Enhanced_AI_v0.26.35:
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.35.zip
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.35.exe
AI will work hard to get map control.
AI will actively work to keep portal counts even or in its favor.
AI will save for critical upgrades like currency, so it can purchase it at or near warrank 3.
AI generals will consider what healer idols the rest of the team owns when making purchases.
AI generals will send one of their healing idols to an AI teammate on summoning (when 2 are summoned) and on teleport.
I think they are supposed to consider their own? That's what I took from this, anyway:
I should have said enemy structures or allied rook towers.
Default the AI will structural transfer any allied structure other than the stronghold (has a check to never transfer from ally stronghold). It normally only eats an allied building when the rook is below 50% health. I switched that to only search for allied rook towers and it can use it at 80% health. The default action is to target an enemy building if one is close if not target an ally building. We can reduce the distance to search for enemy building to maybe keep it from moving to a tower just for a transfer.
I added flee as a goalset for the action, that may have prevented it from selecting a better flee action properly.
I'll make some tweaks and run some tests.
Think i have the behavior you want for structural transfer. It checks about as far as it can see for allied rook towers, but only about the skill's usage distance for enemy towers. Do you want a check for enemy heroes before using structural transfer? Right now it will eat some of its own towers mid fight with a demigod. Don't know if this is good or bad...
Enhanced AI 0.26.27/uberfix 1.03/FavorMod 2.1.2
Settings: cata/High Towers - all other settings on defaultAI settings: normal
reg(h)/rook/qot v reg/rook/qot
Observed results:
Noticed my qot standing just outside of tower (not rook tower) range at full hp... didn't seem to want to move up and hit it.
Can we add a check for qot so that if a teammate is at < 40% hp and reasonably close to her that she will change forms and slap a shield on them?
Didn't learn too much from that one.
If it needs to eat towers during a fight with dgs, then yes. I say leave it as you describe and let me give it a go.
Enhanced_AI_v0.26.28:
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.28.zip
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.28.exe
Rook structural transfer tweaks. Eat ally rook towers at 65% health (search about twice the ranged attack distance). Eat enemy tower if they are in range to shoot rook.
Queen switch form more freely, but should not go packed when an enemy demigod is near and ally is not hurt badly.
"Queen switch form more freely, but should not go packed when an enemy demigod is near and ally is not hurt badly."
i figure you mean unpacked, offensive QOT is unpacked (just thought that i would point that out)
right. hope that's what was meant as well.
Enhanced AI 0.26.28/uberfix 1.03/FavorMod 2.1.3
rook(h)/rook/rook v rook/rook/rook
build adjustment needed for rook. I was wondering why it took so long to get structural transfer - watched a replay and I see. Also, I thought you dropped it so that there would only be 1 rook build right now (tower_structure). From the replay, it looks like there 3 2 - I saw tower/hammerslam as well.
please change it as follows:
noticed 1 point where an ai just stood defending at the gold flag (this was good as I was attacking that flag). the ai didn't put up any towers or really do anything... just stood there. Ai had full hp and mana.
Also noticed that late game, after I had taken 1 of their portals and they were recapturing it, they didn't put up a single tower until after the flag was recaptured. If the ai is standing still and has mana, it should be dropping towers.
Still i must say, I just played about 3-4 games with rook AI 2v2 (rook enemy and friendly, second enemy random QOT) same settings as pacov
Rook was laying down towers left right and center and was generally alot stronger than usual.
One thing, when rook gets lvl 4 towers (makes them cost 200), can you make it priority #1 for him to drop it every cooldown? as it was he was getting 4-5 up, but would never max them out. IMO he could even drop them while retreating ----> all the way to the crystal. Lastly, is it possible for rook to always retreat to the crystal with a tele unless within a minimum distance? this would significantly increase his on the field time.
Otherwise an AMAZING increase in his abilities as AI
Oh, I've mentioned this exact issue in one of my posts in this thread. Yes, I've seen Rook standing absolutely idle in the middle of nowhere, not even AAing, though there were targets nearby, several times (that also sometimes happens to QoT and UB). My dilletante evaluation is it might be related somehow to the huge hitbox of those three (QoT and UB are both big, and easily 'stuckable'), so the problem might be purely engine-related, not behavior-related. Then again, maybe the AI just goes afk sometimes
Think i had a bug in the teleport to health statue that made the distance required larger than i thought. I tried to get fancy and do a distance check vs agent speed to try and base it on time saved instead of just a simple distance.
The other issue is move to health stone action and teleport to health stone action have similar triggers. If it goes into the move action it won't stop unless a potion is in its path, it reaches the health stone, or it dies on the way. We could disable move to health stone if it has a teleport ability available. Sounds like a reasonable thing to do for everyone?
Enhanced_AI_v0.26.29:
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.29.zip
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.29.exe
Rook - Commented out other 2 builds, just transfer_tower enabled and updated to skill build above. With rook using hammer slam I think the other two builds are also viable.
- Also added tower casting to the capture action if the capture AI is rook. If an enemy doesn't come into range to break the action the AI should spam towers around the flag he is capturing (usually 2 before the flag is capped).
- Added a rook tower in the area as a condition to drop another rook tower. Normal condition is based on enemies units/flags in the area.
QoT - removed health check to shield an ally. She will shield an ally if she is near the health stone or a enemy hero or tower is within a wide radius.
- On the form changing Basically i am restricting her from going into packed form when an enemy demigod is near unless an ally is hurt (to shield) or she herself is hurt and retreating. I am trying to put some simple conditions to keep her from cycling forms, but open enough that she switches enough to make use of all her skills. She used to switch between forms whenever the skills were available (just like any skill default settings are basically fire at will).
All Demigods - Walk to health stone disabled if they are far enough away from the health stone and have a usable TP item (not on cooldown). In the testing i did I liked the behavior a lot for all demigods.
Current condition to drop a tower is: enemy structures, enemy land units, or enemy flags near the rook. If he is near a flag he will place the tower around the flag otherwise it goes at his feet.
We can add tower drop within actions, but it is not very clean because most actions are shared between all demigods. I've added it to the capture action, so that might help get his farm going.
In typing this i had an idea.... maybe adding ally rook towers as another reason to drop a tower would be a good way to get him to farm? I know when i had all flags as a reason to drop a tower he would plop 1 down whenever he passed an ally flag.
Edit: Added to .29 rook tower in the area as a condition to drop another rook tower.
Enhanced AI 0.26.29/uberfix 1.03/FavorMod 2.1.3
Noticed that the ai will break the structural transfer effect from time to time (often without real reason) and negate the benefit of the hp regen/damage caused by transfer. AI should in MOST instance (80% or >) continue using structural transfer.
I'm at ws10, the enemy at ws6. I notice that 1 enemy ai is capping mid. I start to take their portal and no one bothers to tp in. AI needs to defend their portals anytime the enemy is at ws8 and > and if they are ws 8 or >. 3 ai's walked over to me shortly after that, but they really should be porting if possible.
I retake ai's portal at ws10 with them at ws7. AI still does not tp in...
The action is only blocked if both sides are below wr 7. Pretty sure i logged it to verify the function was getting the right number. So in your scenerio the action is available, but it is either not selected or the AI is busy.
We can try upping the weights and adding more weight categories to make it the top action in more goal sets, but I think the issue is the AI is inside another actions at the time of the threat. If the AI is inside an action when the portal is threatened they can easily miss the trigger. I'm fairly sure the AI will not break out of an action once it is in one. The action its running either has to finish or have a trigger to end itself early. Most actions end in 3-5 seconds, but the move and capture actions are all long for travel and capture time.
I'll try adding a break to the capture action since it is the most common action for the AI to be in.
I'll see if there is anything i can do for structural transfer. It has an immobolize buff on it while transfer is active and it looks like the action is set to wait for it to be removed before ending. Maybe that is not working right or the action timeout is killing it.
AI busy taking another flag is not acceptable if the portal is threatened at those times, though. Its good that it responds after it wraps up what it was doing, but...
ugh... well, if that's the case, then so be it.
Adding the breakout to the capture action should get it to react to the portal threat more often as most of the time in warrank 8 the AI will be in that action. The only other action it spends a lot of time on is shopping, but it shouldn't teleport from the shop to its local portals anyway.
For structural transfer i am killing the second action the AI uses to get into it cuase it uses all default function, which i doubt have any wait times in them to account for the ability continuing.
I've also added a couple seconds to the action it should be using to give it a minimum run length then it should go into the default loop to check when the transfer buff ends to end the aciton. How long can the skill go for?
Enhanced_AI_v0.26.30:
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.30.zip
http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.30.exe
Rook structural transfer should use skill longer.
Capture action ends if ally portal or valor flag is threatened (and the AI has a tp ability it can use). This should let the AI get out of the capture action and into the teleport to a threatened portal action (once a team reaches warrank 8).
Settings: cata/High Towers - all other settings on defaultAI settings: normal/nightmare
rook(h)/qot(normal) v rook(nightmare)/qot(nightmare)
noticed my qot was more often than not in open form. While the ai's qot was more often than not in closed form... we have 2 diff builds?
obviously, the ai did better with leveling (they were at 20/18 while me/normal ai at 17/13). That's fine. But the nightmare ai was lousy with flag control. I think the overall score ws was us at 10 and them at 6 or 7.
As the nightmare ai has quite a bit of gold, I wonder if having NIGHTMARE AI ONLY lock flags more often might be a better idea... probably not, but it might cut down on the extreme difference in ws.
There is only one build. All queens share the same actions to pack and unpack, so they should have the same logic regarding being open or closed.
You said you wanted them to level more, so if grunts are near it will attack them over going into the flag capture action. If no grunts are near it it won't be forced to capture unless the enemy has more flags than it.
We can move flag capture back above basic/grunt attack, so it will go capture flags when they get out of its favor even if a grunt wave is near it. Or maybe add a new override to force it to capture if war score is like 500 in favor of the enemy? So it won't worry too much about it until its down 3000 to 2500. Then the down team will be forced into capture action until the gap is back to 500?
Edit: Updated .30 above to send the AI on capture action over kill grunts if the war score difference is 250 or more.
well yes, but I honestly don't know how much more it leveled. I think it did so well with leveling was that it received the nightmare xp bonus (I'm correct in saying there is a bonus though, right?). For instance, on cataract, it would be more beneficial for the ai to say in the mana and hp lanes for as long as possible than to even go back and forth getting the xp flag a mid (as long as they ai's were able to HOLD mana and hp). If they did that, they'd level up fairly quickly AND have the warscore advantage. Its a tricky balance, but the obvious bottom line is that if I hold 2 flags out of 3 pretty much nonstop, then I will win in ws. But that said, in most MP games there is a trade up between mana and XP flag while 1 team tries to hold the HP flag as long as possible. I just think the AI isn't quite as effective at this and lags behind in ws as a result.
Anyway, will give you latest build a go in a few minutes.
another quick thought - what do you think about forcing the ai to buy fs1 immediately? I don't remember the logic, but what's the current rule - the ai only buys fs1 if it hasn't been purchased yet on its first trip back? If that's the case, then no change is needed imo. But if the ai makes a special trip back to pick up fs1, I'd rather the ai buy fs1 immediately so it can potentially stay out in a lane longer.
Enhanced AI 0.26.30/uberfix 1.03/FavorMod 2.1.3
Ai is still pretty lousy with attacking enemy towers (not rook towers). I really want to see the open on any enemy tower being structural transfer... as the towers stop firing then, the ai will take no tower damage... perhaps we change the flee threshold for this?
saw a couple of instances where the ai on my team would tp in to the hp flag (which we owned) because another ai was getting close to it, but then both of the ai on my team just walked away without doing anything. If you port in, you should actually DO SOMETHING.
took a portal from the ai without it tping in. 1 ai clearly at mid could have ported.
hmm... then 1 ai was walking over to retake the portal i had capped (i was walking out) and the ai decided it would be better off porting over to the mana flag than recapping its portal...
noticed another thing - if the ai is trying to retake a portal and creeps come out, the ai will stop short of the flag and fight all of the creeps. it should always retake portal flags as its number 1 priority and just let the creeps go by until its at least in range to start capping the flag. This behavior should apply to all portals and the valor flag.
it looks like the behavior for structural transfers is improved... only witnessed it a few times, though.
There is no special trip and it can be bought anytime after war score 100. No AI saves for it. Its a high priority, so it is usually the first item purchased by the first AI to shop after the initial shop. If it happens to have less than 600 it will buy other items since it cannot afford the upgrade and its not forced to save for it.
Nightmare bonus is 2x gold and xp
Hard 1.5x gold and xp
Played reggie against Rook using Enhanced_AI_v0.26.30 on hard 1v1 on Crucible. Actually took me to level 20 and a little while of beating to whack him (careful tho, I'm a marginal to poor player (based on the shouting when I play multiplayer)). He never set up a tower farm - in fact, I'd say he mainly used towers to self-heal. The structural transfer on his own towers made him hard to kill for a little while.
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