Peppe

Peppe

Joined Member # 2427603
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I didn't keep the log, but got an error i had never seen before. The demon assassin script file was complaining about a non-existent buff HOAKRANGE01. It looks like they copy/pasted a buff oak gets when attacking a stronghold (+1 range). They copied applying the buff, but did not include the buff in the local demon assassin script file file (dgdata\units\heroes\HDemon\HDemon_Script.lua) . [code="asp.net"]HDemon = Class(He

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[quote who="IN1" reply="126" id="2835477"]skirmish (mod version) .26j/uberfix 1.03 (last version published by miriyaka) Settings: cata/High Towers - all other settings on default AI settings: nightmare 2v2 UB(h)/sed v da/reg The purpose was to test the three DGs whose skills use was altered significantly in the last version. The findings are: (1) Sedna's Silence use is still very bad. She should never

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I will say this in testing Regulus's snipe I had to turn fog of war back on. The AI does respect fog of war, so tracker/visibility is beneficial to the sniper build. Normally when i watch the AI i setup a 3 vs 4 game and i go chill behind the health stone and watch both teams. When testing the sniper build I kept getting pinged by snipes from the center area. Without buying items the function to find the weakest target in range kept selecting me :P Then to te

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[quote]The biggest short coming with the AI is they lack the killer instinct. there are times when I am literally sitting in range of DA warp strike spine when I have 200 health and he doesn't kill me. there was also an occurance where Soccer mom walked by a sedna with 600 hp, well below pounce 4 damage and the sedna didn't even give soccer a menancing look. It seems like the AI just doesn't register when an opposing demigod is killable. enemy demigods can literally have a few hund

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26J: http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26j.exe http://peppe-dg-mods.googlecode.com/files/Skirmish_AI_v26j.zip Pacov, dug out my old google site, let me know if people have issues with this host. I had a nice change log all ready and the forum blew up.

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[quote who="OMG_pacov" reply="110" id="2834821"]I think I noticed that there is only 1 build for rook (unless I'm remembering it wrong) currently in the code (which is your basic tower/slam rook). I'm wondering if we should add in a few other rook builds (hammer slam and speed rook). I'm not really all that sure how useful those builds would be, though. I was also thinking about adding a blood soaked oak build as a throw back to boxleitner. I think that build mig

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[quote]I've tested it with Dreamcatcher. Was quite challenging early on (we tried it also with Ice TB + AA Reg combo, died a lot in the beginning due to both Dgs being super-squishy), but at certain point, the AI loosened its grip. Well, not really... It's more like it has suddenly become too lazy. Their level advantage was significant (though Ooze UB and Occ could keep up somewhat), and they usually had more flags, so they invested in strange things (like getting every uber item possible for

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Regulas sniping distance should be pretty easy to dial-in. Is the rule: Don't use snipe if enemy demigod is within a given range (say about twice the normal ranged attack distance) unless the close target is low health? That translates to a pretty simple if statement and will probably have good results. If it doesn't use snipe during the fight it will be available for the end of the fight to shoot the running away target (unless another weaker target

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Skirmish_AI_v26i\hook\units\heroes\ If you have windows 7 go to that folder and search for *AIBlueprint to get the blueprint for each demigod. If not just go into each folder and load the blueprint file in a text editor.

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26i: http://www.filefront.com/17591534/Skirmish_AI_v26i.zip http://www.filefront.com/17591533/Skirmish_AI_v26i.exe Regulus Updates: removed finger of god to prevent him from getting stuck in the first shop. Put Auto_Attack build back to an earlier skill plan. No snipe and Angelic Fury maxed first. T

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I think there is something in the sniper_mines build causing it to hanging running 4vs5 Regulus games and seems to be that build. I'll see if something looks funky about it. Seems to be tied to the finger of god achievement item. Add that to any class's build and it kills it.

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Changes coming in H (before i forget them): Attack demigod actions tweaked to chase in some cases, but retreat in most when towers are encounted. Regulus Snipe skilled allowed to fire more often than just a kill shot. Skill used only for demigod targets. Regulus achievement items updated. Removed Renewel added blade of serpent. TB, Frost Nova and Deep Freeze used mostly for interrupts or severely damaged heroes (to slow them down). TB, Fire

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There is also a deadzone on the flag search. I think it was 800 units, but i upped it to 1200. I think in these units a tower shot is about 600. Anyway inside this zone the flag closest to the unit is selected. How about add nuetral flags to the capture list, if its empty then add enemy flags and let the routine run as is?

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Every branch of the flag search includes enemy and neutral flags. Who owns contested flags? Does it have to get all the way to the breakpoint to be 'enemy owned' otherwise it stays ally owned, but contested? It could be nuetral owned is only until its captured once, then after that if its yellow it is still technically owned by the last team to push it past the breakpoint. If contested flags that never changed ownership stay in the ally flag list i will nee

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Just did a local test on Regulus and all of his snipe action had Killshot = true. This apparently means only use the skill for a killshot. Took killshot off the hero target function and it is fire at will now. The default function finds the weakest hero in range, so not really anything else to do. Put 4 on my team, took off fog of war and they sniped from the center of the map to demigods retreating by the corner flags :P I think th

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If i recall you can inspect what skill or item is actually being cast and its cast time. I'd have to put loop over all the columns again to see what all is available. I thought saving the interrupts for tp's only would be cheesy. A player doesn't know if they have 2 seconds or .5 second when the animation starts. There is also some delay in picking skills to use, although upping the interrupt skill weights may get them checked more often, or there might be a

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Current skills that look for interrupt opportunities to use: DA, ShadowSwap -Interrupt using item/skill is the only trigger for this skill. Probably needs another condition to use the skill. UB, Grasp - Interrupt using item/skill and if the target is below 60% fire at will. Oak, Penitence - Interrupt using item/skill, fire at will when Oak has greater than 50% or 1500 mana. Rook, Boulder - Interrupt using item/skill and if the target is below

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Removed the cloak from all generals on my local version. If you want to tweak skill builds directly in the files you can or post skill plans and i'll add/update builds in the file.

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Achievement item switch is easy. Glad new QoT is a good contributor. Do you want it to breakoff the engagement if a tower hits it? Or to avoid giving up on a kill allow one tower if we are higher health than the target? But at 2 or more towers break off attack. I can also count enemy and ally heroes near it. Can kill the attack when its not favorable?

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Someone mentioned earlier the AI may be too suicidal still on towers. The primary action that takes them into towers is the kill demigod actions. There isn't an abort mid action, so it will attack for at least 3 seconds and re-evaluate. Right now it is set to do something different when the attacker is in range of 2 or more enemy towers. So on cataract you should see them pursue past the corner tower, but turn around at the range of the gold tow

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[quote]I think you asked about this sometime ago, Peppe, and I’m not sure if I ever answered you, but here goes: I’m looking to include your updated AI as a mod and not actually hard coded into the game. I’m guessing there are more than a few changes with what you’ve coded and if we took a shot at hard coding it into the game, I’m guessing the QA work would be through the roof and we probably wouldn’t see implementation. So, the goal is for inclusion as

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[quote who="miriyaka" reply="13" id="2833606"]Were you running the UberFix when you had this error? It's supposed to be fixed. The game auto-generates invulnerability meshes, so the fix was just a matter of removing the reference to any invuln mesh at all, and letting Blueprints.lua generate a new one from the existing mesh.[/quote] I think i had just switched to lasted uber fix and forgot to re-enable it.

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Added potion check to the moving loop as well. Seems to abort the action 100% now and go get the potion. 26g: http://www.filefront.com/17586763/Skirmish_AI_v26g.exe http://www.filefront.com/17586764/Skirmish_AI_v26g.zip

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