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Author Topic: Gaps in and bugs in enemy AI  (Read 24457 times)

Presentiment

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Re: Gaps in and bugs in enemy AI
« Reply #15 on: March 20, 2010, 12:28:01 PM »

My main beef with the AI is that it will never attack anything five squares away. For example, in the Guards battle, your main has 18 HP and a guard is five squares away. It will not walk three squares and throw a spear to kill you, but it will just move two.

The AI needs to be more aggressive.
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Zackirus

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Re: Gaps in and bugs in enemy AI
« Reply #16 on: March 20, 2010, 12:36:42 PM »

My main beef with the AI is that it will never attack anything five squares away. For example, in the Guards battle, your main has 18 HP and a guard is five squares away. It will not walk three squares and throw a spear to kill you, but it will just move two.

The AI needs to be more aggressive.

I argee with Presentiment, the A.I should attack you when ever possible, and if they can reach it, always go for a backstab or your party.
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KZ

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Re: Gaps in and bugs in enemy AI
« Reply #17 on: March 20, 2010, 03:28:07 PM »

perhaps the AI was trying to keep from being attacked itself?
As far as I am aware, the AI doesn't have self-preservation mechanism - if it can, it will attack and try to deal the most damage.
In fact, from what I see, TSoG employs units that have had their AI written over very long period of time, such that some of the most basic and oldest units have realtively primitive AI- 'cause the latest AI to roll out is pretty good in comparison- take the Greater Ghost,for instance. But then again, the old AI has been patched up during TPA2 production. All I know is that if all AI is of the level of Greater Ghost, the enemies will pose a greater challenge.
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MikeW781

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Re: Gaps in and bugs in enemy AI
« Reply #18 on: March 28, 2010, 04:00:14 PM »

i agree, with Presentiment, whenever I am more than a melee fighters immeadiate reach (i.e. they cannot attack me this turn) the enemy will only move 1 step at a time, making the solo fight with Arman really easy (I just leap on to the largest roof and stay there)
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MikeW781

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Re: Gaps in and bugs in enemy AI
« Reply #19 on: April 02, 2010, 04:21:36 PM »

addition to the point of the AI not being aggresive:
OOX
OXO
OXO
OOO
OMO
X=GAURD
M=MAIN
O=EMPTY

Next turn I kill the two guards nearest to me, and the remaining guard, who could have finished me by using all 3 steps then his spear throw, only moves 1 step.
This is easy for me, and I feel as though the AI could use a little work in this section
« Last Edit: April 02, 2010, 04:29:57 PM by mikew781 »
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Ertxiem

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Re: Gaps in and bugs in enemy AI
« Reply #20 on: May 12, 2010, 07:34:31 PM »

The bandit AI doesn't choose to move 3 squares to attack.
In the image below, one bandit moved 2 squares to attack Arman (green arrow).
However, the bandit that was 3 squares away only moved 2 squares and didn't get near Arman (red arrow). If he moved another square, he could attack Arman.
Another thing is that bandits make a frontal attack to Griffin, instead of trying to to move to the side to avoid Griffin's counter (I didn't take a screen shot of that one).
« Last Edit: May 12, 2010, 07:38:15 PM by Ertxiem »
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Bromtaghon

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Re: Gaps in and bugs in enemy AI
« Reply #21 on: June 07, 2010, 04:21:21 PM »


The bandit moved to the right of my Hero, but chose not to attack.

Also, he could have moved in front of the Hero to avoid exposing his backside, but he didn't do that either.
« Last Edit: June 10, 2010, 03:36:42 PM by Bromtaghon »
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SmartyPants

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Re: Gaps in and bugs in enemy AI
« Reply #22 on: June 10, 2010, 02:47:48 PM »

In the first cellar battle, a ghost approached and faced Luca, but didn't attack.

CraigStern

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Re: Gaps in and bugs in enemy AI
« Reply #23 on: June 11, 2010, 08:44:14 AM »

I've optimized the enemy AI a bit more--hopefully that should resolve any issues with enemies not running the attack AI.
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Bromtaghon

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Re: Gaps in and bugs in enemy AI
« Reply #24 on: June 12, 2010, 03:50:51 PM »

I was in the Deeper Downs, and none of the Nymphs attacked my characters, even if there weren't wounded units to heal- they just walked around doing nothing until we slaughtered them.
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MikeW781

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Re: Gaps in and bugs in enemy AI
« Reply #25 on: June 12, 2010, 05:42:55 PM »

I was wondering which has priority-healing or attacking?
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CraigStern

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Re: Gaps in and bugs in enemy AI
« Reply #26 on: June 13, 2010, 10:47:22 AM »

That depends on the enemy. (I believe most healer units are programmed to prioritize healing.)
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MikeW781

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Re: Gaps in and bugs in enemy AI
« Reply #27 on: June 13, 2010, 11:25:34 AM »

Does the priority include how much the unit needs healing versus who the Nymph can kill? I believe that the Nymph healed his barely wounded ally instead of killing Arman when i was checking the AI....
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CraigStern

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Re: Gaps in and bugs in enemy AI
« Reply #28 on: June 13, 2010, 11:30:00 AM »

Currently, it does not. I haven't gotten around to revamping the healer AI just yet. :)
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MikeW781

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Re: Gaps in and bugs in enemy AI
« Reply #29 on: June 14, 2010, 12:33:54 PM »

Next up, do you intend to have static shield at such a low priority? Its only above attacking non-damaged, non-healer foes right now.
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