Updates:
Public version 1.03 live 1/18/2012 at 6:07 PM EST
Download links:
Link to the latest version PUBLIC version of the mod: http://www.box.net/shared/g8lbbhpojik4tbkjn6su
The Project
Using the last version of peppe’s AI mod (0.26.35), I’ve started development on updated versions of the AI mod. I’ll be releasing those versions here, tracking bugs, enhancement requests, rebalancing, etc. I won’t be adding a new version to my combined DG installer until we make a decent amount of progress or come up with some sort of significant enhancement to justify a new release to the community at large. It took us a long time to get reasonable adoption rate on the existing ai mod – I’d rather not force folks to redownload the bundle over and over.
The Project Team
If you’d like to help in any way, we are happy to have you on the team.
Current status (what’s being worked on)
Bug list (unless otherwise noted, these are all bugs from the original 0.26.35 version)
Enhancement requests (these are changes that folks would like to see happen with the AI)
Change log
version 1.03-Created new UID-Adjusted hero/squad targeting values to increase AI skill use aggression-Adjusted range cutoff multiliers to mitigate the chance of the AI from running past towers to cap flags-Adjusted/fixed errors in Oak, Queen of Thorns, Unclean Beast, Regulus and Demon Assassin AI builds-Re-enabled Sedna Pounce build and Queen of Thorns Shield_Spike build-Homogenized AI build names so it is obvious what skills the AI is using.
version 0.28.00 BETA- removed unclean beasts AA build as the Spit ooze build is generally a little better
version 1.02- created new UID and incorporated all changes since version 1.01
version 0.27.09 BETA- Disabled a substantial amount of logging (will result in a substantial performance boost for many)- added miri's scenario name capture function to CommonUtils.lua (doesn't work now, but isn't being called)- began to tweak ub's usage of ooze. Reduced health activation from >= 40% hp to >= 30%. Also reduced the deactivation health value from < 40% to < 30%- reenabled the attack override in herogoap- updated the flee mastergoal to set at 50% HP instead of the current 75% hp- Added an action time to health pot usage to hopefully keep the AI from using a pot at lower HP, having the pot bring them up to full strength and then having the ai immediately sigil
version 0.27.08 BETA- Added new action and instant status function in useitemactions to keep the AI from "double locking" flags (eg wasting locks on a flag that is locked)
version 0.27.07 BETA- increased sigil activation health % from 45% to 50%- added new hammerslam calculate rates function - should increase the odds that rook will slam if the unit is stunned (should work for any type of stun)- rebalanced weights of rook's actions to bring them more into logical numbers- rebalanced weights of erb's actions to bring them more into logical numbers
version 0.27.06 BETA- reduced sigil activation health % from 50% to 45%- changed orb of defiance usage check so that it will consider using it before sigils- removed grunt check on orb of defiance (previous the AI would refuse to use use the orb if the threat level was < 15)- added nearby enemy hero check to orb of defiances - if no enemies nearby, then orb will not be used- reduced the value of narmoth's ring on the AA ub build so that it is not choosen as the only item at the start of a game on nightmare difficulty- reduced the captureflag override at the start of the game from 60 seconds to 40 seconds- disabled the attack override to allow the ai to make its own decisions based on weight- Reduced the reteat values if there are nearby enemy heroes and towers from 85% to 75%- modified rules for dg vs dg fights. AI will run if there are more enemies than allies present
version 0.27.05 BETA- removed the nonworking per map flag settings- revised the generic flag settings- disabled all existing rook builds- added new "more balanced" hammer slam tower build
version 0.27.04 BETA- continued to enhance the documentation in heroGOAP- added new logic to provide a count of heroes/enemies in heroGOAP for decision making- added rule so that the AI's goal will flee if 3 or more enemies are present vs 1 ai - changed default value of gold and portal flags to 0.5- increased unit.movecutoffrange from 1.2 to 2.5 in attackactions- fixed a problem with da's new swap logic- continuing to test out flagassets.lua - I don't think values are being loaded for each map
version 0.27.03 BETA- removed erb's desire to cast stun as an interrupt as its not possible- increased erb's desire to bite- increased oak's desire to use surge to kill units- removed sedna's desire to use silence as an interrupt as its not possible- added comments to heroGOAP to try to track where the AI is getting stuck (NOTE - this could slow down some lower end pcs)- added new logic to count the number of grunts near a hero for decision making purposes - previous check was based on threatlevel- changed the balancing capture flag logic so that the AI will re-prioritize capturing flags if there is a difference of 50 in warscore- changed AI's desire to buy capture locks from WR 4 to WR 6 - AI will not purchase them prior to WR 6
version 0.27.02 BETA- major revamp to DA's swap ability - da will now only swap if the number of allies is > enemies near da- disabled existing DA build- enabled STANDARD_ASSASSIN da build (eg what most players use when playing da) now that swap is working as desired- disabled pounce sedna build
version 0.27.01 BETA- updated TB's frost nova so that it is used more often
version 0.27.00 BETA- created new UID - this is done so folks can still keep the release version 1.0 installed and try out new "beta" versions and help with testing, etc- added additional documentation to AIGlobals.lua- adjusted the saving routine so that angels are not saved for until ws 7- changed the way the AI evaluates additional shopping trips. Now based on warscore- fixed a minor bug with reg's mark of the betrayer squad target- added additional shopping trips (see details below) # SHOP PERIODS # Warscore >= 300, AI with most money, possible to buy fs1, at least 600 gold # Warrank >= 3, AI with most money, possible to buy cur1, at least 1800 gold # Warscore between 2450-2575, NOT AI with most money, at least 1500 gold # Warscore between 3100-3225, AI with most money, at least 1500 gold # Warscore between 3800-3925, AI with most money, at least 1500 gold # Warscore between 4150-4275, NOT AI with most money, at least 1500 gold # Warrank 8 OR AI already bought the upgrade, priest/angel/cats available, AI can afford the upgrade # Warrank 10, possible to buy giants, AI can afford the upgrade
version 1.00- created new UID- removed any "pacov" labeling- changed name to Enhanced AI (peppe's original version was Enhanced_AI- updated version name to 1.00 (numbering convention will be 1.00/1.01/etc going forward)
version 0.26.56 (misc fixes + pounce sedna build is live)- removed CaptureFlag goal weight from oak's pent functions- removed CaptureFlag goal weight from rook's hammerslam functions- removed Captureflag goal weight from tb's deep freeze functions- removed CaptureFlag goal weight from ub's grasp functions- removed ub's mygraspstatusfunction and replaced with DefaultStatusFunction- removed oak's myPenitenceStatusFunction and replaced with DefaultStatusFunction- removed sedna's myPounceStatusFunction and replaced with DefaultStatusFunction- substantially increased sedna's desire to pounce- re-enabled sedna's pounce_tank build
version 0.26.55- fixed a bug that still allowed demon assassin to pick up swap- fixed a bug with unclean beast's grasp code- enabled new hammerslam/tower rook code and tweaked desire to hammerslam- increased sedna's desire to pounce (did not re-enable the pounce build yet)
version 0.26.54- removed the remaining demon assassin build and added a new build without swap per request- reworked the valor flags weight. Should be less desirable for AI prior to ws 8- tweaked deep freeze to be cast much more often- re-enabled ai priority to attack structures. Tweaked the formula so the AI will immediately back off if any enemy dgs come into range. This should reduce the odds of death and also keep the AI from wandering past towers for the gold flag, etc
version 0.26.53- increased artifact weight so they will be kept if the AI purchases- added mageslayer to the generic equipment purchase list with a priority of 110, moved godplate to 120- enabled oak to cast surge when trying to flee
version 0.26.52- substantially increased the odds that oak will attempt to interrupt- removed demon assassin speed_spine build- re-enabled the graveyard level 1 upgrade - minor misc changes- changed ai's desire to pick up locks from level 3 to level 4
version 0.26.51- rebalanced the general equipment builds- rebalanced the specific demigod equipment builds- removed AI's desire to purchase any graveyard upgrades- removed "cloak of invisibility" from artifact prioritization as the item does not exist
version 0.26.50- Reduced priority from 35 to 20 for boots of speed on UB HP/ooze build to keep the AI from purchasing boots of speed as the first item if the AI is set to normal- increased priority of grofflings plate in the general build- substantially increased ub's desire to grasp in game- updated flag goal for cataract to reduce the AI's desire to grab the valor flag early (eg the AI running to the middle of the map)- increased ice tb's goal to make it use deep freeze more often (tb's abilities all need a bit of an overhaul)- various item selection tweaks
version 0.26.49- changed desire for flag locks to increase at wr3 instead of wr4- adjusted AA ub build so that it will never choose mana items (unbreakable is still acceptable, though)- implemented the "siesta." At warrank 4, any ai (not the high gold AI), will return to base to shop as long as they have 1500 gold. Then, towards the end of wr4, the AI that is the highgold AI will shop alone.
version 0.26.48- added miri's check to force the tb to stay in whatever mode its build is designed for. This should improve the AI's usage of abilities tied to the pure ice or fire builds. Confirmed that fire tb will stay in fire form and ice in ice form based on build. - continued to balance item selections- Changed Rook's favor item to blood of the fallen- TEMPORARILY turned off the attack structure code
version 0.26.47- made MANY balance changes - all changes are noted in the files, but too many to detail here (so I'll cover highlights)- changed ideologies for the mod. Before the goal was to force the AI to do everything I wanted it to do (simply buy cit upgrades) - now I'm planning on having it scale that back and focus on becoming an arse kicker- odds your ai will have a sigil is MUCH higher - this improves survival odds ALOT- ai will always purchase fs1/cur1/priest/angel/cats/giants - that's it. AI will no longer get any levels of experience.- ai will VERY OFTEN have locks - I still need to teach the AI how to use locks better though... so at least for now, it will have them...- MANY item prioritization changes - If you understand the modding side of things a wee bit, there are 2 ways a dg chooses equipment/items: 1 - a general list that contains all recommendations. 2 - a list that is specific to demigod build. I spent quite a bit of time improving the general list today and started working on the 2nd method that includes build specific items. I've only started on QoT, but I will likely get her to mimic my standard QoT build for items.- removed some additional checks to help reduce overhead of the AI* note - I have not begun to force shopping trips on the AI outside of fs1/cur1/priest/angel/cats/giants. I'll be looking to start phasing in shopping trips to encourage the ai to get even better items as appropriate. AI will still shop if it gets its arse kicked, but I want to schedule some trips so the AI will get stronger at different intervals even if its doing fine.
version 0.26.46 (the getting back on track version)- added miriyaka's changes to the save function so that we can evaluate based on warscore as well- added saving for fs1 as a priority after ws 200- updated value for fs1 to increase its priority to 200 after ws 300- removed log writes from miri's savefor, etc to see if that helps the lag issue that's been mentioned- confirmed - the generals will now choose monks if they are a normal ai with default settings (instead of saving for fs1)
version 0.26.45 (the lesser of two evils/back to basics version)- the title gives you an idea - if you play on normal settings with 1 general ai, they will NOT purchase monks at the start. This is not desired behavior. But in allowing this, the AI does not freeze between ws2 and 3 for any extended duration. Sadly, the other option right now is you get monks, but the ai stands around like an idiot at ws2. - Added additional documentation for the herogoap file- disabled the trip to the shop for ws 5 to get cur2- developed basic test code to send the ai to the base if its not the high gold ai- backed out the changes that increased rate of fire for bite/pounce/pent. We'll visit this again, but I'm concerned that the ai is overriding their flee function due to the high priority I put on these abilities resulting in more pointless deaths. My goal is to simply make them use their abilities more often... not die like goofs.- tweaked the rules for purchasing sigils. AI will not buy them until ws 2 and only if the AI has a max health > 2750- removed assassin sedna build again until I get back to sorting pounce
version 0.26.44- hopefully corrected a bug that would cause the ai wait around to purchase an upgrade if it did not have enough money of the ws for it. This should give us new opportunies for balancing upgraded in the future. The short version is I updated HeroGoap perform a check if the ai can afford the upgrade they are saving for before heading off to the shop. Not enough money = no shop. I'll be looking into explicitly sending specific ai's to shop on some sort of interval in the future- (not a real change... but started deep dive into integrating miri's savefor function)- removed cur2 shopping trip for now - it still gets a high priority, though
version 0.26.43- added miriyaka's save for gold functionality- disabled ai goal chat function from herogoap 1198
version 0.26.42- substantially increased the rate that erebus uses bite- substantially increased the rate that sedna uses pounce- re-enabled assassin sedna build now that pounce is used more often- substantially increased the rate of oak's penitence- added another shop period at ws 4 - the ai with the most goal should head for base a 4. This might result in a different dg being choosen for highgold after
version 0.26.41- added miriyaka's summon shambler fix. The code would work for QoT, Sedna, and Oculus. I'm only implementing it for QoT as this would be a disadvantage for the Oculus build and sedna does not use yetis in the AI mod- Removed anklet of speed from all TB builds and replaced with Blood of the Fallen. The ai is not smart enough to use a speed fire tb build- Removed the file mod_units. This contains fixes already in uberfix and is not needed here- Enabled master goal chat - this is a debug function that broadcasts what the AI's goals are - you might find this annoying...- Re-enabled code that adds a destroy structure goal for the AI. Peppe turned this off at some point... probably for a good reason, but I did see the AI being more aggressive attacking towers, so I'm leaving this on for now.- Made some adjustments to the flag weights on cataract. This SHOULD end dgs running over the the mana flag at the start and then rushing to HP before they capture the mana flag. Reduced the weight of the gold flag to encourage the ai to attack structures first. Reduced the value of portals prior to ws8.- Removed all oak builds and added a new shield/pent focused build- Minor change for reg's build - added impedance bolt at level 16 instead of stats 1
version 0.26.40- removed the code that placed a limitation on what items could be purchased at the start of the game (AIShopUtilities 736-741)- Changed the priority level trigger from WarScore to WarRank for fs1 (AIGlobals 1433) - this appears to have resolved the ai's standing at mid issue. The Ai will purchase fs1 at ws2 now correctly- Changed AI's priority to get xp2-xp4 to 0. AI will no longer purchase these upgrades- removed mist and added coven 1 as erb's level 2 skill until we get a chance to write a routine for him to use mist to remove negative buffs- Updated ai priority values for minotaurs to 0/5/10/15 (eg an ai will never buy the 1st level minotaurs now) - I was seeing the ai pick this up as a cheap filler if they have the money - not worth it- Updated ai priority values for level 1 archers - dropped from 15 to 0 so the ai will never buy- updated ai priority values for hauberk of life - dropped from 40 to 35 so that unbreakable would be chosen over this if money was available - updated ai priority values for unbreakable - removed conditional formula and set to a static 39 - removed ub skill build spit_ooze_mana (essentially bots ub)- removed hybrid_fire_ice build from tb (bots tb)
version 0.26.39pacov is learning things… - reprioritized AI to purchase fs1 at ws2. Previously, it only purchased it if made it back to base with enough money; this forces it back to base to get it if no one else has- raised priority for currency 2. Logic mirrors currency 1 as I want this purchased every time. Also sending ai with the most gold to purchase at ws 5.- removed assassin sedna build until I have a chance to look at the pounce training – assassin sed should be pouncing left and right… right now its like once in a blue moon – heal_tank sedna is solid though
version 0.26.38removed unitstatussensors code – concerned it might be causing an issue- tweaked erebus build so that he gets mass charm later – he’s not using it well as is
version 0.26.37bugfix – just resolving a sytax issue
version 0.26.36copy of peppe’s version 0.26.35- removed 3 old sedna ability builds- added 2 new sedna ability builds- removed old qot ability builds- added new qot ability build- removed 2 old erebus ability builds - added 2 new erebus ability builds- uncommented some code peppe developed in UnitStatusSensors that might help resolve the frozen dgs*note – all builds that have been added by me will be announced in team chat at the start of the game and will say “pacov” folowed by the build name.
Live now
Did a game with version 54. Nightmare DA and me Sedna against TB and Sedna. Forced DA and TB and got both Sednas by random. The DA is still pretty much useless. I didnt see it swap. It doesnt use a lot of other skills though and doesnt really end a fight. The TB unfortunately played Fire so I cannot say anything about Deep Freeze. It was actually a no kill game. Which at least means the DA runs away and doesnt die.
Considering that it was mis-spelled and therefore not working, nope, it wasn't doing anything, and yes you were imagining it.
Peppe put towers on CaptureFlag so that Rook drops hella towers around flags, which makes sense. I can't imagine it would be beneficial to put hammerslam on CaptureFlag though - if Rook is moving toward a flag and encounters a hostile Demigod, chances are he'll go into an attack goal or use normal attack actions anyway.
Point. Ok - I'm going to clean this up and do some quick tests.
Hey - I've made several of the changes you've recommended. Re: hammerslam - peppe originally had hammerslam set with a high captureflag value (-100). Just to clarify, you are saying that it doesn't make sense to do that and I should remove that?
I don't really know what effect it would have, because I'm still not 100% clear on exactly what GoalWeights in an action blueprint determine, other than that they have something to do with the AI's action planning.
OK - fair enough... I'll make sure I spell things right and observe if I see anything improvement/worsening. The hammerslam functionality as coded seems to work OK if you have no towers... and not so great if you do (and the build I've enabled uses towers and slam - oh well).
Anyway, mostly bugfix/coding enhancement release is otw. Left you a terrible easter egg in the code, miri. If you find it an you don't do a face palm, I'll be very impressed.
quick note for me - the frozen dg thing always happens near a tower. The ai either moves just far enough away to defend safely or, if aggresive posture, just far enough to avoid being hit. Also, every time I see them do it in a strange position, it is ALWAYS near a tower... part of the puzzle.
Highlighted the stuff our testers will care about:
version 0.26.56 (misc fixes + pounce sedna build is live- removed CaptureFlag goal weight from oak's pent functions- removed CaptureFlag goal weight from rook's hammerslam functions- removed Captureflag goal weight from tb's deep freeze functions- removed CaptureFlag goal weight from ub's grasp functions- removed ub's mygraspstatusfunction and replaced with DefaultStatusFunction- removed oak's myPenitenceStatusFunction and replaced with DefaultStatusFunction- removed sedna's myPounceStatusFunction and replaced with DefaultStatusFunction- substantially increased sedna's desire to pounce- re-enabled sedna's pounce_tank build
Live now.
I did a search and couldnt find anything (maybe my searching skills)
I was curious what gold/hit point/experience the AI got at each level... the only thing I could find was an old tournament post that stated:
- Easy AI. At “easy” the computer players receive fewer hit points and less gold than the human player.- Normal AI. At Normal, the computer players have the same hit points but get slightly less gold from gold mines than human players.- Hard AI. At hard, the computer players receive the same gold and same HP as their human opponents.- Nightmare AI. At nightmare level, the computer players get a lot more gold and slightly more HP than humans do.
Is that the same for this mod, or has this mod changed all that. I was just curious what advantages the AI had in the mod at hard/nightmare levels. By the way, great mod! Makes the AI so much better!
Hi -boozer. Happy to answer your questions.
This mod does not change how much gold or XP the AI gains or gets based on their difficulty level, etc. I haven't modded any of that and it works exactly like it does in the normal game.
What this mod DOES do though - is cause the AI to make more intelligent decisions on what upgrades to purchase, what ability builds to get, what equipment to buy, how to handle flag control, how to go for interrupts, when to do ALL OF THIS, etc. That said, here's the info you were interested in.
The AI starts each game with the following gold amounts based on difficulty and playing a game with default settings:
Easy 500
Normal 1000
Hard 2000
Nightmare 4000
As far as the XP rates go, if I remember right (not looking at the code), the ai gains xp at a faster rate based on difficulty level. Eg a nightmare ai levels up faster than a hard ai, etc.
Hope that helps and if you have any more questions, fire away.
Played a game with the new version with vixel. All went very well as far as the AI goes with ints, etc. I did not notice a SINGLE f'd up thing the AI did all game on either side. It seems like things go much better (eg no stalls) if its human v human + 2 ai per team. I'm reasonably pleased with how things are working ATM. I am SOOO looking forward to figuring out the AI standing still on occassion bug and crushing it. If we solve that one, that is a gigantic win (as its pretty much the one unpredictable thing happening with this mod). Once that's sorted, all that is left is fine tuning.
There is another advantage for the ai. On hard and nightmare (no clue about easy and normal) the ai starts with 2 skills. That means at level 20 the ai has 21 skills.
To find out exactly you could start a game against and with ai players, play it to the end and then look at the replay afterwards. You can then look from the perspective of the ai player.
Played one game with 56. Like yesterday me Sedna with DA against Sedna/TB all on nightmare. That was the most unaccaptable behaviour I saw of a DA. I am fighting for more than 2 minutes with both DGs in between the two towers in front of our portal. DA ist at health flag on other side creeping. He gets the tower to below 1k but then does nothing. Has full Mana (over 4k) and does not take down the tower or come over to help me. He hardly uses mana anyway.
Much worse, after dinos are out he goes for the portal, destroys one of the two towers in front of portal (I took down the front tower a few minutes earlier), stands at the flag and lets the other tower plus a priest shoot at him and he is frozen. Not doing anything just being shot at.
When we hit WR8 he had 19k gold. Was again a no kill game. So shopping doesnt work very well. He then at WR8 went back to buy up to dinos and spent rest on equipment.
The enemy TB kept me frozen, lots of Frost Nova, Deep Freeze and Ice Rain. That looked very well. Sedna pounces. All is good only this DA is just not.
uh... what?
All of the AI difficulty multipliers are in /lua/game.lua in dgdata.zip - they should be fairly easy to find, keeping in mind that they're in numerical order, with 1 being easy and 4 being nightmare. Most multipliers/rates are 0.5x for easy, 1.5x for hard, and 2x for nightmare, with the exception of starting gold which is 2 for hard and 4 for nightmare.
I've.. never seen this, nor is there anywhere in the code where this would happen.
I don't have much insight on the AI standstill behavior. All I can say to do is run with the AI window enabled (I think it's /aiwindow in the commandline, but I don't recall) and add log / chat / console print messages to the goal choosing in HeroGOAP so that you know what goal(s) / action(s) the AI is on when it gets stuck.
Ok, I take that back and claim the opposite. Maybe I got that mixed up with the build names but I could swear I once watched a replay where I saw that an ai player had one more skill than level. Sorry.
so I've been looking at the game with the AI window up, like you suggested. I get a very strong feeling that the per map coding that peppe designed is not working. It seems like the flag weights are all coming off the generic priority weights. Looking into... need to take off in a in though.
Where did peppe hardcode flag weights?
gave up on looking into flagassets. Makes my brain hurt... there are quite a few other variables that are impacting flag weights. It seems like they will start with whatever is in flagassets, but then after a few seconds, are reset to something entirely diffrent. I'd expect to see some variations due to the capture value fluctuation based on position, etc, but its a bit strange and I can't pinpoint it.
Working on looking at heroGOAP and trying to see if a conflict there associated with fleeing and enemy towers, etc, could be part of the stuck dg issue.
heya, I did a 2v2 just then with the latest version; reg (me) and tb vs tb and da; a few notes about game;
* I set all to hard per your suggestion
* First the biggest positive change I saw was the AI farming A LOT in order to level. Also tele to save flags and towers seemed to be better from my last AI game. Appropriate locking also once towers had fallen. General map awareness seemed to be better - i.e. not leaving flags capped by the enemy too long etc.
* I bought curr1, catas and giants. AI bought fs1 and priests, and angels at the right times.
* There was some strange use of sigils for no reason by my tb AI - like when returning to cit.
* The AI spent money reasonably, and even though I havent checked the replay I think the skill set for fire looked right - speed etc.
* I'm not sure if this is a coincidence but when the AI was stuck on 3 occasions I pinged where the AI should go and it went within 3 secs. Im sure this was just random but thought I should mention it.
* Both sides AI were stuck quite often and I know you have already mentioned this.
* I didn't see DA use swap as an int appropriately, or at all.
* There seemed to be a bias towards aa attacks and not spells by all AI's. I checked a couple of times and there was mana available for my tb even though aa was preferred.
* Have a few others to discuss and can help out with testing when I am online if you need another.
Thanks for all the effort again.
Noticed this as well in a few games. The AI certainly needs to learn how to use sigils better. This is one I'll look into before too long.
Funny you should mention this. I was watching the AI priority window (debugging tool) yesterday and I noticed that anytime I pinged an area, the priority numbers for what the AI should do would jump some. However, nothing concrete on whether or not the AI decided to do something different based on the ping (eg, like you, I noticed the AI "responding to it" (once anyway), but it wasn't consistent).
We dropped swap from the DA build recently. He's just a little too dumb to use it correctly.
Yeah, this gets better and better as I tweak individual dgs. But it requires some coding for each and every skill to increase the rate at which they will cast, etc. I know what you mean, though.
Thanks for all the feedback, doggu!
ah - a problem I can fix...
I'm going to look into updating the rules for sigil use and for locking. I think I'll be able to solve the silly arse sigil usage (I still don't mind them using them like candy, but I hate them just using them like a goof)... and I should also be able to work out some problems with flag locks. With the exception of the end of the game, the AI won't even attempt to lock a flag if an enemy is nearby.... which is often when you want to lock a flag and leave. I'll toy with that a bit. Anyway, just skimmed the code and I don't think it should pose me any issues to sort through and improve.
another quick thought - I'm not sure, but I think the AI OFTEN treats rooks towers like it would normal towers. This means it will be very cautious if even 1 tower is there and even more so if 1 rook tower is there AND an enemy dg. In some circumstances, this sounds ok... but there is a huge difference between a single level 1 or 2 rook tower and a high tower... I don't think the AI can tell though.
MIRI - I'm looking to refine some conditions for when an AI will fights and when it will choose not to. For example, if my ai is 100% hp and there are 3 enemy dgs on a flag, my 100% hp ai will run into the mess of them because its told to attack if an enemy dg is there and its at 100% hp. That said, DUMB to attack 3 enemies solo. There are some things that can override this (from what I've seen). Anyway, I'd like to refine the check so that it would behave differently if there is only 1 enemy present, etc. Can you tell me how to check for > 1 enemydg? Might be really simple, but its just something I've been thinking about and haven't really looked into.
meh - tried 1 game with sigil value dropped to use at 35% hp... didn't go so well. Going to hold off on this until I feel like dedicating a few hours to testing... onto playing!
There should be a sensor that monitors nearby enemy and friendly demigods that lowers attack-type goal weights if there is a significant imbalance. I'm too tired to look into it right now, but your best bet for making the AI more hesitant to attack in those kinds of situations is making sure the sensor(s) monitors the right things and reduces the right goal weights.
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