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Re: Tactical AI - Odd behavior?

Posted: Thu Dec 27, 2012 7:03 am
by supermini
willywonka wrote:In the Derth Arena the ai seems to just stand there and be nuked to death when playing archmage. Except the one with rush. He rushed once, then I pushed him away with mudslide. He stood firm in his place ever since. Not moving towards me. Neither did the other two.
The slinger tries to shoot you from range, and the arcane blade tries to fry you with spells rather than get into close combat. Neither really poses a threat to an AM as you can outnuke them.

Re: Tactical AI - Odd behavior?

Posted: Sat Dec 29, 2012 11:58 am
by willywonka
supermini wrote:
willywonka wrote:In the Derth Arena the ai seems to just stand there and be nuked to death when playing archmage. Except the one with rush. He rushed once, then I pushed him away with mudslide. He stood firm in his place ever since. Not moving towards me. Neither did the other two.
The slinger tries to shoot you from range, and the arcane blade tries to fry you with spells rather than get into close combat. Neither really poses a threat to an AM as you can outnuke them.
But the problem was rather that after the initial shot, rush, attack, they just stood there passive and got nuked. Like they realised the futility and became apathic :p

Re: Tactical AI - Odd behavior?

Posted: Sat Dec 29, 2012 6:19 pm
by wobbly
The gladiator seems to like to run when he's been beaten up to much. I'd understand if he had a ranged attack or if he could get away but cowering in the corner hoping you'll spare him doesn't really work.

Re: Tactical AI - Odd behavior?

Posted: Sun Dec 30, 2012 10:38 am
by supermini
wobbly wrote:The gladiator seems to like to run when he's been beaten up to much. I'd understand if he had a ranged attack or if he could get away but cowering in the corner hoping you'll spare him doesn't really work.
All npcs like to run now, for some reason. Those with rush like to rush you as well right after running away from you, like complete idiots.

It's an annoying mechanic if you ask me, as it just extends the duration of trivial fights rather than add any challenge.

Re: Tactical AI - Odd behavior?

Posted: Wed Jan 30, 2013 7:09 pm
by yufra
Thanks for the comments guys. In regards to the fleeing when low, I am not terribly bothered by what you are describing although DG may want it changed. In my opinion, fleeing gives the NPC time to get some talents off of cooldown instead of just standing there, waiting for that last hit. The AI could potentially check to see if there are any useful talents (say healing or a ranged ability) coming off of cooldown before it tries to flee.

For the out-nuked issue, well it is fair to say the AI is being stupid in that case but what would you have it do? Teaching an AI to use terrain+FOV to kite and use ranged abilities is incredibly difficult.

Re: Tactical AI - Odd behavior?

Posted: Mon Feb 04, 2013 2:04 am
by wobbly
Wyrmic's try & use prismatic slash outside of melee range

Re: Tactical AI - Odd behavior?

Posted: Sun Feb 17, 2013 4:11 am
by lukep
Enemies use Evasion against my archers, despite the fact that evasion only works on melee attacks.

Resistance stacking is calculated incorrectly (in line 126 of tactical.lua), resist all is no longer added to the type resistance.

Re: Tactical AI - Odd behavior?

Posted: Fri Feb 22, 2013 4:50 am
by lukep
-Bellowing Roar has a defend value, so that it is used when out of range,
-The Leech talents also have a defend value, and no psi value, so they aren't used for psi recovery.
-Circle of sanctity has an attackarea value instead of a disable value
-Wave of Power has 2 for the attack value, instead of {weapon = 2}
-Glyph of Repulsion does not have an attack value, despite dealing damage
-Brandish should be attack = {weapon = X}, attackarea = {light = X}
-Retribution should have a attackarea = light = X value ??
-Would second life work well with Heal in the AI?
-Hymn of Moonlight should have attack or attackarea values?
-Starfall disable should be just for stuns?
-Sun Flare disable should be just Blinds?
-Mind Blast disable should be for Confusion?
-Temporal Fugue should not have attackarea, and disable should be confusion.
-Body Reversion's cure value is different from others'.

Actually, I might just make an addon.

Re: Tactical AI - Odd behavior?

Posted: Sun Feb 24, 2013 6:45 am
by lukep
I don't think the "weapon" damage type works properly, it doesn't look like it is calling the inventory or the actor's combat.

If you cannot attack, you do not want buffs.

EDIT: I can't actually think of a situation where you have 0 attack talents, so that might be only a theoretical bug.

Re: Tactical AI - Odd behavior?

Posted: Sun Feb 24, 2013 1:36 pm
by wobbly
mindslayer tried to use pyrokinesis through a wall when detected by vimsense.

Re: Tactical AI - Odd behavior?

Posted: Tue Feb 26, 2013 2:59 pm
by wobbly
Temporal warden tried to stay at range even though he was dual-wielding melee weapons. I think his archery talents must cause him to be marked as ranged.

Re: Tactical AI - Odd behavior?

Posted: Tue Feb 26, 2013 4:26 pm
by wobbly
supermini wrote:The AI uses the spinning beam from the aether tree poorly.

It places the beam on top of the player, even though that is the place where it's the safest (no silence, small % of damage). Maybe place it to a free adjacent tile?
Just had a mage use this while I was melee-ing him. He's hitting himself for more damage then me. Plus he's now silenced himself.

Re: Tactical AI - Odd behavior?

Posted: Tue Mar 05, 2013 2:35 pm
by wobbly
If an enemy has true grit you can wait outside line of site for him to run out of stamina.

Re: Tactical AI - Odd behavior?

Posted: Wed Mar 06, 2013 4:59 am
by lukep
wobbly wrote:If an enemy has true grit you can wait outside line of site for him to run out of stamina.
That's a problem with all resource draining sustains.

Re: Tactical AI - Odd behavior?

Posted: Thu Jul 11, 2013 6:43 pm
by String
It seems like sometimes archers will not fire and instead close to melee range.