean by unbeatable. There are finite caps on the AI such as villagers can only be made so fast, but think of this: What if the AI automatically took a group of sixty archers and had it split into six sections of ten that each focused fire together against one target. That is six enemies being focused down each volley. With a few lines, you could then have the archers always avoid overkill, where you hit with ten arrows that do would 50 damage against a foe with 1 hp left, no the AI could be told to immediately switch the redundant nine arrows against a new target, ensuring that 45 damage still counts. Suddenly, you have maximum potential DPS being dolled out every single volley. What if the AI could have formations-split against every mangonel shot, continuously and all the time? What a good human could do by neglecting everything else for several seconds can be done continuously and completely by the AI all the time while still placing new buildings, assigning tasks, and directing troops. Add all this sort of thing up and you have unbeatable. The game is not too complicated. It is because you don't want the AI to be that way. You want it to be as imperfect as people, as diverse as people.
Pretty much every UA-camr calls it teal. I dont see why someone would feel the need to correct this when the meanings of the two words, teal and cyan, are almost identical
Hi Spirit. What do you think of a fast imp with Japanese? Ive only played a handful of online games, but I just tried against Teutons only the other day. Do you think it is a viable strat for katapuruto? If so, how would you do the build? I got to imp in 33 or so mins which is fast for me and ended up winning, but that could be because I was up against another noob player
I'm doing a civ overview booklet (have watched ALOT of SOTL vids) and focusing on Turks at the moment. One of the categories is 2 best teams the Turks sync with well. I'm thinking Berbers and Vietnamese (Potentially Spanish?). Turks get their Teams 20% gunpowder production faster (which Berbers and Vietnamese have a lot of) they in turn give a great trash unit and gold bonuses to the Turks, which is essentially for Turks. Any more suggestions? Thanks. Loving the vids still SOTL!
When I shift into second gear in my truck I often find myself thinking “okay, Feudal Age here we go!”
11
11 11 11
Ok great now focus on the military 😜
so your truck only has 4 gears xDD "NOOO a stop sign, gotta go back to the Dark age! :C 48 48 48!!! alright GG "
"Going Feudal" is a common phrase in my vocabulary - much to the confusion of the 1 or 2 friends I have which don't play AOE 2
Italians fights Turks hand cannoneers with Genoese Crossbowmen, then switches to skirmishers
Italians AI "I think I forgot something?"
"If you forgot, then it wasn't important"
"Yeah, you are right"
[Condottiero under the rain]
11 poor Condo
Building infantry in 2020 11
The Genoese Xbows are just better at social distancing while still providing value
I think xbow is still acceptable!
Going condo against mass handcannon? lol
Spirit of the Law drag racer confirmed.
Spirit of the Law: uploads
Me: Time to stop rewatching Spirit of the Law, and start watching Spirit of the Law
AI: Clicks up to Imp at 20 mins.
Me: Clicks up to feudal at 23 minutes with 35 vils
Me: dies at normal
Lol I got up to imp in 20 min with over 60 vils
I'm a noob tho haha
@@tada-kun982 what if you get rushed? 48
@@madeiraislander I get rushed? I get the Spanish militia out
he did it perfectly. and then he did what AIs always do and lost all his army to static defense completely unnecessarily. some things never change.
Perfectly as in... Badly but eventually getting there, it'd have probably won if it knew how to use its units rather than letting them die though. Expected
THAT'S JUST THE WAYY IT IIIS~
@@ChrisSPCsi wonder why exactly this isn't patched or updated in AoE. Is it that difficult to program it? Or has it been patched already?
A capped ram push of just capped rams.
How quaint!
Any army of RAMS??!
Literally an army of rams fighting an army of skirms. The fight of the century, their battle will be legendary!
Mole is soooooo out, every serious scientist uses Steppelancer as the new unit of quantity!
I actually laughed out loud
lol I thought that said Steppdancer lmao
17:24 just a villager casually repairing *the map.*
What do you mean?
@@dontspikemydrink9382 The villager is repairing the Ram and the Ram moves and the villager is still repairing in the same spot which looks like the villager is repairing the map
@@ravinkenway4988 r/whooosh
It Indeed appears that arrows and blood spoil the lovely grass that was grown by a special gardener just before the fight began. A little thought for the unknown and unnoticed gardeners who take care of the maps we basically ruin during each match. One says they are also the ones who design rugby fields.
@@desmond1766 ????
thats savage af, red deleted all his walls to troll teal.
Not even to troll but just to expand his base uninhibited. By the time you have half the map covered in buildings and your army is advancing into his base, your walls are just an annoying obstacle.
Red was tryna delete teal's walls too.
At 17:12 Teal AI overchopped the woodline and opened a hole in their walls which Red exploited at 17:40 hahahaha
AI always deletes its walls on Arena once it expands beyond the initial base. It also builds really crowded bases so I imagine this is to ease pathfinding.
So not only the AI doesn't build walls anymore, it even deletes the walls it has!
@@helaba2957 sometimes it's the first thing they do
What I want in the next patch is AIs trash talking to each other.
your gear shifting analogy is... so spot on. perfect.
Yes!! Seriously right on point.
It's nice to see how an AI acts, used to do it 20 years ago (it could hardly handle a wall). Could you do one on an AI with no gold? Or little starting food or wood around, to see how it manages different resource shortages
Tried the Ai on Forest nothing. just took wood :/
Only spirit of the law would measure the total cost of age advances using (clearly the SI unit for this magnitude) Steppe Lancers
Ah yes, the Steppe Lancer (SL). Ever since it was defined as the SI unit in the Paris Science Convention of 1833 it has become a fan favorite of the metric system.
the current AI wont be able to pull off a successful fast imp. It just struggles way too much against walls/fortifications, ie it doesnt focus down a gate/one section of wall, it hits all the sections at the same time, or gets distracted by a unit inside the wall and runs into towers/castle fire. And speaking of castle fire, the AI just doesnt know how to deal with it. Instead of sending 2/3 BBCs to fire at it from max range, it runs hand cannons into its range, like it forgets that its there. Really missing Barbarian AI right now
Interesting how the AI has improved so much and can easily defeat a new player and yet it still makes mistake not even the newest of players would do, like going for the gold in the middle of the map or building outside your walls when you're being attacked. Goes to show there's still a ton of room for improvement.
Ah, yes, Fast Imp into throwing away the army to a castle
Glad to see the ai is learning let’s hope it watches the rec and learns from its mistakes
1:20 Incidentally, look at that marvellous DE gen. Red has a spare gold and stone outside his wall, whereas teal's is neatly tucked away behind the wall.
8:38 it gets impatient and buys the food :D
10:40 castle is only well placed if your opponent doesn't do fast imp... or does fast imp but is teal
17:07 if an AI signals in the forest, does it make a sound?
18:29 the farm micro is next-level
Nice catch, I also saw the market abuse :D
If possible can you someday invite Prome to watch an AI game with you. With his insight there could be a ton of fun things to learn about it.
Instructions unclear; got into street racing, now I live my life a quarter mile at a time.
portuguese fast imp is also pretty popular for access to arquebus and the feitoria boom allowing you to pop up fast after reaching imp
What i miss in age of empires 2 is personalities in age of mythology when you selected a AI in random map you select a personality either RUSH, BOOM , DEFENDER .
Rush atacks early
Boom atacks mid game has al ot of economy and tries to atack in mid game
Defender atacks late game. and usese a lot of towers and defensive buildings.
yeah nah, it would maker the AI even easier because you know what it's going to do, and the AI already sucks at doing it's strategies.
@@exen8650 you also have a general Ai option. wich does unpredicted things
And if you put it on random you don't know what he will do.
@@exen8650 I don't see the problem. It's like a player you're used to play against. You have an idea of what they're going to try to do.
Always nice to see a Spirit of the Law video in the morning!
In the evening ;-)
This leads to the question: which civ has the best fast Imp? Turks, Italians, Byzantines, Vikings, Malay?
I’d say Turks get the best fast imp for the free gunpowder power spike.
You're ignoring the Khmer, which is arguably the fastest.
Portuguese, because the downside to fast imp is that your eco is trash. But Portuguese can add Feitoria in imp and actually have a somewhat decent eco as it adds in cheaper hand cannons and Bombards, and then you can get ballistics on those eventually and switch into organ gun+halb+bbc
EDIT - Vikings also arent bad, as the free wheel+handcart really helps, but they dont have anything to go into in imp, and are a much better FC civ
I like to go fast imp with the indians and boom then. Their villagers are much cheaper in imp. Has worked sometimes hasn't worked sometimes.
What about Sarazens with their market bonus? I could see them being decently fast
Thanks for uploading --I too was curious what the AI would do when I read that it is supposedly capable of "Fast Imperial".
Dark age farms are pretty awful but in this case, it needed 6-8 of them to get a decent time, 21-22min. When I do this as Byzantines I can generally get 20-21min but then have to research chemistry afterward. A bombard cannon should be queued ASAP as this is what pressures the opponent's buildings, but it didn't do this really at all. As you noted, there is a lot of opportunity to improve this build but it's mostly in the strategy after imperial is reached.
I know I'm getting annoying, but i hold it, I miss the guitar intro 😢 still keep up the good work m8
Same. It was cheesey but I loved the mangonel shot
@Muhammad Faiz he made it
Normal Game Plan
*Goth Game Plan*
Karambit coin value
You are not alone bro. I really hoped he would remake it at some point in DE or just reuse the original one 😢
Nice video Spirit. Also like how the monastery with relics for the teal player were at the back of his base. Small things but good improvements.
Hey Spirit!! I saw your video about what to do with the first 15 vils in a generic map. Watching this video made me thinl about how cool it would be if your made more play-oriented videos, since the one I mentioned was actually top quality content!
I proposed putting a version of the AI difficulties on ranked on reddit last week :D
Maybe not easy, but hard, hardest and extreme would be pretty interesting. Their names should be changing to avoid people abusing tower rushes etc though.
I love SotL gameplay commentary, whether it's AI, T90 style, or just playing.
The combination of micro narratives and describing what's going on on screen makes it incredibly entertaining and professional feeling!
The gearing analogy of faster age up makes perfect sense
Could be an Arena thing, I played vs Extreme Turks yesterday and it did full Feudal archer + spear. It got destroyed with 4 knights as soon as I hit Castle, felt like a 800 elo player.
Fast imperial is like robbing a bank. You can profit massively but you only have about 3 minutes before the cops show up and wreck your shit
Teal is losing and thinks to himself: "how do I turn this around?" Answer: *USE VILLAGERS TO ATTACK RAMS!"
unless he'd pick spanish (͡° ͜ʖ ͡°)
getting a few instances of the AI elo rated would be a useful metric, that way elo itself could be compared against a static metric (and all new ais would be on new accounts)
I'd be interested to see a video expanding on the maths of that point about delaying feudal in order to get faster castle/imperial. Presumably it comes down to getting out villagers earlier rather than researching feudal age. But how long would it take for that effect to get overwhelmed by economy techs or extra town centres?
Oh my god I remember watching this when it came out and you saying "7 on sheep? Thats a little weird" was what alerted me to the fact that I was putting one too many on sheep
what works quite well at my ELO is kind of a semi fast imp with turks. i go for 27+2 castle age with immediate castle drop forward and a monastery with a two monks and the speed upgrade to collect all the relics (i drop them near the castle if the monastery is further away, just so the enemy cant take them until i am ready to carry them back) and then go imp when I can. depending on whether i have to build a few janissaries to kill some enemy troops or not, I reach imp at about 27-30 minutes, but I am already producing janissaries at that point. im sure higher ELO players can beat that quite easily but at my range (currently about 1100ish), I have won 12 out of 13 games in the last few days that way
Going on your most forward gold while you have map control is actually a very clever thing to do and one thing I learned from watching hundreds of viper videos. You can go to your save gold in the back as soon as you're forced to retreat.
thing is, teal had no map control at any point of the game, really
You know what'd be a great update addition? Make it so that "Enable Cheats" gets an Advanced subsection where you can enable only particular cheats, like enabling "going above and beyond" while leaving "how do you turn this on" and "torpedo" off. Maybe even add options to only enable cheats only for certain players, a limited amount of uses for each cheat, and restrictions on them, such as having only one use of "how do you turn this on" and the restrictions that you must be in the Imperial Age and have 5,000 Stone and Gold, which will be consumed upon the use of the cheat.
That manual transmission analogy is great! Definitely a mindset that I have a hard time fighting.
meanwhile, the hard AI rips me apart in less than 30 minutes...
btw, i really think that we need to see what is the supposed ELO rating of the different levels of AI. a robot, like Alphastar in Star Craft, would also be fun to play against. The Viper would "enjoy" it quite a lot, I'm sure.
PS: How is the Extreme AI working in a team game? what if the Turks are pocket in a 3v3?
Bruh noob
SotL said AI chooses whether Fast Imperial is viable, then rushes it if it is.
I like the idea to have an estimate of it's ELO, but playing against it in multiplayer wouldn't be very interesting... Unless they published the ELO results every month, but never revealing the AI name. Of course some may still figure it out, but it wouldn't be that obvious to lower rated players.
for the scouts bugging, I think it's just trying to click into the trees, so the scout gets as close as it can to the rally point for a bit and then moves to a new one
scouts feel bugged in general including auto scout for the player usually getting stuck in forests
yin yang for you
Extreme AI is way above 1000 ELO. I am sitting at about 920, and Extreme AI demolishes me every time, likely comically bad. The AI is far better at keeping pressure and managing pressure. Basically, I'd say that at 1000 ELO, microing and controlling all troops while also managing economy is really hard. So like the AIs ability to manage eco through a military push puts it a lot ahead of me. The reason I'd say it is far better than 1000 is that me and my friend (who is about 1020) did a 2 people controlling one civ and we still lost really handily to the Extreme AI, and that was mitigated what is probably our biggest weakness compared to AI
meanwhile the extreme AI shits on me except when I mass Spanish cannon galleons in water maps. Those things are really unstoppable
I believe the AI scouts are trying to explore beyond the trees
You mean it's attempting to explore the forested regions? That's good call. That's probably what it's doing.
Instructions unclear. Revved too much, blew my engine and lost the race
The car accelaration metaphor is perfect damn
This strategy has the same problem as every other strategy the AI uses - throwing units at a castle. Played against it a couple of times - on both attempts the AI lost 30+ units, mostly hand cannons
to castle fire, while I sat behind - boomed and overwhelmed him with units.
Correct. You even see this in campaigns.
I defeat extreme AI by building walls with a hole in them. As soon as the AI realizes there is a path, they won’t normally bother breaking through anywhere else. Even if that hole requires units to go all the way around the perimeter while under attack from units on the other side. Even if that hole has a castle or a bunch of towers guarding it.
16:19 Let me repair this....No, I forget this.... NO, wait, you still need more!
RIP the teal monk who died by his own bombard cannon at 13:38.
I like how teal started researching elite jannisaries despite not having any of them XD
I missed a SoTL approved fast imp build order
i stopped paying attention for a sec and then you started talking about engines, thought i accidentally switched to a tavarish video lol
I feel the spirit of drew durnil
3:00 There is one universal truth about game AI: It can not plan ahead! They think entirely in "this moment".
But this particular misbehavior should be solveable, by having it advance to the next "step" of the sequence only after it has the right amount of stored resources and/or income and/or villager count.
Teutons are often good civ to go fast imp.
The AI puts mines and docks EVERYWHERE. Including at the location a stone or gold pile used to exist...even if it's been harvested already.
One thing that i started to notice, is that the ai that occupy your spot in the game, lose almost all the time.
Even in teams. It´s like the ai´s that are at your side, will always be worst than the ai´s against you and your team.
Make sense, but makes the games one sided when you want to try to improve your playing watching the ia´s.
I agree, I notice that too. I'm definitely not the best player in the world by any means, however, it is rare that friendly A.I. have a much higher score equal or higher to me.
Yes, the best way to fast imp is to only make one bombard cannon and sit your hand cannons under enemy castle fire 🤙🏼
When things goes out of control....I be like
How do you turn this on
Spirit of the law... Or what helped me cure depression. Cheers for the videos, mate!
Great analogy with the stick
I haven't done a lot of testing but extreme AI lost to barbarian AI in all the games I ran simulation in. I don't even think barbarian AI is even running as good as it does on voobly either. It's not as bad as DM though. Extreme doesn't even put up a fight. It's a landslide victory. Extreme AI needs some love in the death match department
How did you get barbarian to play on extreme? I can only get it to play properly up to Hard.
I didn't do anything in particular to get it to win games though if it's actually functioning correctly then I doubt it.
I downloaded AI Pack by Scintyx (www.ageofempires.com/mods/details/1912) and I make sure I'm not using any DE civs in the game. The AI will say it's running on a difficulty below hard but to me it seems to performing close to what it does on voobly (even if I'm wrong with how well it's performing it's still beating the Extreme AI)
Why was the AI garrisoning the Hand Cannoneers in the Archery Range?
My biggest problem with fast imp is how vulnerable you are in castle...this has been a problem for me and I also caught the AI trying it yesterday (as Turks). Eagle rushed him (as Incas) and won easily.
I love how pro players can always find minor imperfections in the extreme AI. In reality this AI wipes the floor with most average players
Amen
Hey man are you going to do tatars overview one day ?
Thanks for that video
next AI strat: fast full maxed out paladins
Is it possible that the AI chose a slightly earlier castle time to make sure it secured the relics?
I've been practicing and I'm able to finish fast imp with Turks around 21/22 Minutes
With or without an opponent?
@@buttnuttz6119 Normal 1 vs 1 ranked arena Games
In the past, I played a game like Age of Empire that built a Chinese city and at the beginning of the start there was only town hall with a Chinese wall and a game map that was branched out for each player city
I forgot the name of the game. Can anyone help me find the game? because I played this game about 10 years ago, and even though I'm looking, I can't find the game.
What did I learn here... that SOTL street races in his free time 🏁
What is a good timing for a fast imperial with a castle? For a goth huscarl flood
the gears methaphor is pretty good actually
I think the bug occurs when the AI attempts to send the scout into the opponents base but had a pathing error due to the walls. A theory, a shitty one and I don’t know why it would have changed but I believe there were pathing updates.
you should start use the UPSL unit of measurement in your videos all the time! (Units per Steppe Lancer)
It would be interesting to see how Khmer would take advantage of being able to tech up without buildings of that Age. It would save a lot of wood that could be used for more farms
khmer can get a crazy boom with that. but going straight to imp with them is not worth it
Hitting Imp early, they wouldn’t have the food for elephants, and would need a castle to research double crossbow to make scorpions even worth while. That’s why fast Imp is really only worth it with Turks and Portuguese who have powerful units easily available in early Imp that require few upgrades.
10 minutes into the game
Feudal age ally: give wood
give wood give wood
Me as Byzantine in Imperial age: TAKE 2000 WOOD
Are you still planning on doing a juressic park video? 100% sure everyone wants to see that 👍🏻
When I hear that "fhee haw" everytime a villager is spawn I'm just like omg
👁👄👁
This leads to the question which AI Civ is better?
The thing is that if the script wants to feel more organic, it shouldn't min-max too much, cutting every millisecond it could, because the AI can do that better than any Human, period, if you script it so. You don't want the AI to be as good as it could be, because then it would be unbeatable because no matter how many actions-per-minute a player can achieve, an AI can just do more with a minimum of processing power. Rather you want to take an average of player performance as your guide. So if you think you, as a Human player, should have 30 villagers by time X, then you don't want every Instance of an AI to do that. Better to have 29 villagers this time. Then script in a time where it waits for 31 villagers. This achieves the desired effect of being only moments ahead or behind players in any given strategy on average.
yeah, SotL doesn't seem to understand that for some reason.
The AI being made to be "unbeatable" isn't possible right now. At least, not according to the guy who makes it, and he should know. The game is far too complicated.
@@alecpalmer1538 Depends on what you mean by unbeatable. There are finite caps on the AI such as villagers can only be made so fast, but think of this: What if the AI automatically took a group of sixty archers and had it split into six sections of ten that each focused fire together against one target. That is six enemies being focused down each volley. With a few lines, you could then have the archers always avoid overkill, where you hit with ten arrows that do would 50 damage against a foe with 1 hp left, no the AI could be told to immediately switch the redundant nine arrows against a new target, ensuring that 45 damage still counts. Suddenly, you have maximum potential DPS being dolled out every single volley. What if the AI could have formations-split against every mangonel shot, continuously and all the time? What a good human could do by neglecting everything else for several seconds can be done continuously and completely by the AI all the time while still placing new buildings, assigning tasks, and directing troops. Add all this sort of thing up and you have unbeatable.
The game is not too complicated. It is because you don't want the AI to be that way. You want it to be as imperfect as people, as diverse as people.
17:27 AI deletes all his walls
It isn't “teal”, it's CYAN! Check the game files!
Apart from that: good video!
Ohh, teal is a color! Damn, now everything makes so much more sense. And I sat here thinking "that's a weird nickname for an AI"...
Pretty much every UA-camr calls it teal. I dont see why someone would feel the need to correct this when the meanings of the two words, teal and cyan, are almost identical
Did they make the genoese xbow fire as fast in castle as they do in imp?
Also interesting that the AI doesn't sell stone which is very common in Turks FI and allows for 28-29 vils in dark age
I miss the guitar intro! 😢
Hi Spirit.
What do you think of a fast imp with Japanese?
Ive only played a handful of online games, but I just tried against Teutons only the other day.
Do you think it is a viable strat for katapuruto? If so, how would you do the build? I got to imp in 33 or so mins which is fast for me and ended up winning, but that could be because I was up against another noob player
So what is the purpose of going fast imperial? Is it for earlier in the game access to trebuchets and bombard stuff?
Mostly for the hand cannons and bombards, yeah. It's too hard to also get 650 stone, so a castle/trebuchet usually comes much later.
Okay so what tower is best to build outpost, normal tower, bombard Tower, Castle, or Town Center?
Always outpost rush.
Just tried to do this with Khmer... forgot that they no longer get Bombard Cannon...
Spirit, you should do a vídeo comparing Fu SAracen Knights vs fU zealotry saracen camels
I'm doing a civ overview booklet (have watched ALOT of SOTL vids) and focusing on Turks at the moment. One of the categories is 2 best teams the Turks sync with well. I'm thinking Berbers and Vietnamese (Potentially Spanish?). Turks get their Teams 20% gunpowder production faster (which Berbers and Vietnamese have a lot of) they in turn give a great trash unit and gold bonuses to the Turks, which is essentially for Turks. Any more suggestions? Thanks. Loving the vids still SOTL!
Going up fast from dark to feudal is good for cumans or?