[UP] BruteForce3.1

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scripter64
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Re: [UP] BruteForce3

Post by scripter64 »

Nice to see the arena wall gap rules working :)

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Aleph
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Re: [UP] BruteForce3

Post by Aleph »

Ha, even barb fails at those.

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CheeseOnToast
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Re: [UP] BruteForce3

Post by CheeseOnToast »

scripter64 wrote:Nice to see the arena wall gap rules working :)
Thanks to you and ER's help :D
Aleph wrote:Ha, even barb fails at those.
What do you mean? I rarely see barb fail at it.

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Promiskuitiv
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Re: [UP] BruteForce3

Post by Promiskuitiv »

Thank you for the updates! :)

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CheeseOnToast
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Re: [UP] BruteForce3

Post by CheeseOnToast »

- Increased version to 0.66
- Resolved an issue where Tower Take down rules didn't work correctly.
- Resolved some issues with TC rebuilding (accidentally forgot to keep rebuild rule at bottom)
- Fixed some issues where BruteForce may lose a villager early during civilian scouting
- Fixed several issues with player targeting
- Fixed a bug where previous castle age strategies would impact BruteForce later in the game.
- Fixed some TSA start/stop bugs
- Fixed an issue where if BruteForce was winning by monument (KoTH), wonder, or relic count down it would target itself.

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CheeseOnToast
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Re: [UP] BruteForce3.1

Post by CheeseOnToast »

Released BruteForce 3.1.

Realised the original BruteForce3 strategy selection method was horrible so I reworked it. Also working on implementing and improving strategy still so feedback would be appreciated. Have fun.

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Promiskuitiv
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Re: [UP] BruteForce3.1

Post by Promiskuitiv »

Sweet, thank you! :)

scripter64
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Re: [UP] BruteForce3.1

Post by scripter64 »

Thanks for the update :)

Felipe_EL_Guapo
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Re: [UP] BruteForce3.1

Post by Felipe_EL_Guapo »

Hi buddy. Nice to see you back releasing a new version. I just tested it against an older but very stable version.

Game 1: 3.1 Lost easily in feudal age. New one took too long exploring a wide area of its territory before trying to find the enemy, which archers where more effective than its scouts that didnt retreat after having killed some vills. 0 - 1
Game 2: 3.1 First units trained just didn't react against enemy scrush!!! Lost of vills dead. But it still survived to get Castle age and here 3.1 performs much more superior than its previous version, who didn't have proper retreat rules. 1 - 1
Game 3: It got stuck with an enemy tower when it went to flush with scouts, couldnt do any damage to the enemy. I wish it could make the flare and attack a weak point, but never happens. Again, the previous version had a superior feudal, but a very weak castle age compared with the new one. 2 - 1

In summary, weaker feudal but much stronger castle age.

GL

https://www.dropbox.com/s/uc49oqpwd530v2g/BF.rar?dl=0

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CheeseOnToast
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Re: [UP] BruteForce3.1

Post by CheeseOnToast »

I've noticed some of this behaviour too and fixed it internally, thanks for the recs, didn't know its feudal was this weak. :lol:

EDIT:

3.1.1 is here (already...)

; FIXED: BruteForce will now correctly identify archer and skirmisher rushes when using 250.
; FIXED: BruteForce will now correctly counter enemy krushes and scrushes.
; FIXED: BruteForce should now retreat with some logic.
; FIXED: BruteForce will no longer flare when it decides to attack.
; FIXED: BruteForce will no longer retreat siege from watch towers, town centers or castle projectile fire. (and potentially other retreat bugs)
; FIXED: Several bugs with DUC group control when starting an attack
; IMPROVEMENT: BruteForce should now save resources better in some circumstances.
; IMPROVEMENT: BruteForce will now be more likely to make trash in certain circumstances.
; IMPROVEMENT: BruteForce should no longer let old lured deer rot.

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