Hi sir,
It lost 0 -3 this time hahahaha. But it was definitely more stable. I think the causes of the defeats are a lack of horse production while having built an eco for that! So the eco doesn't match the strategy. It is collecting plenty of food in the transition to feudal, with many farms, yet not building stables. And in Castle age gather so much food and gold. If it had trained knights with it, the results would have been much different. I didn´t see the flare and the range units go frontal to the towers till destroying them, not sure if this is cost efficient.
https://www.dropbox.com/s/fqv1t8jguyhwh ... d.rar?dl=0
[UP] BruteForce3.1
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: [UP] BruteForce3.1
3.1.2 is here
; FIXED: Deer lure hunters will no longer get stuck in a tasking loop.
; FIXED: BruteForce should no longer assign repairers to distant siege.
; FIXED: Several economical bugs
; FIXED: Several unit control bugs
; IMPROVEMENT: Various improvements to escrowing rules
; IMPROVEMENT: BruteForce should now retreat from watch towers better.
; IMPROVEMENT: Celts will now train mangonels/onagers/siege onagers in certain circumstances
; IMPROVEMENT: BruteForce now places emergency camps when needed
; IMPROVEMENT: BruteForce pockets with knights will now wait until imperial age before pushing out (to get cavalier etc)
Let me know if this is an improvement or not, have fun!
; FIXED: Deer lure hunters will no longer get stuck in a tasking loop.
; FIXED: BruteForce should no longer assign repairers to distant siege.
; FIXED: Several economical bugs
; FIXED: Several unit control bugs
; IMPROVEMENT: Various improvements to escrowing rules
; IMPROVEMENT: BruteForce should now retreat from watch towers better.
; IMPROVEMENT: Celts will now train mangonels/onagers/siege onagers in certain circumstances
; IMPROVEMENT: BruteForce now places emergency camps when needed
; IMPROVEMENT: BruteForce pockets with knights will now wait until imperial age before pushing out (to get cavalier etc)
Let me know if this is an improvement or not, have fun!
- ER
- Waheguru
- Posts: 2764
- Joined: Sat Nov 08, 2003 9:23 am
- Location: Johannesburg, South Africa
Re: [UP] BruteForce3.1
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
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
- Aleph
- Yogi
- Posts: 487
- Joined: Sat Jan 17, 2015 10:07 am
- Location: Germany
- LightTree
- Waheguru
- Posts: 1608
- Joined: Wed Mar 10, 2010 12:21 am
Re: [UP] BruteForce3.1
. wen rof xhT
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- Waheguru
- Posts: 5891
- Joined: Fri Jan 16, 2009 8:36 pm
Re: [UP] BruteForce3.1
New for thx.
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- Yogi
- Posts: 250
- Joined: Wed Jun 11, 2014 8:54 pm
Re: [UP] BruteForce3.1
Hi man... of course there are improvements. The fact that all the versions after the one I call 0409 (because of it release date) fail against their predecessor doesn't mean they are inferior, since you have been adding new features like civics, TG, and flexibity to AI. It is just that 0409 is STILL superior in 1vs1 ara huns war.
This time was originally a 1 - 3 result, then I decided to gave it another chance, and it was good because lot of findings in game 5.
-The scrush is more conservative. Old version most of the time attacks first, surprising the new one and getting an edge.
-I think that it was game 2, when Tribal got castle age much faster than the enemy, but 0409 hit its gold, then 3.1, already in castle age, immediately build a market, I thought... WOW!, but it never change anything to get gold and train the expected knights to get rid of the enemy range units.
- New version performs better when going the typical range rush, like in game 3 (1 - 2). Ease win.
-It was cool to see in game 4 how Tribal skirms retreat against a enemy tower first, and then it decided to skip it. Haven't seen that before.
- In game 5, version 3.1 executed an excellent FC in 17:30. Very good criteria considering the map with close resources, easy to defend, and it added a tower to protect the gold. It immediately took advantage by training knights from two stables, annihilating invaders and hashing enemy villagers... but what happened after the first glory minutes was really SAD to see!. 3.1 got 3 TC and started to boom, but not getting too many knights, and not training any other unit. It accumulated up to 5000 wood and lot of gold as well, but it never built enough farms. It gave time to the enemy to recover and raped him with CA... its few knights that were improved very late BTW couldn't do too much.
In summary, scrush and Castle age economy must be tunned up according to the unit selection.
As always, I hope this feedback can help you. GL
https://www.dropbox.com/s/876aqlli7g6kj ... 9.rar?dl=0
This time was originally a 1 - 3 result, then I decided to gave it another chance, and it was good because lot of findings in game 5.
-The scrush is more conservative. Old version most of the time attacks first, surprising the new one and getting an edge.
-I think that it was game 2, when Tribal got castle age much faster than the enemy, but 0409 hit its gold, then 3.1, already in castle age, immediately build a market, I thought... WOW!, but it never change anything to get gold and train the expected knights to get rid of the enemy range units.
- New version performs better when going the typical range rush, like in game 3 (1 - 2). Ease win.
-It was cool to see in game 4 how Tribal skirms retreat against a enemy tower first, and then it decided to skip it. Haven't seen that before.
- In game 5, version 3.1 executed an excellent FC in 17:30. Very good criteria considering the map with close resources, easy to defend, and it added a tower to protect the gold. It immediately took advantage by training knights from two stables, annihilating invaders and hashing enemy villagers... but what happened after the first glory minutes was really SAD to see!. 3.1 got 3 TC and started to boom, but not getting too many knights, and not training any other unit. It accumulated up to 5000 wood and lot of gold as well, but it never built enough farms. It gave time to the enemy to recover and raped him with CA... its few knights that were improved very late BTW couldn't do too much.
In summary, scrush and Castle age economy must be tunned up according to the unit selection.
As always, I hope this feedback can help you. GL
https://www.dropbox.com/s/876aqlli7g6kj ... 9.rar?dl=0
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: [UP] BruteForce3.1
Agreed with a lot with what you said -- I have an idea on how to solve these economic and gameplay issues...
In game 5 there appeared to be an escrow bug for some reason, not sure what it could have been escrowing for, when I save and load from that point it doesn't get bugged anymore, how strange
In game 5 there appeared to be an escrow bug for some reason, not sure what it could have been escrowing for, when I save and load from that point it doesn't get bugged anymore, how strange
- CheeseOnToast
- Yogi
- Posts: 388
- Joined: Sun Aug 31, 2014 5:48 pm
Re: [UP] BruteForce3.1
New update, new bugs
- Removed the flaring spaghetti - Aleph helped me figure this one out, it should no longer flare cliffs.
- Fixed several retreating bugs
- Improvements to the economical numbers
- Improvements and various rewrite to existing strategies
- Some other stuff I forgot.
Probably still pathetically easy to beat but hopefully puts up a little better of a fight, have fun!
- Removed the flaring spaghetti - Aleph helped me figure this one out, it should no longer flare cliffs.
- Fixed several retreating bugs
- Improvements to the economical numbers
- Improvements and various rewrite to existing strategies
- Some other stuff I forgot.
Probably still pathetically easy to beat but hopefully puts up a little better of a fight, have fun!