Currently low health will guide the talent selection towards either HEAL or ESCAPE talents, but it will not actually switch the movement over to "flee_dmap". Only moving closer than ai_tactic.safe_range does that. I have whipped together an untested patch that will will run the tactical check every turn rather than every talent_in turns, and changes to flee_dmap if you want to escape. The patch is: http://pastebin.com/48zb6sFM
I'll test and play around with it a bit, but I think this is more flexible. Cheers!
Tactical AI
Moderator: Moderator
Tactical AI
<DarkGod> lets say it's intended
Re: Tactical AI
The problem is that a creature can not want to flee unless it has a talent allowing fleeing.
PS: also, pastebin seems to break all diffs :/
PS: also, pastebin seems to break all diffs :/
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Tactical AI
Yah, the pastebin patch has a bug, it should be:
I am currently testing this patch in-game and will let you know how it works out: http://pastebin.com/8b44J7iD
Code: Select all
-- Keep your distance
local special_move = false
if want and want.escape then
special_move = "flee_dmap"
end
<DarkGod> lets say it's intended