Peppe

Peppe

Joined Member # 2427603
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[quote who="Exxcentric" reply="216" id="2551290"]been playing your mod for a while now, (i use it to test my mod with, its fantastic! ). I have had a couple of interesting ideas and was wondering what you thought of them. 1. Is it possible for the AI to follow a human players orders. ie Pinging. Curently the AI only sometimes responds to a ping. however i am not sure if this is due to luck or it is code. However, when you have an ai on your team, it would be

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[quote who="carn1x" reply="211" id="2537766"]Does this AI work in multiplayer, and do all players need the mod installed and enabled for it to function? EDIT: ^ Read OP again I'm guessing currently the mod overrides the standard AI for the various difficulties, but are the difficulties rebalanced at all? Obviously for the purpose of Nightmare AI, there's not much need to rebalance as Nightmare needs a bit of a buff. Is it, o

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Tournament does not hook in gameplay mods. I think the settings for a tournament are hard coded into its lobby/scoreboard area, which can't be modded as those files are never checked for a modded version to hook. I believe it will still hook UI only mods though, and i seem to recall trying to flag my mod as UI only to trick it to load in tournaments, but fairly sure I got no where on that. Was hoping GPG would provide a way to mod the

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.22. Some tweaks from Izuz input. AI is a little more conservative. Still does some bonehead tower charges, but the flag capture actions are no longer the source. Lord Orion as morpheas said lobby cannot be modded. That was actually the first thing i tried to mod. .22 Changes: 2/08/2010 Tweaks to new or changed items in 21. Should avoid flags protected by towers (more often). </

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Offline version, Tower check added to flag search for the 3 capture actions. Should ignore flags protected by towers (other actions should push the lane and kill the towers). Portals are a little special on cataract cuase they don't have towers close to them. And increasing the range of the tower check makes the AI ignore center flags. I will try some more values, but for sure it will respect the towers at the gold flag.

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Yep that is the basics of it. You have pretty descriptive error, so you should be able to go right to that function or the function or two before/after it and find a good spot to mod a fix for the section that picks skills. I've modded this area of the code for my AI. By default it has pre-configured builds that sets out how to use skills 1-20. Each level a skill counter is increased and when it has a skill point to spend it spends it and i

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.21 up. making change log now. Big changes to flag capturing (search and defense). .21 Changes: 2/07/2010 Custom actions created to teleport to towers and portals under attack by enemy Demigods. When looking for flags to capture all Demigods consider all flags. Actions for flags nearest HQ, near to demigod, and portal flags. Capture lock changed to only lock portals and valor flags under en

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Start a game with them at level 20 and let them get a level to trigger the failure, then you can end the game and go to: "C:\Users\username\Documents\My Games\Gas Powered Games\Demigod" open: DemigodLog.txt If it is a big enough error to kill thier movement it should be in the log as 'lua script error' with traceback information of the function that may have cuased the error. You can post the error here or troubleshoot on your own.

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Hah. Tried a larger search area for flags and the game got upset at me: warning: 00:00:44: Error running lua script: You're asking for all units for over half the map! Going to try to re-write it to just get all the flags and find some other function to sort them by distance.

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Good to see you back in the thread pacov. .20 just had the rook changes in it. Yeah, the interupt stuff can get nasty... Again i think UB is rising to the top. Simple build for the AI to play and instant interupt... just brutal. Related to interupt. Does anyone know what skills cannot be repeated (game shows 'immune!' in green when skill is used)? When testing rook I just had 4 of him vs 4 of random AI's and saw enemies ar

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With default setting rook will stutter heavily at the edge of his range, but also stutter steps the entire retreat (from his melee range out to the archer range). He will also sometimes stutter for a while and re-engage in battle if something is near enough even when he is well below a safe health level. The stutter can also stop him completley where even if he can retreat he will stand still for long period of time waiting to die. Very rarely waking up

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[quote who="GM-morpheas768" reply="190" id="2527926"]Whoa! That is really impressive Peppe, I think you might know more than GPG coders, he he [/quote] Thanks. Would nice to get some time with the original developer of this code or his/her documentation. You can look at it and figure out what is going on in each piece, but some comments on the bigger picture would save trial and error. Think i would rather code for games than my day job of codi

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Exxcentric, see my posts above, but after narrowing it down to the shoulder mounted archer towes i have tried many varitions to trouble shoot. I am fairly sure i did Rate of fire = 1 for a single tower and all other towers 0 (they fire once, but don't reload until death). The file to play arou

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I havn't seen it mentioned elseware yet, but I got an email last night to invite a friend to play Demigod by sending them a 75% coupon. Expires Febuary 18th. Looks like 1 time use, so PM me if you want it.

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I've never coded LUA, so there could be something deeper I am missing as the syntax is not yet second hand to me and I only dug a few layers. My thought of the issue being cuased by action overload from performing what I believe is 24 actions a second (from just arrows, should also be doing a lot of other actions) is just a SWAG. Humans wouldn't be subject to this becuase the AI isn't running to override a human move command. If th

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Played around more with rook. Looked into his shoulder archer tower. It is 12 arrow shooters with a fire rate of 2. His hammer has a fire rate of .58 for reference (lower = slower). Reducing the arrow fire rate seemed to have a positive impact on his ability to retreat. I am testing values now, but it needs a lot of gametime watching. Watching the opening 5-10 minutes. The lowest i tested was

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I put the mist build in as a mist/charm build to play around with interupts. If anyone has a viable charm build I would be happy to swap out the mist/charm build. The other build is full minion if i recall. With the interupts in I am pretty happy with the way it plays at the moment. Overall its decisions are not always great, but I find it a lot more interesting to play against than the base AI. Hopefully

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I will take a look at the stuff above when i get a chance. Not using sigil with betrayer on should be easy. The other stuff is hard to track down/control, but i can keep tweaking. I believe i tested rook in the vanilla AI and he did the same thing, so i didn't dig deeper at the time. I thought it had something to do with his ranged attacks.

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This mod? [Mod] FavorMod - V1.7 22/01/2010 Probably the only reason to make it part of your mod is if you plan to modify my AI to use your new items? Otherwise people can just enable both mods and they should run fine together. You or anyone, feel free to merge it with any other mods or mod collections. My updates have obviously slowed down as the remaining changes that would improve the AI generally take longer to develop and lo

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update .19 live. Let me know if there are any issues. .19 Changes: 1/25/2010 Mainly Stun/Interrupt Changes. UB + Rook will save thier skill for interrupt or a low health target. Sedna + Oak, will fire thier interrupt skills as long as they have mana and should stop using it once they reach low mana, but will fire if an interrupt opportunity presents itself. Erebus, Will use charm mostly for interrupt, but if he can stun multiple demi

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Had a longer post I closed the browser on... anyway tested my interrupt detection on foul grasp and it is plain cruel. UB will easily stop a potion or portal out. Havn't played in about month, so i am real rusty on all the skills. Need to know if there are other conditions to use the skill as right now UB will jost hold it waiting to detect any skill/item with a casting time to interrupt. Its very effective with just that, but I was th

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I started working on interrupts with penitance, but the casting delay is making it difficult. Who has the fastest to cast interrupt? Have what I think will be the right code for using interrupt. Hero units populate a value called: CastingAbilityTask with the name of the ability/skill they are about to use. A condition of using a skill can be to wait for that to populate. I am looking to see if/where casting time is exposed to see i

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