Topic: AI improvement

  • This topic has 42 replies, 8 voices, and was last updated 4 years ago by Avatar photoDray.
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  • #24383
    Avatar photoRap
    Keymaster

    It wasn’t intentional; it was a bug, and it’s already been hotfixed.

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    #24402
    Avatar photoJasonArgo
    Participant

    Funny.
    I saw nachos (beautiful nickname) waiting before feast so many times that i think it is a feature to do feast more realistic and to grant player a chance to kill them.

    #24411
    Avatar photosoupidity
    Participant

    A bit of a small one. As you can see in the image the Goblin Pike Skirmisher started on hex 0, footwork’d to 1, and ran away to 4.

    So, why did he make this inefficient move? Perhaps he tried to footwork into an attacking position, but didn’t consider that he was down 2 elevation from his target? Either way, a pretty non-issue example which may or probably won’t expose a larger issue.

    P.S. Yeah, Jason. Though I do feel that monkeys are some of the easier enemies. I like them waiting before feasting, but I do feel I can bully them a bit. They’re incredibly fun to fight, however, because they force you to consider placement in a different way. So much fun <3

    Attachments:
    #24454
    Avatar photokem
    Participant

    Does Spiders ignoring “web” skill in a fight versus a dog is intended?

    Spiders love to spam webs vs humans, but don’t web dogs. It seems inconsistent, but may be tied to balance to prevent a dog spam.

    From battle *feel* POV they *should* use webs.

    #24482
    Avatar photosoupidity
    Participant

    2h axe thug seems to think ‘I will move one tile to axe this feller’, but when he reaches his destination changes his mind and tries to move to another tile (and gets a pitchfork through his gut).

    #24720
    Avatar photokem
    Participant

    Endless rotation…

    6:28:21
    SQ
    Turn started for Brigand Raider
    16:28:21
    SQ
    *
    16:28:21
    SQ
    * Brigand Raider: Starting turn.
    16:28:21
    SQ
    -> Behaviors to pick from:
    Defend.Shieldwall (247.371)(*), Defend.Rotation (174)(*), Attack.Default (64.4677)(*), Idle (1), BreakFree (0), Attack.Decapitate (0), Attack.Lash (0), Flee (0), Attack.Thresh (0), Defend.Knockback (0), Defend.Spearwall (0), WakeUpAlly (0), Attack.Split (0), Defend.Riposte (0), Attack.Puncture (0), SwitchTo.Melee (0), Defend (0), Protect (0), SwitchTo.Ranged (0), Attack.Swing (0), Recover (0), Attack.CrushArmor (0), Retreat (0), Engage.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0)
    16:28:21
    SQ
    -> Behavior picked: Defend.Rotation (174)
    16:28:21
    SQ
    * Brigand Raider: Using Rotation!
    16:28:21
    SQ
    Brigand Raider uses skill Rotation
    16:28:22
    SQ
    -> Behaviors to pick from:
    Defend.Rotation (242.437)(*), Defend.Shieldwall (113.918)(*), Attack.Default (57.1034), Idle (1), BreakFree (0), Defend.Spearwall (0), Engage.Melee (0), Attack.Thresh (0), Defend.Knockback (0), WakeUpAlly (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Lash (0), Attack.Puncture (0), Defend (0), Protect (0), SwitchTo.Ranged (0), Attack.Swing (0), Recover (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0)
    16:28:22
    SQ
    -> Behavior picked: Defend.Rotation (242.437)
    16:28:22
    SQ
    * Brigand Raider: Using Rotation!
    16:28:22
    SQ
    Brigand Raider uses skill Rotation
    16:28:22
    SQ
    -> Behaviors to pick from:
    Idle (1)(*), Attack.Default (0), Engage.Melee (0), BreakFree (0), Defend.Spearwall (0), Attack.Puncture (0), Defend (0), Defend.Knockback (0), WakeUpAlly (0), Attack.Decapitate (0), Attack.Split (0), Defend.Riposte (0), Attack.Lash (0), Attack.Thresh (0), Defend.Shieldwall (0), Protect (0), SwitchTo.Ranged (0), Attack.Swing (0), Recover (0), Attack.CrushArmor (0), Retreat (0), SwitchTo.Melee (0), Attack.SplitShield (0), Attack.KnockOut (0), Flee (0), Defend.Rotation (0)
    16:28:22
    SQ
    -> Behavior picked: Idle (1)
    16:28:22
    SQ
    * Brigand Raider: Ending Turn with 3 of 9 AP left.
    16:28:22
    SQ
    * —————————————————

    #24912
    Avatar photokem
    Participant

    Bugged rotation

    13:41:07 SQ Turn started for Brigand Poacher
    13:41:07 SQ *
    13:41:07 SQ * Brigand Poacher: Starting turn.
    13:41:07 SQ * Brigand Poacher: In fact, I would prefer to remain where I am (new)
    13:41:07 SQ
    -> Behaviors to pick from:
    Defend.Rotation (313.232)(*), Attack.Bow (127.072)(*), Idle (1), Engage.Melee (0), Attack.Puncture (0), BreakFree (0), SwitchTo.Melee (0), SwitchTo.Ranged (0), Recover (0), Engage.Ranged (0), Attack.Default (0), Reload (0), Retreat (0), Defend (0), Flee (0)
    13:41:07
    SQ
    -> Behavior picked: Defend.Rotation (313.232)
    13:41:07
    SQ
    * Brigand Poacher: Using Rotation!
    13:41:07
    SQ
    Brigand Poacher uses skill Rotation
    13:41:08
    SQ
    -> Behaviors to pick from:
    SwitchTo.Melee (100)(*), Idle (1), Attack.Puncture (0), Reload (0), BreakFree (0), Defend (0), SwitchTo.Ranged (0), Recover (0), Engage.Ranged (0), Attack.Default (0), Engage.Melee (0), Retreat (0), Attack.Bow (0), Flee (0), Defend.Rotation (0)
    13:41:08
    SQ
    -> Behavior picked: SwitchTo.Melee (100)
    13:41:08
    SQ
    * Brigand Poacher: Switching to melee weapon ‘weapon.knife’!
    13:41:08
    SQ
    -> Behaviors to pick from:
    Idle (1)(*), Attack.Puncture (0), SwitchTo.Ranged (0), BreakFree (0), Defend (0), Defend.Rotation (0), Recover (0), Engage.Ranged (0), Attack.Default (0), Engage.Melee (0), Retreat (0), Attack.Bow (0), Flee (0), Reload (0), SwitchTo.Melee (0)
    13:41:08
    SQ
    -> Behavior picked: Idle (1)
    13:41:08
    SQ
    * Brigand Poacher: Ending Turn with 2 of 9 AP left.
    13:41:08
    SQ
    * —————————————————
    13:41:08
    SQ
    Turn started for Brigand Poacher
    13:41:08
    SQ
    *
    13:41:08
    SQ
    * Brigand Poacher: Starting turn.
    13:41:08
    SQ
    * Brigand Poacher: In fact, I would prefer to remain where I am (new)
    13:41:08
    SQ
    -> Behaviors to pick from:
    Defend.Rotation (274.176)(*), Attack.Bow (100.982)(*), Idle (1), BreakFree (0), Engage.Ranged (0), Retreat (0), SwitchTo.Melee (0), Recover (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Reload (0), SwitchTo.Ranged (0), Flee (0), Defend (0)
    13:41:08
    SQ
    -> Behavior picked: Defend.Rotation (274.176)
    13:41:08
    SQ
    * Brigand Poacher: Using Rotation!
    13:41:08
    SQ
    Brigand Poacher uses skill Rotation
    13:41:09
    SQ
    -> Behaviors to pick from:
    Defend.Rotation (159.6)(*), SwitchTo.Melee (100)(*), Idle (1), Engage.Ranged (0), Reload (0), Retreat (0), SwitchTo.Ranged (0), Attack.Puncture (0), Attack.Default (0), Engage.Melee (0), Flee (0), Defend (0), Recover (0), BreakFree (0), Attack.Bow (0)
    13:41:09
    SQ
    -> Behavior picked: Defend.Rotation (159.6)
    13:41:09
    SQ
    * Brigand Poacher: Using Rotation!
    13:41:09
    SQ
    Brigand Poacher uses skill Rotation
    13:41:10
    SQ
    * Brigand Poacher: In fact, I would prefer to remain where I am (new)
    13:41:10
    SQ
    -> Behaviors to pick from:
    Defend.Rotation (169.728)(*), Idle (1), Reload (0), Defend (0), Retreat (0), SwitchTo.Ranged (0), Attack.Bow (0), Attack.Default (0), Engage.Melee (0), Flee (0), Attack.Puncture (0), Recover (0), BreakFree (0), Engage.Ranged (0), SwitchTo.Melee (0)
    13:41:10
    SQ
    -> Behavior picked: Defend.Rotation (169.728)
    13:41:10
    SQ
    * Brigand Poacher: Using Rotation!
    13:41:10
    SQ
    Brigand Poacher uses skill Rotation
    13:41:11
    SQ
    -> Behaviors to pick from:
    Idle (1)(*), Reload (0), Attack.Bow (0), Retreat (0), SwitchTo.Ranged (0), SwitchTo.Melee (0), Attack.Default (0), Engage.Melee (0), Flee (0), Attack.Puncture (0), Recover (0), BreakFree (0), Engage.Ranged (0), Defend (0), Defend.Rotation (0)
    13:41:11
    SQ
    -> Behavior picked: Idle (1)
    13:41:11
    SQ
    * Brigand Poacher: Ending Turn with 0 of 9 AP left.
    13:41:11
    SQ
    * —————————————————

    #25034
    Avatar photoRusBear
    Participant

    Necromaner’s guards AI was changed? Can’t say that it is better now – necromancer open for archers and his “guards” do stranges moves now – 1 step forward to battle 1 sted back to necromancer but at that same moment do not act in battle and do not cover necromancer

    #25035
    Avatar photoRap
    Keymaster

    Fixed.

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    #25058
    Avatar photoernst
    Participant

    how about ijirok ai?
    when he get netted all he did was teleporting away

    #25059
    Avatar photoRap
    Keymaster

    Already fixed.

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    #25107
    Avatar photokem
    Participant

    Archers started to dance again.
    at the end of the attached log
    they are trying to engage a bro with the Fangshire (Heimrad) but end up doing weird back and forth movement

    Attachments:
    #25161
    Avatar photokem
    Participant

    That fallback algorith is a bit lacking.
    If a young rallies, it will kill the bro.
    If the bro rallies, it will kill the orc

    So, why are they running together for 2 turns like a lovers?

    #25183
    Avatar photokem
    Participant

    Alps don’t care about their safety and forgo it, just to spam some more nightmares on the player, winch is stupid.
    Imho, self defense should be hither in their priority. As zerker in charge/jump range and it is effectively ignored.

    The battle:

    Tactical setup. Orcs are ignored.

    Zerker is effectively ignored, wich allows it to kill 5 alps and take No damage in return.

    The end

    #25293
    Avatar photokem
    Participant

    AI bugs out if there are LOS blokers and it has a reach weapon.

    It was doing this movement for 3 consecutive turns.
    Log is attached for the first turn. (last model acting)

    Attachments:
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