Some adjustment suggestions: - Medic: Reward for being closer to an ally and punish for being closer to an enemy. With that being said, the reward for being closer to an ally should be higher than the punishment from being closer to an enemy. This is in hope the medic will stick to a charging ally despite getting closer to an enemy. I also think they should be punished a little for being close to another ally medic, in hope they will spread out and not have a group of medics sticking together while leaving the team to fight without them. - Knight: Limit the speed so they won't lose control. BTW, the entire purpose of the cavalry units in real warfare is to flank. The AI figured out how to utilize them properly. - MVP: 1. Name individual units so we can tell exactly who is the MVP. Doesn't have to be something fancy, having names like "Red Warrior 43" is enough. Also display if the MVP is dead or not. 2. MVP's have buffed stats. 3. There are times a few units have the exact same kill count. In case of a tie breaker, the MVP is decided by: if the unit is still alive (survivor), the team they belong to have more units who are still alive (better contribution to the team) and making the last kill (actively trying to improve). Like that, hopefully legends will be born.
Currently medics are already rewarded for staying close to teammates (that are not medics) and Knights actually have a max velocity of 20 As for the MVP suggestions, I think those are great. Not sure about the MVP buff, but the rest have been added to my to-do list
you should add a unit(singular on one or both teams) that gets stronger per kill, and has slight regen. i think it would make for some quite advanced strategies trying to keep the unit safe etc. idk. might need nerfs or just adjustments but pls consider something similiar maybe with a few changes.
@@Zuzelo I think it should have a general or commander style. like a level up. and it have an aura that buff ally that increase everytime they level up
Maybe next video you could add a unit devoted solely to shielding, with an extra large shield to maybe protect others from arrows and/or stop the charging cavalry? Idk I just thought that would be fun.
New unit idea: Engineer Can build blocks and has a limited amount of them. They can be destroyed by any type of soldier, but takes 8 melee hits to do so
Hecc this series is so cool, and the flanking maneuver the knight cavalry do is actually accurate historical tactics, please keep the shield blocking as well, would like to see if the warriors would eventually do a shoulder to shoulder shield wall to defend against them in the future
Add cannon artillary and make the projectiels affected by gravity so the cannon has to adjust elevation angle based of distance. Also make it able to see trough friendly units so it can fire over the lines while behind them.
We need a real battlefield and not just this white ground. I also found the armies aren't that teamplay. I hope one day we will have the ultimate battle with all the units btw. Maybe a unit with a smoke for the nexy ?
I hope this gets released as a game where you Can spend time customizing stuff like putting in different shit and Then playing that match for a while or make it fastplay a few times before seeing it in real speed, kinda like TABS but with AI. Id love to see that happen. If this already is a thing please tell me.
@@ZuzeloIf you do change it into a real game then you should probably provide save slots for you to save cool stratergies, and mabye some pre-made stratergies so you wont have to wait too long.
Please add a prettier arena, like a castle insides or smt like that, should look cool! And I suggest mixing up more classes. For example let the ai form the best team from all the units you've made so far. Maybe add some value for them, like a warrior for 100 and a musketeer for 200 and so on. Would be interesting to watch 😊
Hehe, the next video is going to be a total war of all soldiers and I was thinking of making it in a castle xD So you just read my mind, but shhhh, it's a secret
i think it would be cool to have a unit that throws some sort of explosive, would definitely cause some friendly fire problems and if they can see it coming they might be able to avoid it. also im fine with the shielding the charging as it only blocks the initial charge and doesn't stop them from running.
I have an idea for a unit, the Pikeman: look= basic warior but with cattle hat helmet and a long pike. Damage=25 (Only deals damage if the metal part touches). Range=long but can only hit with the tip. Why it would be a good idea=the AI could come up with cool ideas like keeping the distance or actually making solid lines.
Morale: Every soldier has morale, if a friend dies next to them they lose morale. If they take damage they lose morale. They lose morale if they don't have friends next to them. They gain moral if an enemy dies nearby, they regen morale slowly when next to friends. Different units lose or gain moral at different rates. Knights don't really lose morale for not being near friends, but if they see a friend die they lose more morale. If a pogo goes under a certain amount of morale they are broken and run away Berserkers: Fast running fast attacking warriors that get less punishment for dying but get punished for moving away from the closest enemy. They can also make an alternative attack that moves them forward as well the normal attack. Attacks also immediately break an enemies guard Commanders: What I said before before but now with an aura of morale regen. Commisars: Never misses, instantly kills anything it shoots at. Never shoots at the enemy. If a friend brakes near them, they kill that pogo and all friends gain all their morale back
Ahahahah so the commissars are there to kill the broken teammates? xD I love it ! Idk whether the AI will be able to learn such a complex thing as morale, but it sounds fun and worth it to give it a try
Also, preparing my AI army which will fight on myside in the imminent AI Revolution :D hmm perhaps I must punish them a little less so the dont get too mad on me xD
here's an idea for an upgrade for them , you should give them a reward for getting faster and a punishement for standing still , that way they're more motivated to attack and charge instead of running away
aight i dont know if this is a crazy idea and if someone already commented it but here it is: what if you make it so that every pogo in the battle has his own random generated stats? ofcourse you van make them enter a range decided by their class, but thst would add a level of deepness unparalleled. maybe things even like body size and stuff like that
terrain idea you shouls add little sandbags to help the pogos and should add a main base or 3 small camps and that would make 3 ranks and would be even more organized and intense losing a camp would give the team who took over a point
Opinion for knight balancing/changes. 1. Make their attacks damage scale with movespeed, and have their turn radius decrease the faster they are moving 2. Give knights a stamina bar like warriors to limit their charge times
Random Suggestion for the medic: Give it a slightly larger view radius or increase its turning Let it know unit hp when it the medic sees a friendly unit make the healing ability have a longer cooldown Not let medics heal each other so they don't start bunching together and healing each other in one massive swarm and be invincible You could add some more heavy and more light variations of the swordsmen, like a faster berserker that has less hp, or a slower paladin which deals less damage but has more hp. you could also suffer and add a scouting unit that knows more information against enemies but deals like no damage and gives info the allies cus that will make your life super hard
I think the cavalry came up with some really fun strategies. Not just charging to their deaths is not very spectacular but understandable. Maybe you could add a slowdown effect for every time the cavalry runs into a raised shield. That way they can get stuck when they don't have enough friends to back them up. They might not dominate the warriors AS MUCH. And finally it'll be really fun to see what happens when several mixed armies fight each other. 500 warriors + 400 musketeers + 100 cavalrypogos against another such army for the tactical warfare movie we have all been waiting for.
I think that the muskets should have a spread when firing, I also think that it is worth reducing the damage area of the knights and giving them more health.
Would agreed in that Units must aim at their target and accuracy increases over time So there is a way of fireing slow but accurate or quick with less accuracy
Maybe a spearmen with a shield next? it would deal damage to knights when a charging knight hits it and it would be punished when a musketeer dies so it would be inclined to do defensive anti cavalry manuevers
It would be so cool giving them positional formation and tactics like just push it to how near their tactics would be in irl fights like faking a opening in the position then when enemies take the opportunity close the formation eating the enemies in between the human revine in steal
Maybe if two enemy knights ram into each other while charging, neither of them do any damage to each other because they both just bounce off each other.
I think that the knight charge, instwad of reaching it with gaining speed, they should be able to choose when using it and they will consume stamina while chargin (while carging their speed will gradualy increase)
i think u could add to the reinforced learning that the drops claim the floor below them and get rewarted to take over enmies floor, so its not just blind runing in and getting the kill, but also trying to take over more room, it should help with getting them charging more forward to the enemies. bonus: all team troops get punished if enemie takes over thier floors, so they try to hold it all together
Charging should consume stamina. This way charges are selective and focus. You can up thei base speed so they can reposition to get out of danger or cycle charge. But they shouldn't be able to charge forever. Also call these guys lancer. Knights should be tougher, hit harder but slow to maneuver. While lanccers or coursairs as light cavalry are fast and nimble but lightly armoured. Also the heavy knight should knock back shielding warriors
Good points! I was also considering nerfing the "Lancers" by making the charge finite, but I dont think limiting it by stamina is the way to go. Perhaps it will just stop once max speed is reached, forcing the "Lancers" to start charging from scratch
Maybe I wanted to see battles taking place on more obstacles such as having to cross bridges to avoid getting drown into water or falling off the ledge depending on the location.
A rogue unit might be neat. Give them a invis ability, a mini dash, and have them deal double damage from behind. When invis they can still be hit by bullets
4:55 forgetting that the musketeers are in team Warriors, although warrior musketeers sounds a bit... oxymoronical. That beat sounds familiar too, can't put my finger on it
ooooh, sounds fun, but I am afraid my current simulation will not allow for such complexity :( (I am working on a new simulation tho, so maybe it will be possible then)
I'm not very good on this topic but it's not better to put a punishment for every missed shot. I say this because sometimes warriors attack the air for no reason
It is, but the more complexity is added, harder it is to balance the AI's training. For example setting a too big punishment will result in soldiers refusing to attack at all
Maybe something like a ninja - a pogo that has 50 hp, is sneaky so it would be harder to see, can throw 10 shuriken that deal 20 each, if bechind an enemy can backstab, can somehow get bechind the musketeer lines so maybe smokebomb i have no idea, and need balance cuz im not good in balancing And knight should have armor so backstab wouldn't work on him, and also knight Ninja - musketeer genocide
I really think that the possibilities of neural net soldiers are being fully explored. Honestly for all of these videos, I think that a simple manually programmed AI would do better, like for the warriors, do they really perform any better than a basic AI that just walked to the nearest enemy and attacked when in range? Similar for the muskets, do they do any better than if they just shot as fast as possible at the nearest enemy?
I am terribly curious about the next episode ! Do you think it would create new formations for warriors if they were rewarded for being adjacent to another warrior ? I would love to see a shield wall ❤
For the next unit, I will make a contest in Discord and will implement the winning suggestion, so if the necro wins - yes :D However, that will most probably not be in the next episode, but soon enough
the shields should stop knight charges removing all their speed and pretty much counter them. or maybe make the charge simliar to the tf2 demoknight charge, where theyd need to activate it and charge for a couple of seconds with a cooldown after that
maybe change the death penalty from -100 + time penalty to -90 - (+) time penalty [more penalty for staying alive for too long than by dieing] so that they would fight more instead of running away (unless you already did that)
They have a sword in their belt and they pull it out after they throw their spear like the ones on Animal revolt battle simulator. ( Thanks for replying by the way 🙏 )
Okay, so up to this point you have footsoldiers, musketeers, and healers, then for a couple episodes you made them fight many miscellaneous types of soldiers like zombies or Spartans, and now you have knights. These already make for a good 13th-century-style army in my opinion and you could develop the battlefield or the A.I due to the fact it's just a fucking plain white concrete. But maybe heavy knights could be an option? I mean heavy knights as in just tanks; they could be holding the enemy charge or something; but just big beefy soldiers with heavy armor. Maybe they would have a lot of health and defense, but to actually attack, they need to be in reasonably open space so that they can swing their hammer or battle-axe or longsword. But they would have a buff that would increase their defense if they stood still with each other, shoulder-to-shoulder, protecting the lines behind them. They could also have a style like the knights, but more akin to Pogo because Pogo is Pogo, and they could have armor like the ones of knights with Great Helms. Since I'm a sucker for vikings and viking culture, you could have vikings in the army, either as part of the normal army or enemy armies (although personally, I feel like they should be part of the normal army because of all the stuff you can do with them). Since there is no lore or story in the world for these battles yet, I see no reason for how they could not work. Maybe they could be something between a footsoldier and a knight, dealing a lot of damage and having reasonable HP, but having small defense. Or maybe they would be chargers that are slower than knights but when together have a buff called "the Blessing of Óðinn" or something like that, and this buff would make them go faster and maul through footsoldiers or something; I'm just spouting ideas. But PLEASE, if you do add vikings, don't give them horned helmets, maybe don't give them helmets at all; only the top tier of top tier vikings would use them anyways, but horned helmets are simply not something vikings used.
I have an interesting unit ideas to add since this feels like tabs. 1 Vergil (fast samurai) vs all unit types. The speedy swordsman automatically blocks bullets from the front. It can run twice faster than warriors and attacks twice faster. It can dash to nearby enemy units. Berserker (big sword guy) gets stronger and faster the lower the health. Has wider attack range. Spins like a beyblade every 10 secs. Heals 1 flat health when it defeats a unit. Is very tanky to kill. I'm also hoping the arena gets an upgrade. Like a slight elevation on the terrain and some obstacles like cliffs, boulders and (few) trees
The soldier types sound fun, however currently I already have quite a hefty list of soldiers to be added, so it might take some time As for the map, that is one of the highest priorities atm.
I wonder what would happen if, instead of training units individually, you created armies with a unit composition (say 50% warriors, 30% musketeers, 20% knights) and then trained them against each other to see what complex tactics might emerge from the units working together on the same side
Warriors should not be able to block, and knights should be able to to attack with a range of 2 squares in any direction except backwards, but they must only move straight to charge successfully
Should Warriors be able to block charging Knights?
Did you leave a sacrificial comment for the A.I Algorithm Gods?!?!
They should be able to reduce the damage of the charge but not block it completely
Mayeb reduce damage but def not block
So maybe if tblock it would do 50 only
Or maybe just make it so it stops the charge
Definitely agree with the rest, reduction damage would probably better for those.
You're just making your own TABS at this point and I'm here to see it
I love tabs so why not make another cool game like it .
Im really curious if he will upload epic AI wars to the public or not.
Well yeah but the units are way more stupid than normal
@@mrfrog0913nah they just get confused when they get spawned for the first time because they need to learn
Have you played tabs they are just a stupid
The musketeers even only shoot each other in the back of the head that is the only thing they shoot
The shields stopping cavalry is actually a good thing, it makes them more or less act like a flanking unit, which should be their main purpose
Some adjustment suggestions:
- Medic: Reward for being closer to an ally and punish for being closer to an enemy. With that being said, the reward for being closer to an ally should be higher than the punishment from being closer to an enemy. This is in hope the medic will stick to a charging ally despite getting closer to an enemy.
I also think they should be punished a little for being close to another ally medic, in hope they will spread out and not have a group of medics sticking together while leaving the team to fight without them.
- Knight: Limit the speed so they won't lose control.
BTW, the entire purpose of the cavalry units in real warfare is to flank. The AI figured out how to utilize them properly.
- MVP:
1. Name individual units so we can tell exactly who is the MVP. Doesn't have to be something fancy, having names like "Red Warrior 43" is enough. Also display if the MVP is dead or not.
2. MVP's have buffed stats.
3. There are times a few units have the exact same kill count. In case of a tie breaker, the MVP is decided by: if the unit is still alive (survivor), the team they belong to have more units who are still alive (better contribution to the team) and making the last kill (actively trying to improve).
Like that, hopefully legends will be born.
Currently medics are already rewarded for staying close to teammates (that are not medics) and Knights actually have a max velocity of 20
As for the MVP suggestions, I think those are great. Not sure about the MVP buff, but the rest have been added to my to-do list
you should add a unit(singular on one or both teams) that gets stronger per kill, and has slight regen. i think it would make for some quite advanced strategies trying to keep the unit safe etc. idk. might need nerfs or just adjustments but pls consider something similiar maybe with a few changes.
Vampire?! I like it!
@@Zuzelo I think it should have a general or commander style. like a level up. and it have an aura that buff ally that increase everytime they level up
yes@@someperson506
Maybe next video you could add a unit devoted solely to shielding, with an extra large shield to maybe protect others from arrows and/or stop the charging cavalry? Idk I just thought that would be fun.
A Padlin would be a good name for it.
A barrier mage
#mage_propaganda
New unit idea: Engineer
Can build blocks and has a limited amount of them. They can be destroyed by any type of soldier, but takes 8 melee hits to do so
Barrier mage
#mage_propaganda
Hecc this series is so cool, and the flanking maneuver the knight cavalry do is actually accurate historical tactics, please keep the shield blocking as well, would like to see if the warriors would eventually do a shoulder to shoulder shield wall to defend against them in the future
Add cannon artillary and make the projectiels affected by gravity so the cannon has to adjust elevation angle based of distance. Also make it able to see trough friendly units so it can fire over the lines while behind them.
Fire mage
#mage_propaganda
@@Seldon08 no. Bad idea
Good idea
@@Seldon08 magic👎
Good idea but it doesnt fit will with the other unit’s them they are so much older than a cannon
We need a real battlefield and not just this white ground.
I also found the armies aren't that teamplay.
I hope one day we will have the ultimate battle with all the units btw.
Maybe a unit with a smoke for the nexy ?
Working towards it!
I hope this gets released as a game where you Can spend time customizing stuff like putting in different shit and Then playing that match for a while or make it fastplay a few times before seeing it in real speed, kinda like TABS but with AI. Id love to see that happen. If this already is a thing please tell me.
That is the goal, but converting it to an optimized game will be tough xD
@@Zuzeloyes i would buy that
@@ZuzeloIf you do change it into a real game then you should probably provide save slots for you to save cool stratergies, and mabye some pre-made stratergies so you wont have to wait too long.
That final part, you didn't need machine learning to get there. You just need to visit a standard us highway.
Please add a prettier arena, like a castle insides or smt like that, should look cool! And I suggest mixing up more classes. For example let the ai form the best team from all the units you've made so far. Maybe add some value for them, like a warrior for 100 and a musketeer for 200 and so on. Would be interesting to watch 😊
Hehe, the next video is going to be a total war of all soldiers and I was thinking of making it in a castle xD So you just read my mind, but shhhh, it's a secret
@@Zuzelo ok, won't tell anyone)
i think it would be cool to have a unit that throws some sort of explosive, would definitely cause some friendly fire problems and if they can see it coming they might be able to avoid it.
also im fine with the shielding the charging as it only blocks the initial charge and doesn't stop them from running.
Fire mage
#mage_propaganda
i was thinking more like stick of dynamite but im down for fantasy magic as well.@@Seldon08
Trebuchet? :)
8:30 I think the reason why the Knights circled them is because they were scared of the musketeers but didn’t want to die.
A jester who makes enemies have more aggro toward it, but has low health and runs away.
Ahaha, I love it, not sure how i would make the agro tho (since AI decides itself whom to attack), but sounds fun xD
@@Zuzelo Ooh, I forgot about that. I'm glad you liked it though..
I have an idea for a unit, the Pikeman:
look= basic warior but with cattle hat helmet and a long pike.
Damage=25 (Only deals damage if the metal part touches).
Range=long but can only hit with the tip.
Why it would be a good idea=the AI could come up with cool ideas like keeping the distance or actually making solid lines.
Morale: Every soldier has morale, if a friend dies next to them they lose morale. If they take damage they lose morale. They lose morale if they don't have friends next to them. They gain moral if an enemy dies nearby, they regen morale slowly when next to friends. Different units lose or gain moral at different rates. Knights don't really lose morale for not being near friends, but if they see a friend die they lose more morale. If a pogo goes under a certain amount of morale they are broken and run away
Berserkers: Fast running fast attacking warriors that get less punishment for dying but get punished for moving away from the closest enemy. They can also make an alternative attack that moves them forward as well the normal attack. Attacks also immediately break an enemies guard
Commanders: What I said before before but now with an aura of morale regen.
Commisars: Never misses, instantly kills anything it shoots at. Never shoots at the enemy. If a friend brakes near them, they kill that pogo and all friends gain all their morale back
Ahahahah so the commissars are there to kill the broken teammates? xD I love it !
Idk whether the AI will be able to learn such a complex thing as morale, but it sounds fun and worth it to give it a try
"compared to other units, like warriors or musketeers, knight can only move in ls."
1 simulation at a time he is finding humanities replacement and we love it
Also, preparing my AI army which will fight on myside in the imminent AI Revolution :D
hmm perhaps I must punish them a little less so the dont get too mad on me xD
You need to raise the IQ of these guys like for example, make the musketeers be smart enough to not shoot each other
indeed, currently the armies are pretty low IQ
sick edit mate
Thanks bro :)
Bro just discoverd how to pike and shot 5:36
here's an idea for an upgrade for them , you should give them a reward for getting faster and a punishement for standing still , that way they're more motivated to attack and charge instead of running away
aight i dont know if this is a crazy idea and if someone already commented it but here it is: what if you make it so that every pogo in the battle has his own random generated stats? ofcourse you van make them enter a range decided by their class, but thst would add a level of deepness unparalleled. maybe things even like body size and stuff like that
Randomizing soldier types is on the to-do list and I will play with it in some of the next videos :)
the knights are like THE SPINNING HUMAN SHREDDER OF DOOM
danger bayblade
Flanking has always been a part of knight tactics
then I guess it is quite accurate :)
Make it so that the musketeers can kneel to shoot and at the same time not get shot by the musketeer who is standing behind unless he is kneeling.😊
terrain idea you shouls add little sandbags to help the pogos and should add a main base or 3 small camps and that would make 3 ranks and would be even more organized and intense losing a camp would give the team who took over a point
and add camp defenders which wont leave a certain area aka the camp
I like how the knights just turned into a hurricane of death.
Opinion for knight balancing/changes.
1. Make their attacks damage scale with movespeed, and have their turn radius decrease the faster they are moving
2. Give knights a stamina bar like warriors to limit their charge times
Random Suggestion for the medic:
Give it a slightly larger view radius or increase its turning
Let it know unit hp when it the medic sees a friendly unit
make the healing ability have a longer cooldown
Not let medics heal each other so they don't start bunching together and healing each other in one massive swarm and be invincible
You could add some more heavy and more light variations of the swordsmen, like a faster berserker that has less hp, or a slower paladin which deals less damage but has more hp. you could also suffer and add a scouting unit that knows more information against enemies but deals like no damage and gives info the allies cus that will make your life super hard
I think the cavalry came up with some really fun strategies. Not just charging to their deaths is not very spectacular but understandable.
Maybe you could add a slowdown effect for every time the cavalry runs into a raised shield. That way they can get stuck when they don't have enough friends to back them up. They might not dominate the warriors AS MUCH.
And finally it'll be really fun to see what happens when several mixed armies fight each other. 500 warriors + 400 musketeers + 100 cavalrypogos against another such army for the tactical warfare movie we have all been waiting for.
I think that the muskets should have a spread when firing, I also think that it is worth reducing the damage area of the knights and giving them more health.
Would agreed in that
Units must aim at their target and accuracy increases over time
So there is a way of fireing slow but accurate or quick with less accuracy
That should probably go to an archer Pogo instead
I am afraid that giving even more randomness, such as fire spread, to the musketeers might confuse them too much, but might be worth trying
Maybe a spearmen with a shield next?
it would deal damage to knights when a charging knight hits it and it would be punished when a musketeer dies so it would be inclined to do defensive anti cavalry manuevers
that is just pike and shot, so instead of shields it would be cool if they have pikes
there is the spartan tho
It would be so cool giving them positional formation and tactics like just push it to how near their tactics would be in irl fights like faking a opening in the position then when enemies take the opportunity close the formation eating the enemies in between the human revine in steal
In the next season of AI Wars (which I am working on) it will be possible to have different game modes even, such as conquest or rush/defend !
This is insane! I gaurantee this vid will blow up.
🤯
Maybe if two enemy knights ram into each other while charging, neither of them do any damage to each other because they both just bounce off each other.
shouldnt that be like x2 damage? :D
Slipte and seldom where you at my bois
My boi
#mage_propaganda
Not here
The knights remind me of how a hurricane moves
hurricane of unalivement xD
Kamikaze troops, please add em, make the punishment and reward equal when they accidentally kill allies and kill enemies, respectively
I will >:D
I think that the knight charge, instwad of reaching it with gaining speed, they should be able to choose when using it and they will consume stamina while chargin (while carging their speed will gradualy increase)
I’d like to see two evenly mixed groups of mixed classes fight
i think you should make it so that cavalry gets rewarded for being fast, and make the warrior's block reduces cavalry's speed
They are! the cavalry is rewarded for charging and while charging it gains speed, so basically rewarded for speed :)
We need an AI war of Knights, Warriors and Musketeers vs Spartans, Medics and Soldiers
Pretty specific! :D I am planning a Total War soon with all (most) of the soldier types :)
0:12 HE SAID PENDEJOS AND I LOVED IT 😭😭😭
Here is my Sacrifice oh Allmighty AI gods may you be pleased with this sacrifice
i think u could add to the reinforced learning that the drops claim the floor below them and get rewarted to take over enmies floor, so its not just blind runing in and getting the kill, but also trying to take over more room, it should help with getting them charging more forward to the enemies.
bonus:
all team troops get punished if enemie takes over thier floors, so they try to hold it all together
I am working on season 2 of the simulation which will allow for different game modes such as Capture the Territory :)
The simulation could use some type of aoe troop so I'd propose bringing back the idea of the trebuchet
For sure! But in next video I want to make some massive fights with existing soldier types, so it might take some time until I add a new unit :)
Wow love the art
Charging should consume stamina. This way charges are selective and focus. You can up thei base speed so they can reposition to get out of danger or cycle charge. But they shouldn't be able to charge forever.
Also call these guys lancer. Knights should be tougher, hit harder but slow to maneuver. While lanccers or coursairs as light cavalry are fast and nimble but lightly armoured. Also the heavy knight should knock back shielding warriors
Good points! I was also considering nerfing the "Lancers" by making the charge finite, but I dont think limiting it by stamina is the way to go. Perhaps it will just stop once max speed is reached, forcing the "Lancers" to start charging from scratch
Was not expecting him to say that 💀 0:12
Maybe I wanted to see battles taking place on more obstacles such as having to cross bridges to avoid getting drown into water or falling off the ledge depending on the location.
Yay!!! More A.I. Fighter.!
You need a Amazon Woman A.I. bot.
Love your videos
Amazon Woman Pogo xD Sounds fun
Excited to see other kinds of soldiers!
Rematch between Knights and Musketeer, but Knights have double speed XD
A rogue unit might be neat. Give them a invis ability, a mini dash, and have them deal double damage from behind. When invis they can still be hit by bullets
in hindsight, the arena should've been circular
you are my fav youtube
Add an nertomancer that would cast fire balls and reanimate dead fighters
PRAISE THE AI ALGORITHM GODS!!!
4:55 forgetting that the musketeers are in team Warriors, although warrior musketeers sounds a bit... oxymoronical. That beat sounds familiar too, can't put my finger on it
add the scavenger. starts with just a knife. They can throw any weapon they have, or pick one up from a dead unit and use it.
ooooh, sounds fun, but I am afraid my current simulation will not allow for such complexity :(
(I am working on a new simulation tho, so maybe it will be possible then)
MVP also means most Valuable player
now it means Most Valuable Pogo!
You should make some brutes/berserkers! Give them some axes, a bit more health and stamina, but they aren’t able to block.
Love this!
Engineer: Builds forward facing palisades that kill cavalry, or can build a catapult
we need a builder yeah but make the pult seperate
I'm not very good on this topic but it's not better to put a punishment for every missed shot.
I say this because sometimes warriors attack the air for no reason
It is, but the more complexity is added, harder it is to balance the AI's training. For example setting a too big punishment will result in soldiers refusing to attack at all
@@Zuzelo Thanks for the reply, I hadn't thought of it that way
Please add spearmen who have the ability to link to each other and move in a cordinated fashion
Maybe something like a ninja - a pogo that has 50 hp, is sneaky so it would be harder to see, can throw 10 shuriken that deal 20 each, if bechind an enemy can backstab, can somehow get bechind the musketeer lines so maybe smokebomb i have no idea, and need balance cuz im not good in balancing
And knight should have armor so backstab wouldn't work on him, and also knight
Ninja - musketeer genocide
There will definitely be an assassin unit once I implement the King/VIP/Leader!
Blocking should stop charging knights in their tracks or at least knock them out of the charge
sounds good
Quite the glass canyon!
yessss
It was interesting that from what I saw, the knights ended up acting sort of like very basic BOIDS.
huh, that is a nice observation. Did not think of it
I really think that the possibilities of neural net soldiers are being fully explored. Honestly for all of these videos, I think that a simple manually programmed AI would do better, like for the warriors, do they really perform any better than a basic AI that just walked to the nearest enemy and attacked when in range? Similar for the muskets, do they do any better than if they just shot as fast as possible at the nearest enemy?
I am terribly curious about the next episode !
Do you think it would create new formations for warriors if they were rewarded for being adjacent to another warrior ? I would love to see a shield wall ❤
Офигенно ^^
Love it :)
Hope necromancers will appear next episode
For the next unit, I will make a contest in Discord and will implement the winning suggestion, so if the necro wins - yes :D
However, that will most probably not be in the next episode, but soon enough
the shields should stop knight charges removing all their speed and pretty much counter them. or maybe make the charge simliar to the tf2 demoknight charge, where theyd need to activate it and charge for a couple of seconds with a cooldown after that
maybe change the death penalty from -100 + time penalty to -90 - (+) time penalty [more penalty for staying alive for too long than by dieing] so that they would fight more instead of running away (unless you already did that)
Unit idea: Romans
They are basically warriors but they have a spear that they can throw ( only once ) and oneshot anything that gets hit by it
what do they do after they threw the spear? xD
They become warriors @@Zuzelo
They have a sword in their belt and they pull it out after they throw their spear like the ones on Animal revolt battle simulator. ( Thanks for replying by the way 🙏 )
Bro they used the crazy horse tactic like the one where Custer Armstrong died
You're the best!
No u!
To avoid friendly fire and making AI overthink formations to avoid that, you should add punishment for any friendly fire
Make a Musketeer riding a horse
Add a unit that can teleport behind other units and one shot them but has low hp
Assassins are on the list :)
NEW SUB IVE BEEN LOOKING FOR THESE TYPE OF VIDEOS very cool thanks for making this
Welcome to the Gang!!!
yeah@@Zuzelo
Yes sir its dark souls time baby 🎉🎉🎉🎉🎉
Okay, so up to this point you have footsoldiers, musketeers, and healers, then for a couple episodes you made them fight many miscellaneous types of soldiers like zombies or Spartans, and now you have knights. These already make for a good 13th-century-style army in my opinion and you could develop the battlefield or the A.I due to the fact it's just a fucking plain white concrete.
But maybe heavy knights could be an option? I mean heavy knights as in just tanks; they could be holding the enemy charge or something; but just big beefy soldiers with heavy armor. Maybe they would have a lot of health and defense, but to actually attack, they need to be in reasonably open space so that they can swing their hammer or battle-axe or longsword. But they would have a buff that would increase their defense if they stood still with each other, shoulder-to-shoulder, protecting the lines behind them. They could also have a style like the knights, but more akin to Pogo because Pogo is Pogo, and they could have armor like the ones of knights with Great Helms.
Since I'm a sucker for vikings and viking culture, you could have vikings in the army, either as part of the normal army or enemy armies (although personally, I feel like they should be part of the normal army because of all the stuff you can do with them). Since there is no lore or story in the world for these battles yet, I see no reason for how they could not work. Maybe they could be something between a footsoldier and a knight, dealing a lot of damage and having reasonable HP, but having small defense. Or maybe they would be chargers that are slower than knights but when together have a buff called "the Blessing of Óðinn" or something like that, and this buff would make them go faster and maul through footsoldiers or something; I'm just spouting ideas. But PLEASE, if you do add vikings, don't give them horned helmets, maybe don't give them helmets at all; only the top tier of top tier vikings would use them anyways, but horned helmets are simply not something vikings used.
yeah, gotta change the battlefield
plz add archers 1. they can shoot over the unit to avoid friendly fire
xD
Make an ai that selects units and where to put them and put 2 of those against each other or try to beat that ai
Add an officer or a general who can rally friendly units to himself
more amazing AIs
always love these videos
I have an interesting unit ideas to add since this feels like tabs.
1 Vergil (fast samurai) vs all unit types.
The speedy swordsman automatically blocks bullets from the front. It can run twice faster than warriors and attacks twice faster. It can dash to nearby enemy units.
Berserker (big sword guy) gets stronger and faster the lower the health. Has wider attack range.
Spins like a beyblade every 10 secs.
Heals 1 flat health when it defeats a unit. Is very tanky to kill.
I'm also hoping the arena gets an upgrade. Like a slight elevation on the terrain and some obstacles like cliffs, boulders and (few) trees
The soldier types sound fun, however currently I already have quite a hefty list of soldiers to be added, so it might take some time
As for the map, that is one of the highest priorities atm.
I wonder what would happen if, instead of training units individually, you created armies with a unit composition (say 50% warriors, 30% musketeers, 20% knights) and then trained them against each other to see what complex tactics might emerge from the units working together on the same side
hi zuzelo nice vid i was waiting for 8 ep epic aiwar
And it is finally here!
You should remove the unable to do damage thing when warriors block knights and instead make a spear unit
Oh, but there is a spear unit :) Gotta watch the spartan video
@@Zuzelo I know I've seen it I mean spear as in like a pike man
Warriors should not be able to block, and knights should be able to to attack with a range of 2 squares in any direction except backwards, but they must only move straight to charge successfully
Commenting for the algorithm
gud!
Make the guys with shield can do testudo formation, shield wall, and turtle formation
Horse archers please. Looks great so far.