Burned out pretty good in November there... that is my style though. I did keep an eye on the thread this tiime incase there was any major bugs. I can probably do another smaller round of fixes/enhancements. What would be on your list? Are you still looking at getting a package of mods distributed through impulse/stardock? If so we should focus on fixes and performance testing and try to establish a 1.0 version.
Peppe
[quote who="miriyaka" reply="371" id="2889645"]Man, my head hurts just from an hour of looking through HeroGOAP/StrategicGOAP/HeroAIWorldStates. And I still don't know what anything does. I don't know who did the AI for Demigod, but I can definitely see why they had trouble refining its behavior. Yikes.[/quote] Yeah, i tried to decipher the section you pointed to in hero goap. In my head I think that section checks the elapsed time of the current action a
I am not seeing anything terrible, so i'll release to Pacov for testing ;) 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 Attack actions tweaked. Timeouts? removed.&nb
"What do you mean when you say you're seeing better behavior as a result of this?" I took off those time values on each attack action and the auto attack action only got interrupted to use a skill. I saw some issue swith TB swapping fire/ice mode, but the attacks all looked good. If its not a timeout then I don't know why the behavior changed. Setting it to something under a second gets mostly interrupted attacks... leavi
Think i am seeing some better behavior if you kill the time on the calculate weights function. AttackActions.lua Line 624: return { KillHero = returnValue + agent.WorldStateData.HeroKillBonus }, actionBp.ActionDuration To: return { KillHero = returnValue + agent.WorldStateData.HeroKillBonus } This change seems to let the ActionFunction run to conclusion.
Updated. Enhanced_AI_v0.26.34: http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.34.exe http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.34.zip I thought I still saw issues basing it on attack speed, so kept it simple and just used a fixed time
Sounds like the attack action is too short. If i recall in older versions the shortest i made these actions was 2 seconds, but they were further lowered to encourage the AI to select more time critical actions like TPing in to defend something. I'll tinker a little and maybe set the action to be a hair longer than the attack speed if that is stored in seconds somewhere.
Any issues with other projectile based demigods? The ranged demigods all share a ranged attack action to handle their auto attack. I don't recall making major edits to the action, the primary change was to make each action shorter, so the enhanced ai demigods go into and out of all actions more often than the standard AI. I have never looked at how damage is applied, but I don't think the attack action ending every second instead of eve
[quote who="miriyaka" reply="331" id="2847938"]Is there a way to lock in a capture goal for an initially-owned portal until it's completed? Possibly even ignoring the health sensor? Initially-owned is very important in this case - we don't ever want this behaviour with an enemy portal, or even a neutral portal, just the portals the team starts with.[/quote] No health or structure check in the action at warrank 8 and above. It has to check for enemy heroes while it is
Out of time to run games for the night, so will just put this out there. Little less tested than i normally do. Don't think i made major tweaks that would cause issues. [quote]yes... but the behavior I've COMMONLY found is that an ai, coming from the crystal, will just engage troops instead of trying to retake the portal. The ideal logic, which might sound crazy, is to get the portal asap and ignore most anything. [/quote] Can you see if this is both
I'm testing shortening up the generic attack actions which use auto attack and get the DG into melee or back line position. Some of the defaults run 4-5 seconds. I think the DG can only have one action at a time, so cannot use skills while it is in the generic action, so dropping to 1-2 seconds should mean it should check all the other actions it could run more often. Just judging by mana bars I'm seeing them drop to zero faster, but i'll have to watch
[quote]I don't remember for sure, but isn't spit ub the only build we have in there now? If so, he often does not spit as an open (should be close to 100% of the time spamming that ability whenever possible). Not just on towers, but in combat as well. I was questioning several times tonight whether or not I was up against a ub that did not spit.[/quote] 3 UB builds. 2 spit / ooze with identical skill plans different favor items and equipment items. 1 Pure Ooze build p
[quote]if I'm capping a flag, the ai will stay out of reach and just attack creeps even if it could push me off easy. I was at 1k hp, 2 enemy dgs were standing just out of range, fighting creeps while i took the flag.[/quote] How far is just out of range? Vision range or like a ranged attacker distance? AI should go into the attack hero actions whenever a demigod is in visible range. Though low health themselves can keep them out of combat. [quote]da on my t
[quote]Where is this line in particular used?[/quote] Get threat at position is used all over the code to check enemy and ally threat levels. Every unit has a threat value and the function returns a sum of the threat in the area you ask for and filters if you give it a category (except it doesn't use Categories.XXX). The places I was using it to check for towers was to check if it is > 0. If so abort the action (capture action, auto-attack action) to help
Enhanced_AI_v0.26.32: http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.32.exe http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.32.zip UB - Spit Ooze build plague removed, post mortem left in. Replaced all instances of 'GetThreatAtPosition' of type 'structures' with
Miriyaka, Do you know if rook towers can be filtered out of the GetThreatAtPosition function? Format is this: local testEnemies = self.Brain:GetThreatAtPosition( self.Agent.Position, 0, 'Structures', 'Enemy' ). I think it is an engine function cause i can't find it in the LUA.
Enhanced_AI_v0.26.31: http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.31.exe http://peppe-dg-mods.googlecode.com/files/Enhanced_AI_v0.26.31.zip Maybe finally fix the teleport in and not go kill stuff. Some other small tweaks.
[quote]Does the summon tower action only try to place near flags now? Might want to add an exception if there is an enemy within x distance, say 20, and Rook isn't pursuing. The whole point of the current build is to drop towers constantly, and if he isn't near flags often enough, then he'll be doing poorly with it.[/quote] He can drop towers anywhere. If he is within ranged attack range of a flag he will take the extra second or two to walk to a flag and plant it there otherw
[quote who="OMG_pacov" reply="297" id="2843822"]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.
[quote]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?[/quote] 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. [quote]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.
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 t
[quote who="OMG_pacov" reply="291" id="2843696"] or the AI is busy. 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... I fairly sure the AI will not break out of an action once it is in one. ugh... well, if that's the case, then so be it. [/quote] Adding the breakout to the capture action should get it to react to the portal threat
[quote]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.[/quote] 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. &nb
[quote]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.[/quote] 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
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