G: http://www.filefront.com/17559261/Skirmish_AI_v25g.zip One flag capping action. Has some randomness to it. And should go after portals first anytime their balance gets out of wack. I flipped shopping back to a distance check. It will start a shopping quest whenever it gets near the health stone and has items to buy. AI should spend 90% of the game cap
Peppe
On upgrades. Every upgrade currently is at a higher priority than every item the demigod's purchases. Most equipment is in at a 20-50 priority. Most upgrades are 100+. We can try setting upgrades at ~25. Then the AI should get its health stacking items before upgrades.
No one sticks around the HP flag becuase they are probably all unhurt, so all get the capture points as thier master goal. They all then run the same capture action function that selects the nearest flag as the capture target. I might be able to add some randomness to this so even if they are all in the same spot they can make different choices. The shopping issues is probably a distance thing. I'll have to test the overrides on the other
Closes up for a couple hours. If i recall Validate.CanPickUpgrade checks everything, so if its already purchased it will return false to let the AI move onto a later goal. I checked before i used it, but don't recall the details now. The AI has all sorts of weights for different flags. I believe these would be compared to kill, move, or other action weights to help the AI land on Capturing that flag as its master g
Changes in E More conditional overrides for master goals to keep the AI on task. Some builds updated or added. Oak shield use changed. Old function was to use it whenever any enemy unit was near. New function oak must be below 50% health and an enemy hero has to be near. Version F posted. AI's announce artifact purchases. Capture points is the mastergoal as long as the enemy has flags and the demig
Attack and citadel defense conditions were added with version e. Version before that if the AI had map control it would do whatever it thought is best (generally select not good things, follow squads or stand around). The capture flags check is higher in the list than the final if healthy attack check. Capture flags is the primary action until the AI has +3 flag advantage over the enemy. Instead of letting the AI choose its next best ac
Updated. There is other stuff in the release. Pretty sure everything else i had updated on my local copy was complete. The game time actually starts a few seconds before the player's camera spin start, so i did a little higher wait and added some randomness. Actual code: [code="xml"] local waitTime = math.random(8,16) ForkThread(function() WaitSeconds(waitTime); AIUtils.AIChat(unit, announcement) end)[/code] <
sounds good. The current version has the little shop ID updated from 01 to 10, so the skirmish AI is good. It really only became an issue when I filtered items above 1750 out of the early game shopping and expected most AI's to get unbreakable boots.
It was cuased by the built in AI chat functions. miriyaka told me what to fix, so the replay observer mode won't error out. New games on version d above should be viewable as replays. I tested offline with a 30 minute game and it ran from start to finish without issue. My mod, Uber fix 1.03 rc4, an
Installer added. Pacov or anyone, I haven't used Inno Setup in a long while let me know if there are any issues with the installer.
No wonder they commented out all their AI chat items. I'll make these tweaks and get version 'd' out. Version D mod version posted and replay seemed to work fine.
On the replay it seems to be triggered by the chat: warning: 00:02:48: Error running lua script: Invalid army -1. (Use a 1-based index) stack traceback: [C]: in function `IsAlly' ...ardock\demigod\dgskir.zip\lua\sim\ai\aiutilities.lua(562): in function `AIChat' &nbs
Version c released... with capture lock announcement moved down. Should fire with the lock action. Set category to defense - wall as suggested. C re-released (had b in the name in game)
If you like the message i can move it down as mireyaka suggested.
Commented out the announcement code.
I forgot to look at the lock message. I can probably kill the announcement. Or move it to just before the action fires if it is in the wrong place.
Let me know if the reg thing happens often. I didn't tweak any survival stuff. It could be that the damage rate was so high it didn't bother to retreat. I think i saw that in one of the functions.
25 up http://forums.demigodthegame.com/400825
Release 25 : Mod Version - Skirmish/Online Play: http://www.filefront.com/17572530/Skirmish_AI_v25n.zip http://www.filefront.com/17572533/Skirmish_AI_v25n.exe -This version only works in skirmish mode and has no lobby modifications. <stron
Will get .25 up shortly. Going to rework the citadel upgrade to be the friendly way rather than editing the file directly. Haven't looked at the boot fix in the mod version.
Hah came to post my fix for the experience and you had posted you already fixed it. I don't know if this will work in mod form, but i just updated the buffs to match the upgrade name. I don't believe there are any citadel upgrades without buffs. I haven't looked at UberFix yet. Should i look to combine the changes in there into the AI mod?
Function is FindBestBaseItem(...) In lua\sim\ai\AIshopUtilities It derives the shop types from the item: First it gets a list of all item priorities from the brain. And loops over each item to find the best item to buy. for _,itemData in asset.ItemPriorities do ... # Store out each shop only once; this way we don't have to find shops more like crazy  
Found where it is marked 1750. Wonder if this could be the cause of some of the AI's shopping woes rather than how fast it shops. Just doing a quick look at the boots file and 3 of them have the wrong price. This isn't a major issue when the price is marked higher, but if an item is marked lower in these files, so the AI thinks it can afford it, but is actually more expensive it could cause unexpected behavior. For anyone curios, File is dgdata\u
Getting closer. Logged every step of the function. The AI thinks the boots cost 1750, so won't buy them at start (where i have capped the purchase at 1500 to get it to buy more items with its 4k. I'll see if i can find why it thinks an item that costs 1500 is 1750.
One final bug i want to squash and then i'll replicate changes in the mod version and do a release. For some reason the AI refuses to buy unbreakable boots when it has the cash and it is the highest priority item. Its driving me crazy. In then like 10 minutes into the game it will buy them.