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.
The AI does the equivalent of clicking the reticle directly on top of you, which is something that a human player can do just as well - the only reason it hits so often is because the boulder has such a large collision sphere.
If you're not playing with the UberFix enabled, there's a bug with the ability system that allows the AI's ability use to specifically target your current location at the time of the actual ability fire/hit (like the AI's tracking hammer slam). However, with Boulder Roll, this only gives the AI another ~0.3s or so of advantage, because once the boulder is released, it goes in a straight line toward your position at the time of the throw (as opposed to your position at the time of ability cast if a human player did it). Again, this is fixed in the UberFix.
Ok playing a game right now. Prob play another after this. Will mention some things happening.
5 vs 5 ai hard on Zikurat.
I saw Torch Bearer hitting a fort until it had a few hunderd HP. A hero came along and killed him before he (even could?) fled.
Not getting the 20% experience flag sometimes even when close and unguarded (2nd flag middle).
Pushing way to far into enemy territory (mine that is, because I notice that the most) and getting killed before being able to retreat.
It seems like there is a lot more group combat now. Which I consider a bad thing. So much more chance that if your on the frontline alone that a group of 3/4/5 enemy's get on top of you. And your allies are possibly doing the same on the other side of the map.
I decided to take a break this weekend. I'll incorporate miri's new code this week (thanks again).
oh - and keep the feedback coming. I'll see what I can do about some user request changes this week (and not just my typical if I see it jacked up, I look into it).
My current major priority AFTER incorporating some changes is on flag locking logic. I think the ai can become a VERY STRONG contender if it learns to lock and leave if down in ws. That's the biggest problem I still see with the ai... it needs early locks if its behind.
not entirely sure how much time I'll have to putz around with this today. Prob about an hour or so. Should be enough time to get miri's code added at least and a few minor changes.
miri - just gave this a test - I'm getting a new error now: "access to nonexistent global variable: 'GetWeakestUnit'"
Strike that - i sorted it.
ok... i get the first part... but not the 2nd... or perhaps I'm getting it exactly right and it isn't working? What I'm seeing is ai's casting the lock at pretty damn close to the same time. So, one starts to cast the lock... another starts about .5 to 1 second later (before its actually locked). Is that something that can be corrected?
live now
New ActionFunction: http://pastebin.com/EHxp2qt1
New InstantStatusFunction: http://pastebin.com/zEqxZUJE
This should prevent two AI from being able to lock a flag. It won't stop an AI from locking a flag that the player is also trying to lock - that would require a hard override of the flag lock ability script, something I'd prefer not to do.
Whenever you have a request, make sure you pastebin an up-to-date copy of the function or action or whatever if you've changed it from the latest beta version, otherwise from now on I'll just be integrating any changes directly into the code from the latest release. That should save a bit of ambiguity and work on your part.
ok miri - i will start pastebinning code from now on for ya. I do appreciate your help. I'm doing a bit of the grunt work, but having the help of an expert means I"m not spending 20 hours trying to figure out something that takes u 5 min :{
Tried the new one, it is much better.
AI hammers when it can.
Here's a quick, untested prototype of a map-name mining function - stick this in a blank /lua/common/commonutils.lua hook: http://pastebin.com/spRBmsfZ
And here's another quick, untested attempt at modifying flag priorities by map - a near-total rewrite of FlagAsset.FindCaptureRewards, which was an unnecessarily long conditional mess: http://pastebin.com/w02uQSeW
You might want to start with just the commonutils hook, and add a log message to the top of the current FindCaptureReward that attempts to report the scenario name, just to make sure that bit of code works as intended:
the issue has always been ai locking on top of ai. If this fixes it, we are golden. I'll try to sort tomorrow or the next day. Thanks!
will do. My next project then. I'll provide feedback. If you get inspired and get any further than me, please do tell. I expect my time to be limited the next 2-3 days, but who knows. Thanks again!
And thx for another test, orion!
oh - and I'll put this out there and see if any of you disagree. I really do think that the biggest component that is missing from the AI now is warscore control. I feel like the builds are generally solid; the item selection is generally solid; the "when to use" abilities logic is very much improved; and the RUN IF YOU SHOULD logic is pretty solid (little tweaks here and there would be good for this). I do think that if the standard game is 3 hard ai vs 2 humans, that I could get the AI to winning about 75% of the games against tier 1 players if I can teach the ai to use capture locks and maintain a warscore adv. That's the way is should work 100% of the time in evenly matched teams... AND we are talking about giving a gold and xp adv to the team of 3. If the ai runs before you can kill it... and it has more money and locks down flags... that will change the meta of the game to interrupting or stopping the ai from getting early locks off... and WONT hurt the ai much to use as it will have more money. It will eventually cripple the other team unless they can't score some early ganks... 500 gold per 3 ai can go a very long way towards a nice ws adv early. And as long as the ai hits ws 8 before the other team, odds are that means cats will hit the field earlier with the other team down. And that changes the meta up a little as well. Anyway, the mod has a long way to go, but I think this will be the next major step if I can come up with some solid coding for locks to hold ws. It's certainly not there now (the lock code is not exactly brilliant atm, but to be fair, there are A LOT of angles to consider when to use a lock if you have extra money. Anyway, I don't have any plans to make the normal able to take out anyone tier 1 (nor do I think that should be goal).
Refering to 0.27.26
Builds
I'm fine with most builds also. I wonder if the AA UB build should be disabled because the spit_ooze_health seems to be the better variant since the UB does not always ooze even when attacking (or it is standing around oozing senselessly). A routine to activate Ooze when an opponent is really near could help also maybe. But when I play I'm somewhat disappointed when my UB AI teammate chooses the AA build and somewhat reliefed when the opponent AI took it.
(when the transfer_tower Rook build was disabled and Sedna had only heal_tank, Sedna starts to win the AI battles, I'm curios how it goes now)
AI Performance
Since 0.27.26 the AI is stuck more often I think. Last game I saw them all standing in the middle. My two teammates at exp flag and the other three at their towers. Like every side was waiting for the other to engage. I can't tell about the health of the three so maybe they did that for a good reason? Hopefully I can mybe tell more about that later.
Warscore control
You mean the AI uses locks agressive when behind in warscore (you wrote something like that before)?
That would be fine, I guess. A general usage could be disappointing if, due to AI income, most flags are locked all the time.
But if they are not behind I still think just locking the enemy portal flags at 8 could be a nice thing. I've seen the AI having locks but not using it on the enemy portal flag after capturing it.
Difficulty
Normal should be an easy win for a good player (concerning equal team) and then it should scale of course. I think it's ok if it works fine for hard. But one reason for me to play with normal difficulty is the circumstance that I'm a new player that test builds and also have to get currency sometimes (I mostly do in MP games). With hard or nightmare teammates I don't bother at all. But that is personal I guess, so everythings fine with optimizing the AI for hard difficulty.
The current logic for locking flags requires (if I'm remembering right) an enemy in the area. The AI has no concept currently of locking and leaving, per se.
I thought I noticed some strange usage with ooze but I forgot to look into it. Perhaps I'll do that soon. I still like the AA ub build. It has a different item build out as well that gets QUITE powerful mid to late game on hard ai. Spit ub is generally more reliable for tearing down towers, though. I don't think I'll remove the build, but I'll look into tweaking ooze sometime soon.
It's definitely possible to make a new flag lock action on only the CapturePoint goalset that instead determines whether or not the flag being checked is an 'enemy' flag, allowing a lock only then (also based on specific WarRank conditions), and doing some kind of goal re-pick afterwards. I'll have to look into the latter; I'm not really sure how to issue a kosher goal update, but I'm pretty sure there are already some actions that do this on completion.
Regardless, creating a new portal/valor only lock action that triggers at later WarScore and ignores enemy presence should be fairly straightforward. Just copy the existing action, and in the weights and status functions, just replace any enemy/threat checks with WarScore checks, maybe multiplying weights if there's a particular negative difference in team warscores.
Yeah - I get the straightforward logic. I'm just trying to think through all of the variables and figure out what the appropriate rules should be.
Here's what I'm thinking in general. If you are down in ws by >= 100, then capture any of the middle flags, lock and then leave. If any enemy dgs are present, you'd just want to leave them on the locked flag and move on to another flag. Continue locking until the deficit drops to <100 ws. The current override system as its coded wouldn't work for this as the assassinate override is checked before the capture flag override. That shouldn't be all that complex to modify (or so I think). I don't mind quite a bit of waste if it means the game will be competitive. Most test games against the AI have me winning by like +2k in ws, which is pretty unacceptable. So what if they buy cats/giants when they hit wr 8 if they never reach wr 8.
Anyway, there's a bit to figure out to force a lock JUST on key flags, but I think the doing it based on how much down in WS the ai is shouldn't be a problem. I suppose we could keep the flag lock logic generic and not specific per flag, but I figure this will result in locking pointless flags (locking valor early for no good reason or flags that won't be contested). On cata, you know that the 3 middle flags will always be contested, so having specific logic would be better here. I don't know - I think a bit of this will be tricky.
Any code you want to wip up, miri, I'll be happy to test out.
Then the late game straight forward coding would be to lock the portal immediately or attempt to lock no matter what.
Oh - with regards to the AI's grouping up at mid from time to time and being stuck, I think a bit of that has to do with my current flag weight values. I tweaked those a bit when we killed the per map flag settings, so I need to revisit that. Noticed the AI having a tendency to work the middle instead of pushing the portals, etc in a game last night.
oh and thanks for that, miri - that should help out a bit.
I need to figure out a reliable way to determine when the flag in question is on your side of the map, or the enemy's side, otherwise you're right that they'll just lock any portal/valor flag they come across. I'll try to work on that sometime in the next few days.
Yeah - that bit might be tricky... wonder if there is some way to evaluate based on distance to crystal or citadel. Anyway, the middle flag bit can be covered if we can just do it by flag name.
thx again. Should take a me a few days to work on the code you've already provided and do some testing... if that code for grabbing the map name works, I'll have my hands full doing some re balancing on all of the maps anyway.
there's a syntax error in the function. I'll debug it a little later tonight if I don't hear from you - thx... debugger is complaining about not having an end statement where it wants one.
Yes, for some reason I tried to put a statement after a 'return', which you can't do. Fixed: http://pastebin.com/EHxp2qt1
Ran this through a standalone interpreter, so it's at least free of syntax errors.
Thanks. No more syntax issues. Testing out the code now.
edit - it checks out. Only played through 1 quick game and watched. Lock logic seems to be working and I didn't see any dbl locks, so things appear ok.
new version is live now.
Obviously, just a minor release - but this tested out and I don't think I'll be doing any more coding this evening.
Killed Oak just very very easy when he ran in to use his hammer after a stun from someone (granted he was level 1 but still)
The game is also suddenly abit laggy/shocky. Only since the last week. Might try a game in the future without this mod.
Lightningball guy just died twice very easy because of coming to close/into the area of the towers (on that map without anything in the middle)
Rook just almost captured a flag but took off before it was done.
Oak just followed me through the line of towers and then ran past the Citadel and died.
ps. Lock = capture (attempt)?
Just so I understand a little bit of whats going on.
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