Topic: AI improvement

This topic contains 9 replies, has 3 voices, and was last updated by  kem 22 hours, 54 minutes ago.

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  • #23823

    kem
    Participant

    Here I’ll collect examples of situations and illogical AI behavior in hopes of AI getting some fixes.

    Lets start with movement decision glitches

    “engage melee” should have been in tile 3 to begin with, as this tile is:
    a) elevation bonus
    b) setup for and AoE attack of the weapon
    c) engage in melee target with a Reach weapon (penalty to hit in melee)

    Instead we he goes for what? Lowest AP moment cost? (shorter distance). Guess acceptable for zombies (because in-game feature “stupid”). But in this case distance is the same (1 tile) and he cannot attack with his weapon regardless of 2 or 3 AP movement cost.


    #23838

    kem
    Participant


    #23842
    Rap
    Rap
    Keymaster

    The first issue is specific only to Wiedergängers, because they have zero preferences for engaging enemies by design.

    The second issue should be fixed with the next update.

    Please keep on reporting any AI issues you encounter. Thanks for your help!

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    #23860

    kem
    Participant

    20.59 footman does illegal move. Log attached.


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    #23863

    kem
    Participant

    same battle, footman attempts to flee at round 13.

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    #23893

    kem
    Participant

    Well, I guess militia is expected to cower a little bit and hide behind/keep formation with the steel clad battle-hardened veterans instead of chagrin the immortal legion while brandishing wooden sticks, don’t you think?


    #23894

    kem
    Participant


    #23896

    kem
    Participant

    I think this happens every time, when on “raid caravan” mission from the noble house.

    #23906
    RusBear
    RusBear
    Participant

    looks like this brigant marksman has ” brain damage”…

    #23937

    kem
    Participant

    At the moment shrats are OP in AI vs AI combat, as some enemies flat out incapable in dealing with shrat’s sole gimmick – damage reduction with a shield UP or AI does not prioritise split shield enough or does not exploit its own gimmick well enough.

    What I suggest (AI + balance):
    1) Make a “split shield” a priority №1 if able to inflict it on a shrat. (Throwing spears, longaxes, non-axe split shields included)
    2) Make surrounding a shrat a higher priority than a simple “engage”
    3) Make ghosts less suicidal against shrats or unholds. They SHOULD NOT charge ahead of the meatshields. Ideally take into account possible lines of attack for shrat and repositioning if in immediate danger (less than 3 tiles from the enemy, as 3 tiles range for a gheist is crucial in killing unholds and avoiding split skill) as they need to do double toss to reach melee with a gheist, wich is forbidden to them (as it seems).
    4) Make shrat’s attack pearcing type, as legion does not have a counter except a crypt cleaver or a priest. At least legion will have more time to roll for fearsome checks. OR pilums for a legion?
    5) Allow for more axes on noble shield infantry, possible longaxes on billmen.

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