Golem AI Mode Behavior (Edited)

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flurryboots
Posts: 4
Joined: Mon Jul 24, 2017 8:38 am

Golem AI Mode Behavior (Edited)

#1 Post by flurryboots »

Hello, I'm new here.

UPDATE: seeing there is no answers, yet the views increase, i concluded that this is not a dumb question, which then everybody could answer easily (though at first i assumed everybody already know about it), if that is the case i want to ask, which section is appropriate to put this post? (is this post contains spoiler?)

EDIT: Removed unnecessary details from question (sorrry though, i have a nasty habit of getting too much into detail, and most often says the most obvious, when doing so). Edited the question to be more "concise". Added necessary information.

If you play alchemist, there is usually a talent on your hotbar (interact with your golem), there is several options, one of them is " i want to change your tactics", which could also be accessed by crtl+F2, or could also be accessed by right clicking to your golem's portrait above the screen.

After you do that, there will be another options, one of them is "set behavior" option. If you choose that, it will give you 5 option, namely: Melee, Ranged, Tank, Standby, Default.

The Question:
1. What it actually do? I can't seem find the difference after changing them. Is there a different key behavior for each option? if there are, please explain,
2. Or Is it even actually useful? I mean, if the golem behaves the more or less the same regardless what i choose, i could say the option is useless, is that is the case? ( I believe it had some usefulness, because there is no merit in adding that option, if that is actually useless, and if that's the case, it should be removed)

The least Expected answer, (thanks for answering though :) ) : Obvious answer, for example: You should choose melee if you want your golem to go melee, You should choose tank for most occasion, since your golem is a tank, and it is default, etc. This kind of answer didn't answer the question, yet wastes the answerer's time, though i have no problem about it, and actually grateful, rather than no answers on this thread. Any theories, speculation and opinion are always welcome. I just want to note that this kind of answer didn't actually satisfies my question, yet it is welcomed nevertheless.

Forgive me if my post is disturbing or lacking in any aspect, if that's the case, you can PM me to remove it.
Thanks :D ,

Flurryboots

Fireplace
Yeek
Posts: 12
Joined: Wed Jun 14, 2017 7:07 pm

Re: Golem AI Mode Behavior (Edited)

#2 Post by Fireplace »

From reading the lua code and guessing (I'm not familiar with lua or this code base):

* I don't know what default means.
* It would seem that standby means don't do anything.
* The other tactics set priorities for different actions, for example survivor will prioritize safe_range as the highest and escape as the second highest.

Lua Code:

Code: Select all

function resolvers.calc.tactic(t, e)
    if t[1] == "default" then return {type="default", }
    elseif t[1] == "standby" then return {type="standby", standby=1}
    elseif t[1] == "melee" then return {type="melee", attack=2, attackarea=2, disable=2, escape=0, closein=2, go_melee=1}
    elseif t[1] == "ranged" then return {type="ranged", disable=1.5, escape=3, closein=0, defend=2, heal=2, safe_range=4}
    elseif t[1] == "tank" then return {type="tank", disable=3, escape=0, closein=2, defend=2, protect=2, heal=3, go_melee=1}
    elseif t[1] == "survivor" then return {type="survivor", disable=2, escape=5, closein=0, defend=3, protect=0, heal=6, safe_range=8}


Hope this helps. Maybe someone with more experience can shed more light on how this works.

--FP

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: Golem AI Mode Behavior (Edited)

#3 Post by PseudoLoneWolf »

FP, I'd be willing to guess you're right. Programmer here, not a lot of experience with Lua or the ToME codebase, but I feel like I can read that easily enough. These numbers look like weights, in the same way that you can manually set talent weights in the golem's talent menu, only these ones are hidden from the player to prevent unnecessary extra fuckery.

We can see that default doesn't set any values or return anything other than what was passed in, so it's safe to assume that default doesn't do anything and is likely never used.

Stand By will be what happens when you tell your golem to stand by, obviously. The only weight it gets is one telling it to not do anything, so every turn, when able, it will do nothing.

The rest of them seem pretty self explanatory. A higher number makes that action more likely. Melee will close in and attack, ranged will escape to a safe range of 4 before attacking, tank will close in, heal itself, and disable the enemy, and survivor will leg it and heal above all else.
Let slip the toast of war.

flurryboots
Posts: 4
Joined: Mon Jul 24, 2017 8:38 am

Re: Golem AI Mode Behavior (Edited)

#4 Post by flurryboots »

Well, thanks @Fireplace and @PseudoLoneWolf :) , i think i'm getting the gist of it from both of your posts.

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