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Topic: AI improvement
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Tagged: AI improvement
- This topic has 42 replies, 8 voices, and was last updated 4 years, 1 month ago by Dray.
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AuthorPosts
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1. March 2019 at 15:19 #24383RapKeymaster1. March 2019 at 21:23 #24402JasonArgoParticipant
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.5. March 2019 at 01:41 #24411soupidityParticipantA 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
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11. March 2019 at 01:07 #24454kemParticipantDoes 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.
20. March 2019 at 13:56 #24482soupidityParticipant2h 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).
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21. April 2019 at 15:32 #24720kemParticipantEndless 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
* —————————————————10. May 2019 at 12:49 #24912kemParticipantBugged 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
* —————————————————16. May 2019 at 10:31 #25034RusBearParticipantNecromaner’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
16. May 2019 at 10:45 #2503517. May 2019 at 11:01 #25058ernstParticipanthow about ijirok ai?
when he get netted all he did was teleporting away17. May 2019 at 11:07 #2505922. May 2019 at 00:25 #25107kemParticipantArchers 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 movementAttachments:
26. May 2019 at 20:37 #25161kemParticipantThat fallback algorith is a bit lacking.
If a young rallies, it will kill the bro.
If the bro rallies, it will kill the orcSo, why are they running together for 2 turns like a lovers?
28. May 2019 at 08:05 #25183kemParticipantAlps 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
12. June 2019 at 11:54 #25293kemParticipantAI 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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