[UP] BruteForce3.1

Upload your latest creations here.
Please note that by posting comments to posts in this forum you forfeit your personal copyright on whatever you post. AI Scripters reserves the right to re-use objective comments in script reviews without requiring the posting author's permission. Credit, where appropriate will be given in such cases.
Post Reply
User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

- BruteForce will now attempt to place towers in better places when needed.
- Added more aggressive attack rules for extended feudal.
- Added a more aggressive attack rule for castle age.
- Added a risk+reward attack DUC rule.
- Added additional scout training rule to train more scouts in feudal age if needed. (if having bloodlines)
- Added DUC to move mill builder to berries upon mill completion.
- Added Byzantine to the playable civ pool.
- Added DUC scouting.
- Reduced sn-maximum-hunt-drop-distance for boar luring.
- Modified lumbercamp placements again.
- Modified extended feudal age to stop BruteForce getting stuck in feudal age.
- Modified cavalry training rules to train knights in some cases instead of light cavalry.
- Minor improves to all stratagies.
- Fixed a bug where BruteForce may switch to wall boom any time on Mongolia or Oasis.
- Fixed a bug where BruteForce may fail at targeting an enemy wall.
- Fixed a bug where if BruteForce was attacked by a predator animal or enemy scout no more boar lurers would be assigned.
- Fixed a bug in the drush where BruteForce may fail to assign a gold miner.
- Fixed a potential relure loop bug.
- Fixed a bug where default stone gathering may conflict with specific castle drop civs.
- Fixed a bug where cavalry upgrade rules may have skipped.
- Fixed a bug where BruteForce would have conflicting eco numbers when attempting a wonder.
- Increased version number to 3.0.58.

scripter64
Waheguru
Posts: 5891
Joined: Fri Jan 16, 2009 8:36 pm

Re: [UP] BruteForce3

Post by scripter64 »

Thanks for the update, cot :)

User avatar
ER
Waheguru
Posts: 2764
Joined: Sat Nov 08, 2003 9:23 am
Location: Johannesburg, South Africa

Re: [UP] BruteForce3

Post by ER »

How to fix bugs once and for all time:

:horse: :lol:
Stephen Hawking held a party for time travelers.
He sent the invitation out the day after. Nobody attended.

Ah coffee. The sweet balm by which we shall accomplish today's tasks. ~ Holly Black

User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

- Added more buy rules for castle age booming related things.
- Added the ability for BruteForce to build walls when slinging.
- Added trash flush strategy.
- Minor updates to existing strategies.
- Improved stone mining in feudal age for watch towers.
- Deer luring should be more reliable now.
- Sling strategy will now stop if the targetted slung player reaches a certain population.
- Fixed several bugs relating to pockets.
- Fixed a bug where BruteForce would fail to switch to certain imperial age strategies when clicking up in some cases.
- Fixed a bug where BruteForce enemy exploration would bug on larger sized maps. (Aleph told me so lol)
- Fixed a bug where BruteForce may have suicided knights endlessly.
- FIxed a bug where BruteForce wouldn't send units correctly when flared.
- FIxed a bug where BruteForce would attempt to send villagers to lure deer.
- Fixed a bug where boar assignment would still fail regardless of the fallback.
- FIxed a bug where if the luring boar lure villager died that no other villager would be assigned.
- Other fixes for minor issues... :unsure:
- Increased version to 3.0.59

Felipe_EL_Guapo
Yogi
Posts: 250
Joined: Wed Jun 11, 2014 8:54 pm

Re: [UP] BruteForce3

Post by Felipe_EL_Guapo »

I'm gonna test it in the ladder against Tribal :D
GL

P.S: After teaming up with BF in a TG, I think it is a very good team partner. Just a big issue detected is that it kept training hussars when it was millionary. I had enough money to replace all of them by paladins. It can cost its life in a 1vs1.

https://www.dropbox.com/s/007d5t06g1mnv ... 9.rar?dl=0

User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

Interesting that hoard of hussars... lol I think it may have been fixed in this version :lol:

Felipe_EL_Guapo
Yogi
Posts: 250
Joined: Wed Jun 11, 2014 8:54 pm

Re: [UP] BruteForce3

Post by Felipe_EL_Guapo »

Hi COT,

I’ve tested the last version against the one released on 04-09, which was quite stable. Actually the previous one won the huns war in arabia 3-4.
Here, the summary of the issues per game, including lack of wood (CRITICAL BUG IN GAME 4), scouting jams, and bad positions for towers.

Game 1:
Farms made too late (too many on berries).
Wood: collecting too late, only 1 camp. No enough wood for building once reached feudal. So it didn’t take advantage of its fast feudal.
Winner: 2109 (1-0)

Game 2:
Scouting: Inefficient, no boars found on time (got them at min. 10), enemy found late.
Wood: by min 23: 5 lumber camps, min 35: 7 lumber camps.
Passing feudal: 12:30 (27 pop).
Tower: Bad position. Useless.
Winner: 0409 (1-1)

Game 3:
Hunting: 2 villagers went for first boar.
Passing at min 11.
Wood: Lost wood when hunting.
No wood for barracks because it constructed a gold mining camp when having low wood levels. Although very bad map on wood, it never researched chop improvement in feudal.
Military: Not enough spearmen or pikemen to counter light cavalry.
Winner: 2109 (2-1)

Game 4:
Scouting: jam between min 1:30 and 3:20.
Freezing units: min 16.
Wood: CRITICAL BUG HEREEEEE!!! No wood for more lumber camps and then sent every villagers to gold. Min 29: 7w, 1176f, 3500g, 166s.
Winner: 0409 (2-2).

Game 5
Wood too late (by min 7 it only had 2 lumber jacks).
Winner: 2109 (3-2)

Game 6:
Scouting: jam from min 1:50 – 3:20.
Food: Too many on berries blocking age other and reassigned them quickly to other positions (this is waste of time).
Winner: 0409 (3-3)

Game 7:
Scouting Ok
Same problem with excess of camps.
Winner: 0409 (3-4).

In general, tend to have better results when constructing the lumber camp first.

Lumber Camps problem: About this topic, I have never seen an AI constructing a lumber camp next to one already settled to reduce distance from wood, just as humans do. I was wondering if this is because of a default rule to avoid having camps side by side. My question is, is it possible to disable such a default rule for around 5 minutes after minute 25 or 30, and then activate it again, and 20 minutes later, repeating the process? The idea is to keep villagers close in the safety base, going deeper in the forest instead of risking them going too far away.

https://www.dropbox.com/s/qo3797d2wh7a7 ... 9.rar?dl=0

User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

Thanks for the info as always, currently working slowly on optimising everything... :head

User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

May seem like a small update but I have been busy testing things, hopefully some of these tests have proven useful :lol:

- Improvements to some strategies.
- Improvements to DUC scouting.
- Added "risk for reward" attacking for pockets.
- Modified rules to trigger extended flushes.
- Fixed a bug where patrol defense didn't work.
- FIxed a bug where deer luring may come later than expected sometimes.
- Fixed a bug where BruteForce would continue mining stone even though it has enough for towers.
- FIxed a bug where trash strategy wouldn't run properly.
- Increased version to 3.0.60

User avatar
CheeseOnToast
Yogi
Posts: 388
Joined: Sun Aug 31, 2014 5:48 pm

Re: [UP] BruteForce3

Post by CheeseOnToast »

Hi, new version 3.0.61...

- Increased version to 0.61
- More farms in early castle age for krush
- Improvements to krush gold gathering
- Fixed a potential scouting bug where BruteForce may get stuck
- Increased enemy circle exploration radius
- Allow BruteForce to play more defensive if knights detected in team games
- Fixed a bug where BruteForce would continuously spam if an 31 taunt was issued
- Fixed a bug where BruteForce wouldn't recover economy in certain circumstances
- Fixed a bug where BruteForce wouldn't target the closest enemy despite being found by an ally
- Fixed a bug in the dropsite enemy distance scaler to avoid spamming pointless drop-sites
- Added first phases of a countering list
- Added global spearman upgrades
- Fixed several issues with drop distances
- Added global battering ram upgrades
- Added better defense against a drush
- Fixed an issue which resulted in hand cannoneer strategy gathering too much wood instead of food
- Fixed bugs where builders would be taken for luring/lure assistance.
- Rewrote archer flush
- Rewrote scrush
- Fixed a bug where BruteForce may have its scout accidently target an enemy object during exploration
- Fixed bugs in the patrol defense system
- Minor improvements to DUC boar luring
- Fixed a bug where BruteForce would attempt to lure a cliff instead of a deer, rocks are tasty you know.
- Other improvements to deer luring
- Improvements to the scouting system
- Fixed a bug with blot-size if playing as Mongol and having Mongol ally.
- Added a rule to have additional villagers on land nomad build a town center (saw it in a fencrazy generation...)
- Fixed a bug where BruteForce would suicide units against a tower (retreating bug)
- Fixed an early resign bug which may affect BruteForce + team (most noticeable on Land Nomad)
- Fixed a potential town center deletion bug when in feudal age and BruteForce wants to relocate to ally base.
- Fixed a bug to stop BruteForce from rolling grush/fireship rush with water disadvantage maps (seen on fencrazy...)
- Fixed a bug which made BruteForce unable to perform well with no scout starts (seen on fencrazy...)
- Fixed a bug where emergency mills were delayed (seen on fencrazy...)
- Fixed a bug when playing with BruteForce on hardest on Land Nomad.
- Added 2v2 resign
- Improvements to Nomad/Land Nomad play
- Improvements to water play
- Improvements to arena play
- Improvements to sling
- Fixed an issue where BruteForce would delete distant farms incorrectly.
- Fixed an issue with town center deleting in a 2v2.
- Fixed an issue where BruteForce would sometimes delete its town center to escape more than once.
- BruteForce will now take advantage of stable starts (seen on fencraz...)

Post Reply