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Re: AI Does the Darndest Things
Posted: Mon Aug 11, 2014 11:13 pm
by yayswords
This was probably not planned by the AI, but could be a good thing to teach it.
The turn order was (start of fight): My druid, 3 enemy archers, then Riley. A druid + Riley nuke would finish one archer, so I opened with a nuke on my druid. But one of the archers hasted a front row mob so it got to act before Riley and could guard the injured archer

Re: AI Does the Darndest Things
Posted: Tue Aug 12, 2014 7:34 am
by jack1974
Yes I can tell them to haste a frontline fighter as first action in the battle. Is a good strategy indeed

Re: AI Does the Darndest Things
Posted: Thu Aug 14, 2014 7:27 pm
by fabulaparva
Dem Healing skills.... v.0.8.24.8. This time Gamesh Crossbowmen are drinking up potions for 0HP. (Well, I've seen them do it before, but this time I got it logged!

)
AI-Log:
Combat-Log:
Re: AI Does the Darndest Things
Posted: Thu Aug 14, 2014 8:13 pm
by jack1974
Yes that part was bugged, I've replaced it with new code now that should behave more cleverly

Re: AI Does the Darndest Things
Posted: Wed Aug 27, 2014 7:26 pm
by fabulaparva
I think that yayswords posted about this already earlier (can't find the original post as it's not in this thread) but the Kiduu Pikeman skip*) turns occasionally. I've tried to catch this on the logs, but it's a bit hard because either when I can pinpoint it, I've had the log off, lol, or I can't find the spot when it happened in the log as the combat log has no trace on when a certain enemy should take a turn and the timestamp comparisons between AI and combat logs can get tricky when done afterwards.
(By the way, I find it a bit funny that one can inflict bleed on skeletons. It just feels physio-anatomically wrong. But I'm not suggesting for it to be changed.

)
*)And by skipping I mean that he does absolutely nothing, no defend, no heal, no guard, no basic attack, niente.
Re: AI Does the Darndest Things
Posted: Wed Aug 27, 2014 7:27 pm
by jack1974
Well the new AI if can't do anything should just Defend as default skill, so if is a bug should show up in the logs, like "executing SKILLNAME" and then nothing should happen.
Re: AI Does the Darndest Things
Posted: Wed Aug 27, 2014 7:36 pm
by fabulaparva
Kiduu Pikeman are not under the new AI as far as I know. Finally caught it:
Ai-Log:
Combat-Log:
And then it's Riley's turn. Kiduu Pikeman B prepared for Poison Dagger but just took the damage and did nothing on his turn. Same thing happened a bit later with Kiduu Pikeman C, also as he was preparing to use poison dagger.
Re: AI Does the Darndest Things
Posted: Wed Aug 27, 2014 7:41 pm
by jack1974
Ah is the overdrive skill yes, that one had several problems with the old AI, will change the poison dagger to another skill

The AI is right, poison dagger needs a specific condition, so that's why doesn't work (unless someone in your party has that). Will check all the overdrive skill in the old AI enemies to be sure!
Re: AI Does the Darndest Things
Posted: Mon Sep 08, 2014 8:25 am
by fabulaparva
Does the new AI consider Aggro at all? I have gone through some fights using Ranger's Taunt. Ranger's Aggro is almost 70%, Vaelis/Krimm''s Aggros at the same time have been in under 20% or even under 10% and still the Halberdiers tend to target either of them after the first round, not the Ranger. During the first round, Ranger is on the topmost frontrow position and has not used Taunt yet -- if the Halberdiers are to hit him at all, then that seems to be the most probable time. Only the Hammerguards (old AI) keep targeting the one with Highest Aggro . If the new AI is intelligent enough to disregard the "I'm taunting you because I have the Bramble Coat/Mirror damage on me"-trap, then the usefulness of the Taunt skill has just been divided by a toppled-over 8.

Re: AI Does the Darndest Things
Posted: Mon Sep 08, 2014 8:31 am
by jack1974
I can now define their behavior, so in some case their attacks are influenced by the aggro, in others not. I can have the AI target the weakest members, or even (using prediction) hit party member that will receive more damage with the selected skill.
As you can imagine ignoring the aggro makes the battles harder, still it should have some effect, so will check again and make more skill use the aggro to determine the target.