Page 10 of 11

Re: [UP] BruteForce3.1

Posted: Tue Mar 07, 2017 9:57 pm
by Felipe_EL_Guapo
Hi sir,
Haven't tried its TG capabilities yet, but good to hear about them.
I tested with the old 0409 version. It lost 1 - 3. The main issues detected from my point of view are:
1) losing plenty of villagers (fighting while being shot or trying to build a building
2) Incapable of surpassing a tower, resulting in a totally waste of feudal age resources since a single tower annulate the army.

Remarkable thing is the versatility of this AI, performing three different strategies in Feudal age with Huns
Game1: Range. 1-0 Easy victory overwhelming the enemy.
Game2: FC. 1-1. Many vills lost fighting spearmen covered with archers. Knighs without armor, nor blood lines, too week against archers and spearmen.
Game3: Scout rush. 1-2. Scouts only retired against a tower. Bad reaction when enemy attacked without using its whole army to defend and losing vills. Weird lumberjacks movement in early feudal, like going forward and then back to chop??
Game4: Range.1-3 Massive vills lost trying to build a TC.

https://www.dropbox.com/s/xoxqda9qvusab ... 7.rar?dl=0

GL

Re: [UP] BruteForce3.1

Posted: Wed Mar 08, 2017 9:34 am
by CheeseOnToast
Hi Felipe!

Thanks for the recorded games and feedback, its really insightful, one thing I find difficult to do is to avoid towers properly, I'm looking into ways of making way points to help units move around obstacles and such and even targeting camps for mini raids :)

Re: [UP] BruteForce3.1

Posted: Wed Mar 15, 2017 1:39 am
by CheeseOnToast
Updated BruteForce 3.1.8

This fixes a variety of bugs (mostly seen in Davis Cup 3)

- In a 2v2 both BruteForce's wont target the slinger when they gain siege
- BruteForce should now be able to save better for elite upgrades (including Champions)
- Rewrote Aztec imperial to train less random stuff
- Improvements to scrush and man-at-arms strategies though they appear to be weak still so will need feedback on those...
- Fixed a bug where 249 wouldn't shut up and would continuously spam over and over again.
- Fixed issues where BruteForce would hunt far deer even if it was attempting to lure them
- Fixed an issue where BruteForce wouldn't lure deer when it could and should have
- Modified deer luring disabling code
- Minor adjustment to economy numbers
- Fixed some retreating issues with man-at-arms and scrush strategies - It should retreat much less now when possible to take down a tower
- BruteForce will try and get a defensive tower up more often now (when needed)
- Fixed several escrow bugs :head
- Made some adjustments to how BruteForce sends resources - It should think about itself before allies... this was usually one of its downfalls.
- Other minor bug fixes and improvements

Let me know how your games go!! have fun :)

Re: [UP] BruteForce3.1

Posted: Wed Mar 15, 2017 3:06 am
by Esty
Thx Cheese for the new.
The more visible problem from the games vs ygg was that behaviour against the towers which made ur army fully passive while the opponent had nothing. Happy to see some works about it :) <3

Re: [UP] BruteForce3.1

Posted: Wed Mar 15, 2017 3:37 am
by CheeseOnToast
Hopefully Brute will put up a better fight in Davis Cup IV :devil :lol:

Re: [UP] BruteForce3.1

Posted: Thu Mar 16, 2017 6:29 pm
by CheeseOnToast
Uploaded a hotfix for a duplicate population const issue - Thanks Promi :)

Re: [UP] BruteForce3.1

Posted: Sat Mar 25, 2017 10:46 am
by LightTree
Thx for new :).

Re: [UP] BruteForce3.1

Posted: Thu Mar 30, 2017 3:01 pm
by CheeseOnToast
Released BruteForce 3.1.9

This version addresses some issues with escrow and targeting, it also addresses some build order related issues and general improvements to each age (mainly dark age)

Give this update a go and see how it goes :)

Re: [UP] BruteForce3.1

Posted: Thu Mar 30, 2017 3:26 pm
by Esty
Here the rec, cheese

Re: [UP] BruteForce3.1

Posted: Thu Mar 30, 2017 9:12 pm
by CheeseOnToast
Already 3.1.10...

This addresses a reset bug seen in the krush strategy and a late game issue with Mayans, TSA attack starts have been improved too, consider this a hotfix of sorts :lol: