Author |
File Description |
CheeseOnToast |
Posted on 11/04/14 @ 02:04 AM (updated 10/03/16)
File Details |
Version: |
Other Modpack |
Required Modpack (if not included with the download): |
UserPatch 1.4+ |
Note: This version of BruteForce is for UserPatch 1.4+ ONLY use the Steam Workshop version for HD Edition. (http://steamcommunity.com/sharedfiles/f ... =463466878)
BruteForce is a powerful and strong aggressive rushing and booming AI with many strategies at its disposal. It has the ability to adapt and maintain pressure with ease and with sustainable eco and market sell and trade functionality. it can also play many different kinds of maps including custom scenarios (excluding maps like Castle Blood) excluding nothing maps and migration style maps.
The AI does cheat on Hardest difficulty.
- Features -
- Can play any civilization from AoK/AoC/AoF/AoAK!
- Can play Random Map/Turbo Random Map, Regicide, Death Match and King of the Hill
- Can play with human allies or other AI allies! Including the built in AI, Promi, The Horde, Barbarian, The Unknown and many others!
- Can play on almost any map!
- Can lure boar on any difficulty!
- Can disable resigning functionality by taunting "63" to the AI, this is recommended for FFA games or something.
- Can resign (but hopefully won't be seen or seen very often!) when it knows it cannot win, both in 1v1's and Team Games.
- Can play Team Games effectively (And can play with other AI's such as ResonanceBot, Logbot and Promisory (Computer))
- Human like difficulty which scales depending on player ability
- Can play 2v6 Mode on Hardest difficulty.
- Monster mode increases Hardest by a small amount (for those who find standard Hardest too easy.)
- Chaos Mode makes Hardest even more of a challenge! (More designed for 1v2 or 1v3 type situations)
- Lots more features and functions!
Game Settings:
- Game Type: Random Map/Turbo Random Map, Regicide, Death Match and King of the Hill
- Map type: Any map (besides migaration and nothing maps, it may work but preformance is unknown.) Prefers Land Maps. Some RMS' might not work correctly.
- Difficulty: Can play on any difficulty. (Optimized for Hard/Hardest)
- Resources: Prefers Low/Standard Resource start.
- Population: Any but optimized for 200.
- Starting Age: Dark Age/Standard. Post Imperial for Death Match
- Victory Conditions: Optimized for conquest but can play with standard victory on.
- Full Tech: Recommended to be turned off as BruteForce may expirence odd behaviour.
- There is a 6v2 Mode and 5v3 Mode but it must be on Hardest to be played.
** Taunt List **
BruteForce responds to these taunts.
* 3: Ask for food
* 4: Ask for wood
* 5: Ask for gold
* 6: Ask for stone
* 31: Ask for AI to attack its target player (You can use this w/without using taunts 231-238)
* 36: Ask for AI to wait for your signal to attack
* 34: Ask AI to build a navy
* 35: Ask AI to stop building a navy
* 38: Ask for extra resources that the AI can spare.
* 40: Controlled market placement
* 41: Turn on monster mode
* 63: Disables the AI from resigning (there is no way to enable resigning again.)
* 83: Disable AI chatting (taunting 83 when disabled enables it again, be ready for taunt spam!)
* 105: Enable/Disable wall building switch. (Any age/any difficulty) Note: it has no intelligence when to do this when you enable.
* 110: Flares AI's location (UP Only)
* 200: Enables cheating on Hard difficulty (HD only) On Hardest, allows you to enable Chaos Mode.
* 210: Request resources for a new Town Center
* 222: To request help/assistance to kill a player. (You can use this w/without using taunts 231-238)
* 223: Chooses a random name for BruteForce (userpatch only)
* 231 - 238 allow BruteForce to target an enemy player (for example, taunting 234 to BruteForce will make it target player 4.) |
Pages: « First « 1 2 [3] 4 » Last » |
Author | Comments & Reviews ( All | Comments Only | Reviews Only ) |
---|
zergs |
Posted on 12/02/14 @ 05:15 AM
yes, I did a couple 1v1 today, and no crashes. In fact all the crashes were in team games.
Brute Force lost all of the 1v1, mainly by gathering too much wood and not enough food in feudal age wars. It never used spearmen to counter knights and if my ai attacked with kt + eskirms, brute force would use its villagers to fight my eskirms, which was kinda suicide. Also it wasted stones and villagers on forward towers when it had not enough advantage to protect the construction from getting disrupted.
I looked through your script: There is a lot of weird stuff. It uses goals like 33844, even though goals only range from 1 to 512. There are a couple copy and paste mistakes like can-build archery range => build stable and with can build watch-tower and build bombard-tower. Also I don't recommend to use the spam train rules that would attempt to train 5 different unit lines when under attack. However, I am not sure if any of those issues caused the program to crash.[Edited on 12/02/14 @ 07:12 AM]
|
CheeseOnToast
File Author |
Posted on 12/02/14 @ 11:57 AM
I think I fixed the resource gathering issue in 1.14G but I'll make some minor adjustments to it just to be safe. (in case of surplus food or wood.)
As for the building rules, I will look over them to make sure everything is okay, and perhaps it could be related to goals being too high and such, I'll look into it and make any changes based on what I see.
Thanks for the helpful feedback! |
CheeseOnToast
File Author |
Posted on 12/02/14 @ 01:31 PM
I've released BruteForce 1.14G in hope of addressing some issues raised:
- Crashing issues should be resolved as I have changed and removed any conflicting numbers or goals and also fixed any mistakes in building rules (I've tested this in Team Games and the game usually lasts up to an hour and more, unlike previous versions, Thanks to Zergs (Archon) and Promiskuitiv!)
- Removed some unneeded technologies from BruteForce to improve economic/military play. (Thanks to Promiskuitiv!)
- Removed an cc- commands (besides when checking for town-center or fortification arrows.)
- Improved some economy gathering during flushes and improved unit compositions.
- Improved some targeting stuff during TSA
- Improved scouting
- Improved town center placement so they now act more like dropsites.
- Improved start at team games so it doesn't spam stuff at the start. (I thought it would look better this way and less confusing.)
- Improved trushing and improved when it does trush. (The AI used to place many watch towers in close proximity to each other, or forward villagers would just run and kill themselves over and over)
- Fixed a bug where the AI would use villagers to target units such as skirmishers or archers etc (Thanks to Zergs (Archon)
- Fixed a bug where the AI would return weird numbers for its target player. (such as 168) or something not even possible.
- Fixed a bug where the AI wouldn't train units at docks.
- Many more bug fixes and improvements.
Feedback is always welcome. :)
[Edited on 12/02/14 @ 01:32 PM]
|
CheeseOnToast
File Author |
Posted on 01/27/15 @ 05:16 PM
I've finally updated BruteForce after a month+ work!
I've made several improvements and fixed several bugs which were found in 1.14G.
Changelog for 1.14G and Betas
- Added escrowing of resources
- Improved flushing
- Updated economy
- Updated the way the AI attacks on certain maps
- Updated boar luring on maps like Arena (It tends to avoid far away boar on maps like Arena)
- FFA now works correctly.
- Team games have been improved and taunt functionality has been updated. (Including 83 (disables useless chatting which otherwise would be annoying to some players, 63 which disables resigning)
- Fixed AI resigning so it doesn't resign so fast in team games/FFA
- Fixed a bug which made the AI place town centers really far away
- Fixed a bug which made the AI place forward watch towers in silly locations and suicides a lot of villagers in the process
- Fixed a bug where the AI would get stuck in certain situations
- Improved the way the AI researches some technologies and trains counter units
- Fixed a bug with economy which made villagers stay on one resources in the Dark Age (this being wood when the AI needed food)
Many many more great improvements! [Edited on 01/27/15 @ 05:16 PM]
|
CheeseOnToast
File Author |
Posted on 01/31/15 @ 12:33 AM
Released an update (more of a hotfix)
- Fixed a bug which made the AI unable to lure boars
- Fixed a bug which made the AI not gather enough wood in dark age for flushing
- Fixed a bug when telling villagers to drop food/Fixed a bug when telling villagers to drop food when Chinese.
- Rewritten the way BruteForce handles escrowing
- Improved flush build order so it gets archery range out faster. (delayed gold mining camp)
- Improved some economy related things
- Removed stables from flush build order (it didn't even use them) also related to an old defense file.
- Made trash war stuff only apply in castle age (oops)
- Changed UserPatch military-level stuff back to 1.14G style.
- Disabled TSA during flush incase it loses military superiority
- Enhanced blacksmith upgrades for flushing.
- Added "New Build Plan" for BruteForce to counter strateiges, I plan to add more to this list based on what stratiges BruteForce loses too.
|
Rocky8299 |
Posted on 06/07/15 @ 04:19 PM
So this doesn't work with AOC UP anymore? Only for HD? |
CheeseOnToast
File Author |
Posted on 06/11/15 @ 01:16 PM
It works withboth UP and HD. :) |
John the Late |
Posted on 06/26/16 @ 11:00 AM
Now not anymore. :P
You should advertise the African Kingdoms compatibility a bit more! :D |
chiruscan |
Posted on 08/05/16 @ 12:25 AM
Tried this in AOC got error in line 2820: invalid identifier in file brutal/userpatch.per |
devilhearts |
Posted on 12/01/16 @ 06:01 PM
When I start a game in AoAK (v 4.6.1) an error msg pops up saying "AI file error: 'Brutal\Tech' Line 349. up-train-site-ready No file line information". Plz help |
Pages: « First « 1 2 [3] 4 » Last » |