[1.0.4] Tough Dumb AI

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jenx
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[1.0.4] Tough Dumb AI

#1 Post by jenx »

MADNESS rocks

Crim, The Red Thunder
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Re: [1.0.4] Tough Dumb AI

#2 Post by Crim, The Red Thunder »

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?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Hachem_Muche
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Re: [1.0.4] Tough Dumb AI

#3 Post by Hachem_Muche »

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
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

jenx
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Re: [1.0.4] Tough Dumb AI

#4 Post by jenx »

Crim, 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?
It's not that bad :lol:

I'm on nightmare mode now, and surviving, just!
MADNESS rocks

jenx
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Re: [1.0.4] Tough Dumb AI

#5 Post by jenx »

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:

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
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.
MADNESS rocks

Doctornull
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Re: [1.0.4] Tough Dumb AI

#6 Post by Doctornull »

I'd like to try this, but I get that the addon version is bad (using the most recent one, ending in _2.teaa).
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

jenx
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Re: [1.0.4] Tough Dumb AI

#7 Post by jenx »

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).
ok, I've reloaded it and updated the md5 - does it work now?
MADNESS rocks

Doctornull
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Re: [1.0.4] Tough Dumb AI

#8 Post by Doctornull »

jenx wrote:ok, I've reloaded it and updated the md5 - does it work now?
I'm still getting bad addon version :-/

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

Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

jenx
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Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: [1.0.4] Tough Dumb AI

#9 Post by jenx »

Doctornull wrote:
jenx wrote:ok, I've reloaded it and updated the md5 - does it work now?
I'm still getting bad addon version :-/

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

that's correct - perhaps GD hasn't included it yet on the server then.
MADNESS rocks

jotwebe
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Re: [1.0.4] Tough Dumb AI

#10 Post by jotwebe »

Same problem for me, and it's been a while...
Ghoul never existed, this never happened!

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