[UP] BruteForce3.1

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

Re: [UP] BruteForce3.1

Post by CheeseOnToast »

3.11 is here! This version addresses a couple of issues with some strange DUC behaviour and introduces a dynamic gathering system for the late game, if it works there I will transition it to the castle age too, there is also some other improvements and fixes here and there, as always feedback is appreciated, let me know how it goes :)

scripter64
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Re: [UP] BruteForce3.1

Post by scripter64 »

Thanks, cot :)

BFTanks
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Joined: Sat Aug 12, 2017 8:10 am

Re: [UP] BruteForce3.1

Post by BFTanks »

Hi.

This AI is included in WololoKingdoms, but I noticed it doesn't support a lot of the larget population caps. It would give errors regarding max-civ when playing on a population cap that isn't defined.

So I fixed it -- https://a.uguu.se/a1eBFPdr78jz_BruteForcePopFix.7z

Not sure what version of Brute Force this is compared to here, however. I only did this for Jineapple to fix the issue in WK.

linetyreborn
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Re: [UP] BruteForce3.1

Post by linetyreborn »

from where can i download the version 3.1 because in aokheaven i can only find Bruteforce A.I 2.14L17

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Promiskuitiv
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Re: [UP] BruteForce3.1

Post by Promiskuitiv »

linetyreborn wrote:from where can i download the version 3.1 because in aokheaven i can only find Bruteforce A.I 2.14L17
It's in the attachment of the first post in this thread: http://forums.aiscripters.com/viewtopic ... 204#p64588

Dymfer
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Re: [UP] BruteForce3.1

Post by Dymfer »

Any news on Subjugator?

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

Re: [UP] BruteForce3.1

Post by CheeseOnToast »

Minor update which fixes an issue where BruteForce's strategy could get stuck.

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