BruteForce AI

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CheeseOnToast
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Joined: Sun Aug 31, 2014 5:48 pm

Re: BruteForce AI

Post by CheeseOnToast »

Archon wrote:The patrol to ally defense sometimes walks through enemy attackers.
I think I fixed this on my local version :lol:
BruteForce seems really greedy with camp placement and loses some villagers when building to close to an enemy in 4v4. In one game on a flank it even went for a TC at my resources. :blink:
I've noticed this too in a few tests, I guess on 3v3 and 4v4 maps sn-camp-max-distance expands too quickly especially since there is usually more (closer) resources in 3v3 or 4v4 maps compared to 1v1 / 2v2 where map control is important. Will do some testing with this and see what happens :lol:

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THE RULER
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Re: BruteForce AI

Post by THE RULER »

(defrule
(not(town-under-attack))
(taunt-detected 1 222)
(players-stance 1 ally)
=>
(set-strategic-number sn-target-player-number -1)
(set-strategic-number sn-focus-player-number 1)
(set-goal gl-enable-tsa 2) ; force TSA regardless of military level.
(chat-to-allies "699On my way to help assist you!")
(acknowledge-taunt 1 222)
)
IMO TSA (reacts on enemy buildings) won't work on an ally help request, as him needs it at his town where he has lifethreatening problems then and there.
you, maybe, use the flag for the deciding location sent by your ally or use the dedicated goal-pair 478/479 for your ally's TC position if him supports it.
In consequence your pos-self should be stored in same goal-pair for you ally can access your TC position, whenever you send taunt 222 while your arse is on fire.
Fine to study Bararian reacting on ally support whenever this one needs saving "self's" arse. :P
It's poison and it's blood and big fire, big burn - into the ashes and no return

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Promiskuitiv
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Joined: Thu Nov 10, 2011 1:07 pm

Re: BruteForce AI

Post by Promiskuitiv »

While that's usually true, scripter implemented something for when the target-player is set to -1:
Set to the number of the player that should be targeted for attack. If this sn is set to -1, initiating an attack will instead provide assistance to allies. When set to 0, sn-attack-winning-player will determine the target. Setting this to a player that cannot be attacked (an ally or the AI itself) will result in undefined behavior. You can also use this value with the "target-player" identifier in facts and actions.
I haven't really tested it all that much yet though.

scripter64
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Re: BruteForce AI

Post by scripter64 »

The target -1 ally assistance probably only works with non-TSA attack methods like groups, by the way.
Sorry for the trouble :lol:

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CheeseOnToast
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Re: BruteForce AI

Post by CheeseOnToast »

scripter64 wrote:The target -1 ally assistance probably only works with non-TSA attack methods like groups, by the way.
Sorry for the trouble :lol:
OH NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO hi lol

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ER
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Location: Johannesburg, South Africa

Re: BruteForce AI

Post by ER »

:head :head :head :devil :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

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CheeseOnToast
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Re: BruteForce AI

Post by CheeseOnToast »

Several (and important) updates for BruteForce:

This version no longer supports HD, see http://steamcommunity.com/sharedfiles/f ... =463466878 for the HD version.

Changes:

Several code rewrites to support UserPatch.
Improvements to economy and micro control.
Fixed several bugs with boar luring.
Fixed several bugs with unit flaring control
Added taunt 40 for controlled market placement
Changed some stuff to support weird settings
Added more stuff to allow BruteForce to adapt better in certain situations
Fixed several bugs which related to navy.
Added a better grush
Added a better flush for TG's
Added better knight rush for TG's
Changed some farming rules
Added a fail-safe mining camp for gold
Added fail-safe technology researches for age ups.
Added more informative chats for human AI cooperative play
BruteForce will now flare where enemy knights and skirmishers are
BruteForce will now attempt to aid allies in 2v2's
Added support for more AI cooperative play
Improved super pocket and pocket to aid super pocket.
Improved several unit queuing bugs in dark age
Improved several research times
Fixed 250 chat (to inform ally of strategy)
Fixed several bugs on Arena/Fortress style maps.
Added new economy numbers for certain strategies
Mayan pocket plumes should work better slightly
Pockets should advance faster and maintain knight production better while maintaining a boom.
Flanks should advance faster to castle age in Team Games.
Added some better resource requests for imperial age players
Fixed a problem where BruteForce would go into a slinging loop when having excess resources.
Other bug fixes and improvements I forgot about but still much work to be done :lol:

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ER
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Location: Johannesburg, South Africa

Re: BruteForce AI

Post by ER »

Impressive looking list! Esp. the "no HD" support lol

Thanks :D
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

scripter64
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Re: BruteForce AI

Post by scripter64 »

Lot of fixes! Thanks :)

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Promiskuitiv
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Re: BruteForce AI

Post by Promiskuitiv »

Sweet! Thank you for updating! :)

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