Peppe

Peppe

Joined Member # 2427603
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.08 is up. updating first thread now. Consumable item sell/buy cycling fixed *crosses fingers Every build given a custom item set 7-8 items deep. If a game ever goes very deep they should expand on these with a common set of artifacts. Some have priorities on artifacts to lean toward certain items. Assassins vs generals (4v4) was a dominant win by the assassins.

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@morpheas Flag locking is going to be in: \lua\sim\AI\Heroes\Actions\UseItemsActions.lua Only problem there is they are in HeroAIActionTemplate tables. The core version of the file loads each of these templates and then if you have a hooked version all your version fail to be added to the table becuase the name already exists. So template files like this should be shadowed. Shadowing does not work yet. For the hero AI templates I found the useful func

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pacov, I believe i have made changes worth testing. There is a lot of randomness built into the AI's goals and decisions. I test each build nightmare AI's 4v4. I usaully watch the replay as one of the AI's and look for hinky behaviours, but it is easy to miss a buy/sell loop. Anyway on the not buying items it seems occassionaly one of those 8 will not buy anything at the start. That one instead goes straight for a middle flag. After t

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One other thing i am pondering is if it will be worth the effort to support items by build. Item chioces are a critical aspect of the game and it seems like items by build will make the most sense. Built into the game there is a global item priority and a demigod item priority. The two are summed to get the final priority for an item to be purchased by a given demigod. Thier skill chioces have little modifiers that increase or decrease items ba

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Thanks for the build. Even if its not the best it is much better than what the random skill selector puts together. I gave this build the blood of the fallen achievement item. Added to version .07 of my skirmish AI mod: http://forums.demigodthegame.com/369930 If anyone has other builds for any of the demigod's they would like to see the AI use post in that thread and I will probably add them. For this version

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.07 Oculus build added. Custom favor items defined for each demigod build. Most have just one item. Oak minion has 2 (cloak of night and the ring of might or something). Erebus may have 2 as well. Oculus build: SkillBuilds = { chain_blast = { 'HOculusChainLightning01', # 1

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I am working on an AI mod to get the computer using good builds, favor items, and all other items. I've pulled a build for each AI from the strategy compilation thread and came up with one for demon assassin as a played a tournament or two with him. I havn't tried the oculus before, can someone post a decent build for him? Right now the AI select his skills on a weighted random basis, so I think he is very far from effective with t

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I have added the ability to define favor item by build. It can be a list of favor items to randomly select from (anklet, botf, teleport), or a single item. This should be vary useful to tailor builds around favor items. To accomplish this i had to rewrite the achievments selection section to read a list of favor items and select from them randomly. Example for a sedna build: &nb

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.06 is up. Demon Assassin 19-20 skill fixed before release. Builds posted earlier plus all the other demigods (minus oculus). New builds at end of this post. I looked at oculus and have no idea what he should use, so he is on the default weighted random skill plan. If you have a build for him post it or a link to it. These builds are a first stab at getting a better build plan in compared t

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Have builds in for OAK (full minion), Erebus (minion no charm), Demon ASsassin, and QoT. Implemented saving a second skill point to be able to use this QoT build, http://forums.demigodthegame.com/352272: QoT shield_spike = { 'HQueenBrambleShield01',# 1

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Hope to see others join in to make a challenging skirmish AI. Skill use will probably be an advanced topic. I don't have a master project plan, but right now i am taking out the low hanging fruit ;) What upgrades to get and when? set pretty good and easy to customize from here. Only issue is XP upgrade not being selectable by the AI. What items to get and when? Set to the com

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Anyone seen the AI use OAK's last stand? Is it decent? Wondering if it might be a worth the point or 2 over morale sometime after 15 since the AI does tend to die against players. I have ' abuggeredhedgie' build in and letting a game run with it. Testing out a method to sav

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I think there is just too much competition for the consumable slot. I have reduced thier priorities way down and saw less item flipping. Also cut our mana potions and rejuvs. Rejuvs becuase the AI didn't seem to use them well (held them when down on only one category choosing to go back to base to heal). They seem to play better with heal potions as they consume them quickly and stick around a little. No time to get a build out, but might h

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Any reason for them to even buy potions? I left those at the defaults, i'll tweak with the sell back priority and see if that helps that cycling. Don't think XP upgrade can be purchased by the AI at the moment. Citadel upgrades should go: Building health 1 during rank 1-2 Gold I during rank 3-4 Priests, Angels, Cats, blacksmith I upgrade in rank 8 (or later). Giants, Armor, and Atta

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Just upload .04 give it a try and see if they focus on items first. Looking at some of the code there may be a 'ai leader' that takes on the task of citadel upgrades. Might be something to watch. .04 Changes: Building health regen becomes a priority at 300 warscore (part way through warrank 1). This lets the AI get items to start and on the first trip back one will get this upgrade. At Cats reinforcement damage be

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Heh found the achievment selection logicif you can call it that. function named: FindBestAchievementItem First it reduces the list to what the demigod is allowed to select (min-max range based on difficulty and general/assassin). Then it applies advanced algorithms to select an achievment item. local numItems = table.getn(achievementItems) Count the items we

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I didn't set a priority on artifacts, so they are 50-200 based on thier cost. I didn't really think there was a bad one, but i can certainly zero out some or reduce thier priority to closer to the normal items and see if the AI doesn't try and save its money for one. Although that could just be a random goal it selected and stuck to... if it is consistant we can look into that.

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I glossed over a section on achievement item selection. Might be back to square one on skill selection. I had thought LUA used 0 based indexes so setting it to 3 would select the 4th build, but i guess its a 1 index as 1-3 were the built in oak builds and 0 and 4 both crashed the AI (just stands there cuase there was an error). I'll try a couple more things, but might have to shelve skills until shadowing is working.

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From the logic I am seeing it doesn't look like the AI can save skill points, but that is only a minor change. I did some test runs and the file hooks, but the original file builds seem to still be active. The original file is loaded as well, and where a function overlaps the new one is used. Seems skill builds and other settings are merged. I tried to move the files into a shadow folder. Demigod'

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For some reason i can't get the AI to buy the XP citadel upgrades. Anyone seen them buy it in a non modded game? Not getting any errors, so am thinking something is not named in the code or the global file after they changed the upgrade from more frequent reinforcements to XP. Other than that the nightmare AI 4v4 with me idle is wrapping up cat games on its own in about 25 minutes. Giants at about 23 minutes. Demigods level a

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@Pacov So the damage upgrade to towers that adds AOE is out? "Warscore 10: giants, several troop upgrades" is this armor and damage or just damage upgrades? Now that i think we any easy way to controlupgrades and early-mid game items done i can look for how the demigods make item and skill chioces.

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