Peppe

Peppe

Joined Member # 2427603
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26f: http://www.filefront.com/17586623/Skirmish_AI_v26f.exe http://www.filefront.com/17586625/Skirmish_AI_v26f.zip Queen updates. Should be in the closed form most of the time now switching to attack... Shield use more often (maybe too often). Condition to use shield on self or allies i

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Ok i'll play with queens packing/unpacking. Think the issue is packed was set to like 5 goal sets and unpacked was set to 'All' goal sets. Sounds like that should be flipped or different sets defined for each. Hero attacking is in the Assassinate goal set, so if that is the only thing to use unpacked form for then we could keep her packed a lot of the time by just giving unpacked that one goal set. Edit: On shield usage i f

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Thanks for the playtests and the feedback. I have only played QoT once or twice, so don't know much about her. I'll take a look at her actions and post the logic. First you are correct she has one build that i pulled from the forums somewhere. If you would like to see other builds I can add them. If multiple favor items are listed it randomly selects between the two. shield_spike

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Miriyaka, Was going through game logs and have Oculus carry orb of defiance more often and it seems to trigger this error: warning: 00:03:01: Unable to locate mesh blueprint [/characters/oculus/oculus_invulnerable_mesh]! Same error is logged if Oak's shield is cast on an Oculus. There is an invulnerable mesh in dgdata.zip, but it is named Occulus_Invulnerable_MESH.bp, extra 'c' :P Can that be fixed in a mod?&nbs

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26e: http://www.filefront.com/17583522/Skirmish_AI_v26e.exe http://www.filefront.com/17583525/Skirmish_AI_v26e.zip New version should slow down now. Hit a lot of the major items on my list. Rest is fixing or writing the individual actions, which takes a while. Idol purc

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Not sure on the advanced tactics. Don't know if the TP vortexes are a category of object the AI can scan for. Tried to find an add ping on the sim side, but the functions didn't make much sense to me. Not sure what parameters the function is looking for. The sim side can generate pings as you get one whenever a flag is captured or a building is attacked by a enemy hero. These seem to be done in sensors, but i couldn't follow it all the way back t

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Fixed the whole idol shopping routine for the next version. Idols are now properly weighted against the current idol owned and the AI will get the proper refund on selling to replace an existing idol. In the base AI and skirmish AI versions before .26e generals would buy idols whenever they could afford them and not sell existing idols before purchasing. The base AI priorities are all based on item cost and weightings, so not sure how often it ac

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Is it true to say we can ignore the portal count of all maps with an uneven portal total and just capture flags naturally until war rank 8? The AI understands absolutes, so we could probably get some non map specific logic in that works well on maps like brothers that would be better. I don't recall how many maps have an odd number of portals, so this may be an absolute that only applies to brothers, but if a new map ever came out that had odd portals the AI

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The map is probably available. How advanced or different would your strategies be? Going to tag the nickname with this, so whenever the AI chats it will be [TB]Some name (to allies): Message Any issues with the acronyms? [code="c#"] local myString = 'unknown' if unitid == 'hdemon' then myString = 'DA' elseif unitid == 'hema01' then &nbs

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[quote who="miriyaka" reply="25" id="2832598"] Edit: I'm kind of confused as to how ShouldSave works right now. What's the intended path for a 2-demigod team after Currency; highest saves for the next big upgrades (cats or giants) and the other saves for priests+angels combined? And then a 3+ team has one non-highest saving for just angels?[/quote] I didn't go through every iteration. The high gold gets cats or if its alone every

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[quote]other sidenote- wish there was a way to get the AI da to use swap intelligently.[/quote] I knew the AI probably wouldn't use this skill well when i put it in. Hope to get around to skill and item usage once we have a good core. I can edit the conditions to use abilities. I haven't looked at DA's yet, but pretty much all skill actions could use some attention. Most of the default conditions are: is the skill available Yes/No -> Do

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.26c http://www.filefront.com/17577318/Skirmish_AI_v26c.zip http://www.filefront.com/17577323/Skirmish_AI_v26c.exe Troop upgrade shared responsibility between AI's. If there is one AI it will save the full amount for priests, angels, cats starting at warrank 7. A single Normal

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Just getting through my first couple full games. Very hard for me to not see something i want to tweak and go edit some files and restart the game, so i don't get to see a lot of end game action. With current settings a single normal AI is a little too poor to get cats and giants right when they come available. A couple things that may help: let priests and angels be purchased earlier? warrank 7? Then a random AI may buy these upgrades fo

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[quote who="miriyaka" reply="11" id="2832346"]Welp. It's FlagOwner, not FlagUnit. FlagUnit is the class that flags belong to. My bad.[/quote] Flag owner still came up nill. The warning message is commented if you want to continue to search for the equivalent value to the findflag table. If the search for the flag bugs you ;) Line 56 #WARN('Flag unit' .. tostring(captureFlags[1].FlagOwner))

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26b: http://www.filefront.com/17576521/Skirmish_AI_v26b.zip http://www.filefront.com/17576522/Skirmish_AI_v26b.exe Compatibility with uberfix rook fixes. Tried to dial in suicide rate. Tweaked range to abort capture flag. Added assassinate as a goal override when enemy demigods are around.

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Trying to move my rook changes to a mod_units file as you indicated, but getting a syntax error. Used the code you posted and getting: warning: 00:00:09: SCR_LuaDoFileConcat: Loading "d:\stardock\demigod\bindata\mods\skirmish_ai_v26a\mod_units.bp" failed: d:\stardock\demigod\bindata\mods\skirmish_ai_v26a\mod_units.bp(4): `}' expected (to close `{' at line 1) near `=' The brackets all match up as far as i can tell. Not sure why its complaining

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26a: http://www.filefront.com/17575954/Skirmish_AI_v26a.zip http://www.filefront.com/17575955/Skirmish_AI_v26a.exe Only the high gold AI per team should save for the critical upgrades (currency, cats, giants). Updates dynamically so an AI that gets a kill could become the 'saver'. Portal re

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Found an issue with the portal recapture this morning. I had switched it from searching for a nearby flag to calling a flagunit variable that should be stored with the portal itself. Going back to searching for the flag nearest the portal ;) Monk management may be difficult to coordinate more intelligently than random ally for now. I could see maybe looping over every minion and find all the healer's follow targets, if they store t

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Not sure what get allied armies is returning, but I switched it to army brains and now can get gold. My section: for k, brain in ArmyBrains do if brain.Score.HeroId and IsAlly(aiBrain:GetArmyIndex(), brain:GetArmyIndex()) and brain.BrainController != 'Human' then table.insert(goldTable, {Army = brain:GetArmyIndex(), Gold = brain.m

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Testing new function now. Changed ' if goldTable[1].Army = unit:GetArmy() then' to double equals... also changed sort to table.sort(goldTable, sort_down_by 'Gold' ). Not sure if that is needed as i changed it before changing the other line. Think original format was ok. Edit: Gold is nil. Save it for another day...

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[quote who="miriyaka" reply="101" id="2832130"]Whipped up an AIGlobals function that checks the AI's brain for a table containing the upgrades that specific AI should be saving for: http://pastebin.com/DMQzVLNd Just need to find a convenient place to load this table that will only run once per team, and happens after AIBrain OnCreate. Quoting Peppe, reply 100If it becomes an issue we can probably modify the gold saving section i have now to

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