Age of Empires II (2013)

Age of Empires II (2013)

BruteForce Custom AI 2.15
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Update: 30 Jan, 2016 @ 2:06am

Update: 29 Jan, 2016 @ 11:45pm

- Fixed a bug where BruteForce would expand its town too quickly on water and land maps
- Fixed a bug where BruteForce wouldn't train units when in imperial.
- Fixed a bug where BruteForce would keep slinging an ally resources
- Fixed a bug where BruteForce would prioritze eco incorrectly
- Fixed a bug with position-goal having a conflict with flank and pocket due to having the same ID's
- Fixed a bug where BruteForce would sometimes not build farms in castle age
- Fixed a bug where BruteForce would not prioritize a new lumbercamp if one becomes ridden with enemy units
- Fixed a bug where BruteForce wouldn't mine stone for certain civilizations such as Goths.
- Fixed a bug where BruteForce wouldn't respond to asking for help fast enough in some cases.
- Fixed several TSA and retreating bugs which caused BruteForce to "hug" its Town Center.
- Improved team game play to do more co-oridnated attacks.
- Improved feudal advancement times on difficulties below Hardest
- Improved certain unit choices for different civilizations
- Improved certain research rules in certain cases
- Improved water and land army training
- Improved different age starts such as Feudal, Castle and Imperial.
- Added Turbo Random to be played
- Added any age Death Match to be played
- Added King of the Hill to be played
- Added Regicide to be played
- Other bug fixes and improvements.

Update: 12 Jan, 2016 @ 4:12pm

Update: 12 Jan, 2016 @ 3:10pm

Update: 11 Jan, 2016 @ 5:44pm

- Fixed a bug with treaty not working correctly.
- Fixed a bug where BruteForce would continously sling an ally
- Fixed a bug where BruteForce would get stuck during town expansion.
- Fixed a bug where BruteForce would not attack correctly sometimes
- Fixed several economy related bugs
- Fixed several bugs in civilian exploring
- Fixed several bugs in Land Nomad
- Fixed several bugs in Nomad
- Fixed a bug where BruteForce would build too many farms and not have enough wood for a blacksmith
- Fixed a bug where BruteForce wouldn't get armor and attack upgrades for jaguar warriors
- Increased trade cart training for certain civs.
- Improved Regicide playability
- Improved Death Match playablity so it can play in any age now.
- improved several unit choices.
- Improved meiso pocket
- Improved how well BruteForce can rebuild if it gets destroyed.
- Improved how BruteForce can play on water.
- Added Mayan castle drop for pockets
- Added support for Turbo Random Map
- Added more co-ooperation between AI when attacking
- Added economical rules to prioritize castles for certain civs.
- Slight adjustment to resign rules
- Other bug fixes and improvements.

Update: 30 Dec, 2015 @ 11:32am

- HOTFIX: Fixed a bug where treaty-time and gl-flushing conflicted with each others ID.

Update: 30 Dec, 2015 @ 9:28am

- Fixed a bug where BruteForce would tribute to players in treaty mode.

Update: 29 Dec, 2015 @ 7:23pm

- Fixed a bug with navy training on certain maps.
- Fixed a bug with navy eco on certain maps
- Fixed a bug where BruteForce would train skirmishers/spears as Turks.
- Fixed a bug where BruteForce would invest too much into an army as Huns
- Fixed a bug where BruteForce would build 2 archery ranges instantly during an early feudal scrush on Hardest.
- Fixed a bug where BruteForce would fail to attack
- Fixed a bug where BruteForce wouldn't be able to expand its town correctly in some situations
- Improved eco a bit further for all maps
- Improved how BruteForce plays on some maps.
- Improved unit compostions for flanks
- Improved villager deletion if civilian population is larger than 120.
- Fixed several technology bugs.
- Other bug fixes and improvements.

Update: 27 Dec, 2015 @ 5:15am

- Fixed a bug where BruteForce wouldn't place a town center during a boom
- Fixed a bug where BruteForce would build a farm and delete it constantly
- Fixed a bug where BruteForce wouldn't train naval units.
- Fixed a bug where BruteForce would take forced engagements by accident due to a high town size.
- Fixed a bug where BruteForce would train a small amount of villagers in Nomad and Land Nomad games.
- Improved economy for early game and late game
- Improved water map play
- Improved some flank FC strategies
- Improved some flank FC economy requirements
- Improved some pocket FC strategies
- Improved flank flush scripts
- Improved pocket knight rush scripts
- Re-wrote the grush script
- BruteForce should now be able to play land and water maps more consistently and better.
- BruteForce should now be able to play Nomad maps better
- BruteForce can now sling an ally player if they're dead
- BruteForce will now train Camel/Heavy Camel/Imperial Camel against Knight/Cavalier/Paladins.
- BruteForce should age up faster on flank positions.
- Nerfed Hardest cheats on Nomad maps
- Other bug fixes and improvements.

Merry Christmas and a happy new year!

Update: 22 Dec, 2015 @ 7:00pm

- Fixed a potential bug where BruteForce wouldn't build a good lumbercamp if it had a bad one.
- Fixed a bug where BruteForce's units would stand still to arrow fire.
- Fixed a bug where BruteForce wouldn't use sn-town-center-placement.
- Fixed a bug where BruteForce wouldn't place a house down early or near a pocket player.
- Fixed a bug where BruteForce would send its scout to its pocket base.
- Fixed a bug where BruteForce wouldn't choose a strategy.
- Fixed a bug where BruteForce wouldn't train villagers.
- Fixed a bug where BruteForce continued to use 2 builders instead of 1 for a house.
- Fixed several map related bugs.
- BruteForce should now start attacking in groups
- BruteForce should now retreat back into groups (if no military superiority)
- BruteForce should now focus on villagers more in early feudal (needs some testing to confirm its working correctly)
- BruteForce should now place its camps closer to home and not so far out (only if needed will it build them far.)
- BruteForce should now be able to fast castle better in a pocket position
- BruteForce should now be able to play pocket slightly better. (but not perfect, needs more work)
- BruteForce should now be able to maintain military production.
- BruteForce now mines gold early if enemy militia are detected for archers
- BruteForce should now be able to build refresh lumbercamps in castle/imperial in both pocket and flank.
- BruteForce should dodge siege projectiles slightly better.
- Minor improvements to economy.
- Minor improvements to build orders.
- Minor improvements to Aztec related goodies (still needs work)
- Fixed a few bugs with economy
- Fixed a few problems with spammy text.
- Removed sheep targeting for scouts in Team Games (scripter16 helped me with this so thanks<3)
- Increased how many units the AI can train in TG's
- Added a few things to pocket players which might improve performance (but nothing major)
- Changed a few ways how retreating/attacking works (Thanks II2N!)
- Changed how towers are placed in team games
- Changed some build order related stuff
- Improved several other things.

- BruteForce now advances with a set capped amount of villagers on Hard or a timer (just incase of devastating drush)
- BruteForce now has a slightly improved build for flushing
- BruteForce now has a slightly improved build for pockets (still needs some work, not as strong as I'd like it to be but this version seems a lot better)
- BruteForce now detects if it has a meiso pocket ally by taunting 149.
- BruteForce meiso pockets boom up instead of assisting flanks in castle age (flanks will tend to FC)
- BruteForce has a more dynamic economy system (still needs some fine tuning but otherwise okay for the moment)
- BruteForce now spams less chat
- BruteForce has better support for Land Nomad, Nomad, Arena & Fortress style maps.
- BruteForce now slings players when it is dead.
- BruteForce now deletes walls slightly better and earlier on Arena/Fortress maps.
- BruteForce no longer crashes on HD with a broken anti-krush script (which I still don't understand why it causes a crash)
- BruteForce can counter units slightly better.
- BruteForce now ignores hill elevation when placing a tower
- BruteForce no longer builds towers in Team Games (this change might be reverted, my idea is that that stone should be invested into TC's right away, besides, knights can simply take out a tower so it doesn't matter.)
- BruteForce in some cases can attack even though its military level is 0.
- BruteForce now has more of a chance of surviving since it will attempt to place a TC in an allies base if it is dying.
- Fixed a bug where BruteForce sometimes places its first mining camp for gold on stone.
- Fixed a bug where BruteForce would try and take its allies sheep when they were sighted.
- Fixed a bug where BruteForce wouldn't train any land army on land/water mix maps.
- Fixed a bug where BruteForce wouldn't build a town center on Land Nomad.
- Fixed a bug where BruteForce would explore with a villager after losing its scout
- Fixed a bug where BruteForce would not build enough dropsites for wood.
- Fixed a bug where BruteForce would keep building farms while not having a blacksmith.
- Fixed several technology bugs where BruteForce wouldn't get upgrades for certain unique units such as Elephant Archers and Huskarls.
- Improved pocket FC by getting early knight ups and economy upgrades (Thanks Armelon for his analysis!)
- Improved flank flush by getting a better economy system and making it advance faster in some cases to castle in TG's
- Improved flank flush to target enemy mining camps of an opponent that's attempting to fast castle.
- Improved flank FC to train and research certain techs. (still needs improvement, will probably add a drush along side this maybe if possible.)
- Improved flank countering system to certain units.
- Improved attacking and retreating control to be less frequent.
- Improved attacking and retreating for pockets
- improved unit garrisoning/ungarrisoning rules. (debating whether or not I should make units garrison inside rams?)
- Other improvements and bug fixes.