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. <p
Peppe
If it becomes an issue we can probably modify the gold saving section i have now to check in on each ally brain's gold. The ally brain with the highest gold can have its item budget reduced to purchase upgrades. May be less reliable as the AI can still purchase other upgrades while its item budget is reduced.
Adding these conditions to the AI's item budget. [code="asp.net"] if aiBrain.Score.WarRank >= 2 and ValidateUpgrade.CanPickUpgrade(Upgrades.Tree, unit, aiBrain.Score.WarRank, 'CGoldIncome01') != 'HasUpgrade' then gold = math.max(gold -1800, 0) end &nbs
I'll start testing on normal first. Probably got the priorities out of wack with that. Just moving TP below banded helm and armor gets them buying the right stuff at the start.
I thought i fixed it before, but there was a spot where they AI could spend the 1800 it had saved on items once it got out of warrank 2. Extended the reserve to continue until currency is purchased. I'll take a look at the old currency and exp priority functoins. Exp was at 0 because the AI couldn't purchase it (bug fixed now).
[quote who="miriyaka" reply="82" id="2832068"] Quoting Peppe, reply 79Didn't get too familiar with those, but don't recall changing them functionality wise so they are similar to the default ones. The goal repick does not trigger every time the AI updates its status, so its possible the sensors and on damage function run between goal selections to get it into actions that keep it alive until it can decide to flee completely. Yeah, the damage callback is relatively unchanged fr
The shopping walking away and shopping again is caused by letting the AI decide what to do in the shop area. Its either that or force them to shop and risk them sometimes not making it out of the shopping area. I have not seen a consumable heavy purchase in a long time. The priorities are such that every Nightmare AI should buy Nimoth first. A healer idol or unbreakable boots and then some lesser armor items. B
Didn't get too familiar with those, but don't recall changing them functionality wise so they are similar to the default ones. The goal repick does not trigger every time the AI updates its status, so its possible the sensors and on damage function run between goal selections to get it into actions that keep it alive until it can decide to flee completely. The flee Master goal also has a top level override blocking many flee actions unless the demig
N: minion healer stuff. http://www.filefront.com/17572530/Skirmish_AI_v25n.zip http://www.filefront.com/17572533/Skirmish_AI_v25n.exe
Thanks. A second set of eyes on the code is great. I don't recall copying the citadel functions, so if its duplicated its probably just a carry through. I'll take a look. I'll see if i can cleanup the capture function to get the flag unit rather than search for the closest flag. Retreat is mostly controlled by unit sensor. There is a health sensor in there with a sliding 'oh shit' scale. When that gets high then it goes and finds the best
Sedna has 3 builds Healing wind is selected at 2 and 5 on two of the builds and the third gets it at 8,9. I can do build specific weights to zero out bishops or any item as needed. Unless the no bishops is more situational then we will probably just want what is best most of the time. I'll take a look at inspecting what other generals on the team own and see if i can adjust priorities based on that. I wrote a function alr
Thanks for the testing IN1. Re balancing what it shops for is super easy. The AI doesn't have a sense of saving its money to afford something, so if it is shopping and only has 2400 left it will buy the highest priority item it can afford. If there is an upgrade order we want to force I can make a custom dependency to enforce
Version M: http://www.filefront.com/17569022/Skirmish_AI_v25m.exe http://www.filefront.com/17569023/Skirmish_AI_v25m.zip May be time for a new major version ;P With these changes really nothing bugging too much about the AI. Capture action expanded. AI scans 4 closest flags.&nbs
Thinking on the valor flag suicide risk i might expand the flag selection function to inspect the tower threat around the 3 closest flags and select the flag with the lowest threat. Rather than select the randomly between the 2 closest flags.
L released. http://www.filefront.com/17568765/Skirmish_AI_v25l.exe http://www.filefront.com/17568766/Skirmish_AI_v25L.zip Found out there was a bug in the force shopping at war rank 3. Updated that and now they drop everything and go shop at war rank 3, and every one of them has 1800 they saved in
http://www.filefront.com/17567095/Skirmish_AI_v25k.exe http://www.filefront.com/17567097/Skirmish_AI_v25k.zip Added class to build announcement. At warscore two the AI will hold 1800 gold aside. The first AI on a team to shop in warscore 3 should be currency. The primary trigger for sho
Got one stuck AI in the latest test game. Not sure what it was doing. Watched the replay and it was just going to the health stone and didn't pick an action after that for a couple minutes. It acted like the shopping too quickly freeze, but it never even shopped. Going to see if adding some wait times to the move to health stone action helps.
J is up: http://www.filefront.com/17565805/Skirmish_AI_v25j.exe http://www.filefront.com/17565807/Skirmish_AI_v25j.zip
Version J changes: Rebalanced Citadel upgrades, so some items are selected before the upgrades. Should allow normal or poor ai's to fill some inventory slots before helping with team upgrades. AI's kept finding sigil, teleport, and capture lock as their lowest item and selling/re-buying them oddly. Blocked selling those items. Put an an extra check to block selling items when we have open slots. Put in a warning message to log every sel
If the AI wasn't stuck due to a loggable error i think i found something that might cause it to loop buying items at the shop. It would only happen late game with town portals and capture locks as its consumables. The capture lock and town portal priorities were changed in.23 or .24. Priorities on consumables is tricky. On consumables the priorities have to be balanced tightly to prevent the AI buying and selling them back over and over.&n
Sounds good. I don't really care what the name is, so if you think another name will have better success being included in the game that would be fine with me. I introduced some instability deleting and rewriting the capture actions from scratch. I think the stuck demigods in the version you tested were directly from that function. I have cleaned it up and it should be stable now. Normally i would have caught this befor
Thanks for the testing Pacov. I don't have the time to make changes and play full games against it, so it helps a great deal. Sorry if we took a couple steps back before going forward. I'll run some cycles to see how its playing and if I can get any stuck demigods. I think G had some errors in the flag function that might outright kill until the portal were recaptured, should be fixed in h. If you see stuc
Scan area function added back to capture function. Should break capture action on encountering enemies. Changed FS1 requirement from > 300 war score to > 100 war score. Should go to an ai on its first trip back to base. Set currency to 500 priority. Not sure if that will help, but if an AI is shopping that is bound to be the highest item :P http://www.filefront.com/17562656/Skirmis
Found some issues on the maps with a large distance between the portals and the portal flag, so have a fix ready for that. I will add a damage check to the instant status of the capture action. The old function also used to scan for enemies and abort when it found enemies. I can add that back in and see if the behavior is better. I test 'h' and try to get another version out before the end of the night.
Had to rush that G release out this morning before leaving for the thanksgiving festivities. I did not get to test the portal re-capturing section or let you know what changed. I normally run a few full games for release, but did not for g, so hopefully no major issues. To detail the changes in G: First I found very odd behavior trying to mod the capture action that comes with the game. Almost like the modded version wasn't overwritting the existing function.