[1.0.4] Tough Dumb AI
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[1.0.4] Tough Dumb AI
Discussion here under Development:
http://forums.te4.org/viewtopic.php?f=36&t=38707
File on te4.org at http://te4.org/games/addons/tome/tough-dumb-ai
http://forums.te4.org/viewtopic.php?f=36&t=38707
File on te4.org at http://te4.org/games/addons/tome/tough-dumb-ai
MADNESS rocks
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- Sher'Tul Godslayer
- Posts: 2000
- Joined: Fri May 07, 2004 8:26 pm
- Location: Nahgharash
Re: [1.0.4] Tough Dumb AI
Meet Jenx, the one to begin a holocaust of millions of dead player characters. It's astounding how much difference this makes. Skeleton archers are almost as bad as their master brethren now. And the sheer number of smartly used stuns/poisons/etc are resulting in a great GREAT many dead characters. You have in this one fell swoop brought more blood and tears to yourself then DarkGod could ever hope to gather.
*votes for more improvement, and integration to maingame*
How are enemies at very low cooldown (say, high level insane enemies, or deep ID enemies) at using these things when they cooldown again before a debuff wears off? For instance, will they now spam cripple on us, while we're still crippled? Or waste another stun, while we're still stunned?
*votes for more improvement, and integration to maingame*
How are enemies at very low cooldown (say, high level insane enemies, or deep ID enemies) at using these things when they cooldown again before a debuff wears off? For instance, will they now spam cripple on us, while we're still crippled? Or waste another stun, while we're still stunned?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
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- Uruivellas
- Posts: 744
- Joined: Thu Nov 18, 2010 6:42 pm
Re: [1.0.4] Tough Dumb AI
Since this is a modification of the "dumb_talented" ai, the NPC's won't consider anything about their target when picking talents. The more effective (and much slower) tactical ai that all bosses and many elites use does look at the target when picking talents, but doesn't consider debuffs directly.
This is another reason to fix debuff stacking. See http://forums.te4.org/viewtopic.php?f=42&t=37964 and http://forums.te4.org/viewtopic.php?f=50&t=38342
This is another reason to fix debuff stacking. See http://forums.te4.org/viewtopic.php?f=42&t=37964 and http://forums.te4.org/viewtopic.php?f=50&t=38342
Re: [1.0.4] Tough Dumb AI
It's not that badCrim, The Red Thunder wrote:Meet Jenx, the one to begin a holocaust of millions of dead player characters. It's astounding how much difference this makes. Skeleton archers are almost as bad as their master brethren now. And the sheer number of smartly used stuns/poisons/etc are resulting in a great GREAT many dead characters. You have in this one fell swoop brought more blood and tears to yourself then DarkGod could ever hope to gather.
*votes for more improvement, and integration to maingame*
How are enemies at very low cooldown (say, high level insane enemies, or deep ID enemies) at using these things when they cooldown again before a debuff wears off? For instance, will they now spam cripple on us, while we're still crippled? Or waste another stun, while we're still stunned?

I'm on nightmare mode now, and surviving, just!
MADNESS rocks
Re: [1.0.4] Tough Dumb AI
Update
I've updated the add-on in several ways.
1. I've introduced a scaling threshold for activation of healing talents. This is based on my own experience. Early in the game, I use heals/regens sooner rather than later. so I've changed the code to make the threshold 80% - maxlife/100. So at 100 life, it is 79% and at 2000 life it is 60%.
2. I've introduced a force heal. That is, if the criteria above is reached, the heal always occurs, regardless of how many talents are available.
3. I've improved the log output.
So here is an example of the new log format, with the forced heal being used by a spitting spider:
See how in this example, the spider has as options healing infusion, sun infusion, attack (which would be forbidden), lay web, spit poison and spider web. This line indicates that the dumb ai has been forced to use the healing infusion:
spitting spider 87779 Healing talent forced use <<<<<<<<<<<< 1
Hence the dumb ai is slightly tougher to beat now!!
Have fun.
I've updated the add-on in several ways.
1. I've introduced a scaling threshold for activation of healing talents. This is based on my own experience. Early in the game, I use heals/regens sooner rather than later. so I've changed the code to make the threshold 80% - maxlife/100. So at 100 life, it is 79% and at 2000 life it is 60%.
2. I've introduced a force heal. That is, if the criteria above is reached, the heal always occurs, regardless of how many talents are available.
3. I've improved the log output.
So here is an example of the new log format, with the forced heal being used by a spitting spider:
Code: Select all
AI took for target 87779 spitting spider :: 1538 Lekra 4 < 100
AI took for target 87043 thought-forged warrior :: 87779 spitting spider 4 < 100
[LOG] #UID:1538:0#Lekra hits spitting spider for #YELLOW#4 mind#LAST#, #GREY#3 darkness#LAST# damage (total 6.62).
[LOG] #UID:87779:0#Spitting spider hits Lekra for #LIGHT_GREEN#14 nature#LAST# damage.
[LOG] #UID:87043:0#Thought-forged warrior hits spitting spider for #aaaaaa#45 physical#LAST#, #LIGHT_GREEN#2 nature#LAST# damage (total 46.71).
[LOG] #UID:1538:0#Lekra hits spitting spider for #YELLOW#4 mind#LAST#, #GREY#3 darkness#LAST# damage (total 6.62).
[LOG] #UID:87779:0#Spitting spider hits Lekra for #LIGHT_GREEN#13 nature#LAST# damage.
[LOG] #UID:87043:0#Thought-forged warrior hits spitting spider for #aaaaaa#50 physical#LAST#, #LIGHT_GREEN#2 nature#LAST# damage (total 51.71).
spitting spider 87779 dumb ai talents can use Infusion: Healing T_INFUSION:_HEALING_1
spitting spider 87779 dumb ai talents can use Infusion: Sun T_INFUSION:_SUN_2
spitting spider 87779 dumb ai talents can use Attack T_ATTACK
spitting spider 87779 dumb ai talents can use Lay Web T_LAY_WEB
spitting spider 87779 dumb ai talents can use Spit Poison T_SPIT_POISON
spitting spider 87779 dumb ai talents can use Web T_SPIDER_WEB
dumb ai uses T_INFUSION:_HEALING_1
spitting spider 87779 Healing talent forced use <<<<<<<<<<<< 1
[LOG] Spitting spider uses Infusion: Healing.
[HEALING] 87779 spitting spider for 101.35
spitting spider 87779 Healing talent forced use <<<<<<<<<<<< 1
Hence the dumb ai is slightly tougher to beat now!!
Have fun.
MADNESS rocks
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
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Re: [1.0.4] Tough Dumb AI
I'd like to try this, but I get that the addon version is bad (using the most recent one, ending in _2.teaa).
Re: [1.0.4] Tough Dumb AI
ok, I've reloaded it and updated the md5 - does it work now?Doctornull wrote:I'd like to try this, but I get that the addon version is bad (using the most recent one, ending in _2.teaa).
MADNESS rocks
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: [1.0.4] Tough Dumb AI
I'm still getting bad addon version :-/jenx wrote:ok, I've reloaded it and updated the md5 - does it work now?
BTW, from my log, here's what I see for your module's MD5:
Code: Select all
[MODULE LOADER] addon ai-tough MD5 9457a019e91f5fed448ec95ab7e1014f computed in 1 nil
Re: [1.0.4] Tough Dumb AI
that's correct - perhaps GD hasn't included it yet on the server then.Doctornull wrote:I'm still getting bad addon version :-/jenx wrote:ok, I've reloaded it and updated the md5 - does it work now?
BTW, from my log, here's what I see for your module's MD5:
Code: Select all
[MODULE LOADER] addon ai-tough MD5 9457a019e91f5fed448ec95ab7e1014f computed in 1 nil
MADNESS rocks
Re: [1.0.4] Tough Dumb AI
Same problem for me, and it's been a while...
Ghoul never existed, this never happened!