ToME: the Tales of Maj'Eyal

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PostPosted: Fri Mar 11, 2011 2:07 am 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
That is pretty weird edge. The only other thing I can think of is if you have a ai_tactic table that has values of zero in it. Can you check that using the Lua console?

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PostPosted: Mon Mar 14, 2011 9:52 pm 
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Sher'Tul Godslayer

Joined: Mon Mar 14, 2011 10:32 am
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Location: Canada
Alchemist's Body of Fire is abusable, as tactical enemies seem to dodge the (very weak) attacks nearly every turn.

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PostPosted: Tue Mar 15, 2011 7:45 am 
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Thalore

Joined: Fri Sep 24, 2010 10:40 am
Posts: 127
Location: East Sussex, England
I saw a Snow Giant Boulder Thrower waste it's movement talent, because it was blocked by other NPC's in a corridor.


Code:
          # <-- Wall
#P#       <-- Boulder Thrower
#P#       <-- Regular Snow Giant
# ######

    @       <-- Me



Predawn

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PostPosted: Tue Mar 15, 2011 2:29 pm 
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Perspiring Physicist

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Predawn, I took a quick peek in the SVN and the only possible movement I see is having an infusion... is that what you saw?

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PostPosted: Tue Mar 15, 2011 8:04 pm 
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Higher

Joined: Fri Sep 01, 2006 6:20 am
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Location: Bermuda Dunes
This monster was "stuck" in this particular spot for some reason. I could hit it, but it could not cast anything at me. The log doesn't show any errors, so I believe the problem is the oddity of many diagonals not being reverse-traversable. I don't see an easy solution...

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PostPosted: Tue Mar 15, 2011 8:12 pm 
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Perspiring Physicist

Joined: Thu Feb 17, 2011 5:20 am
Posts: 889
Lucky you! This isn't an FOV bug--you could see it, but it couldn't see you. This is supposed to happen. It would make things really weird if we made looking/los/fov strictly reversible.

Now, as for AI, if it was being hit by something but couldn't see anything, it probably should have moved...


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PostPosted: Wed Mar 16, 2011 9:41 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Two odd behaviors for you.

Creatures with rush like to fire it off with one square between you and them, which wastes the talent entirely.

If you rest besides a trap, any allies you have will walk back and forth besides you, eventually killing themselves on the trap. In the case of alchemists, the constant damage mixed with attempting to rest until the golem is healed means that the golem will die before you stop resting.


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PostPosted: Fri Mar 18, 2011 7:34 am 
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Perspiring Physicist

Joined: Thu Feb 17, 2011 5:20 am
Posts: 889
Zop, I take it back, you shouldn't have been able to see that monster. A patch to correct this is posted here:
http://forums.te4.org/viewtopic.php?f=45&t=25261

Here is what your field of view should have been (very different, isn't it?):
Attachment:
better_fov.png
better_fov.png [ 80.89 KiB | Viewed 5302 times ]


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PostPosted: Fri Mar 18, 2011 8:37 am 
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Thalore

Joined: Fri Sep 24, 2010 10:40 am
Posts: 127
Location: East Sussex, England
yufra wrote:
Predawn, I took a quick peek in the SVN and the only possible movement I see is having an infusion... is that what you saw?


Yes, That is what I saw. I would be guessing it comes under the Tactical AI rather than the dumb AI, but I no longer have the stdout.txt file to check. The game version is unmoddified beta 21, direct from the download web page.

Sorry I didn't reply earlier, but I took a few days break from Tome to ease my pain. (Level 45 Cursed wiped out by Psyren's.)

Predawn

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PostPosted: Fri Mar 18, 2011 4:11 pm 
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Perspiring Physicist

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Predawn wrote:
Yes, That is what I saw. I would be guessing it comes under the Tactical AI rather than the dumb AI, but I no longer have the stdout.txt file to check.


Gotcha, thanks. The only snow giant that uses tactical AI is the chieftain, so this is actually the dumb AI being dumb. I don't say that to discount it as a "feature" rather than a bug... the dumb AI may be too dumb, who knows? :) I'll take a look at it later.

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PostPosted: Sat Mar 19, 2011 5:45 pm 
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Perspiring Physicist

Joined: Tue Jul 13, 2010 2:53 pm
Posts: 1332
Ok, I have changed (hopefully) all summons that were using tactical AI to never flee. The other examples as I skim back over the thread are actually the dumb AI being dumb: orc archer and snow giant using movement infusions, non-mana users using manasurge runes, etc. That isn't to say they should be ignored, just that they are not tactical AI.

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PostPosted: Mon Mar 21, 2011 12:49 pm 
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Sher'Tul

Joined: Thu Nov 21, 2002 9:53 pm
Posts: 1104
I don't know if it's the right thread or if it has been reported before, but the monster AI has 2 major flaws currently:

1) The "hit and run" using a corner glitch

#####
#_AB
#X##
#Y#

Player in B, monster in X.
Player moves to A, monster moves to Y.
Player moves back to B, monster moves back to X.

Problem: for any class with auras, moving from B to A will trigger the aura damage, and the monster comes back for punishment over and over

2) The trap glitch

######
AB___YX
######

Player in B, monster in X.
Player moves to A, monster moves to Y.
Player moves back to B, monster moves back to X.

Problem: if there's a trap in X or Y, the monster triggers the trap over and over until it dies


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PostPosted: Mon Mar 21, 2011 6:19 pm 
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Perspiring Physicist

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Posts: 1332
Nice catches Powerwyrm... any suggestions on how a monster should behave in those circumstances? And these only occur for ranged NPCs, right?

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PostPosted: Mon Mar 21, 2011 10:04 pm 
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Sher'Tul

Joined: Thu Nov 21, 2002 9:53 pm
Posts: 1104
Any NPC that has avoidant melee tactics. Best would be to keep distance 3 from the PC to avoid 1) and check for traps to avoid 2), so that triggering a trap is ok (for emergency -- usually the PC does that a lot), but triggering it twice is not ok.


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PostPosted: Sat Apr 02, 2011 8:46 pm 
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Perspiring Physicist

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Posts: 889
Ranged AI seems to be extremely good at running away from a player who is stealthed. They can't see me, yet they can effectively run away from me. Oh, and I know they can't see me because they still fire their ranged talents in random directions.


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