Tactical AI - Odd behavior?

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Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Tactical AI - Odd behavior?

#91 Post by Theyleon »

The AI appears to be unaware of the max range of their PBAoE skills, like pyrokinesis. They will often hit these as soon as they see the player, even if your well out of range of it. Most noticeable in the alt Heart of the Gloom, given how many things there have pyrokinesis.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Tactical AI - Odd behavior?

#92 Post by 0player »

I doubt that general mobs in alt Heart of the Gloom have tactical AI.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Tactical AI - Odd behavior?

#93 Post by Theyleon »

I've noticed plenty of mindslayer rares doing it as well.

TheSlayer
Cornac
Posts: 44
Joined: Thu Nov 14, 2013 7:55 am

Re: Tactical AI - Odd behavior?

#94 Post by TheSlayer »

Whirlwind is used consistently as a "Defensive" behavior, almost never when player/hostiles are adjacent to the caster (only by accident when they are). This makes some enemies like Rogues still less threatening than they ought to be.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Tactical AI - Odd behavior?

#95 Post by jenx »

my addon fixed all these issues, but it is probably out of date now, with all the code changes.

see http://forums.te4.org/viewtopic.php?f=50&t=38820 for a list of all the improvements i made. afaik, none of these have been added into the game yet.
MADNESS rocks

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Tactical AI - Odd behavior?

#96 Post by ghostbuster »

Most foes with corruption/torment use blood lock right at the beginning of a fight. When in general the player has his/her full health... It is probably unjustified to make deep changes to the tactical AI just for this (somehow specific) talent.
But a simple fix would be to forbid the use of blood lock, as the use of any other talent would be better than the lost turn required to cast a useless spell....

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Tactical AI - Odd behavior?

#97 Post by Crim, The Red Thunder »

As of 1.1.5 oozemancer rares will use thorn grab, when out of range for it. If one is not in melee range, a melee range talent should not be used.
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
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crimsonlander
Posts: 3
Joined: Wed Mar 05, 2014 12:10 pm

Re: Tactical AI - Odd behavior?

#98 Post by crimsonlander »

Behavior of player's dream projections is inadequate ( http://forums.te4.org/viewtopic.php?f=42&t=40779 ). My clone was fighting a single skeleton, and instead of just killing it using beam spells, he first put it into time prison, and then cast a chain lightning, killing both skeleton and me.

Kror
Halfling
Posts: 112
Joined: Sun Sep 07, 2014 7:30 am

Re: Tactical AI - Odd behavior?

#99 Post by Kror »

wobbly wrote:
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.
The same problems exists with "other" traps. NPCs place them under you where they can not trigger.

Kror
Halfling
Posts: 112
Joined: Sun Sep 07, 2014 7:30 am

Re: Tactical AI - Odd behavior?

#100 Post by Kror »

Some NPCs know exactly where you are, even though they shouldn't be able to know.
NPCs use aoe spells to hit you at range 11+, which would be ok if they are guessing.
If you run away and stood out of vision range (10) and even changed directions, they still seem to know exactly where you are and hit you.

E.g. Orc corrupters do it with Corrupted negation. Orc pyromances with inferno.

It's even worse for doomed with creeping darkness: If they saw you once and you go into your darkness, don't use abilites and just move around 4 spaces in a random direction: bosses still hit you with single spells like flame or manathurst. They seem to know exactly where you are, even if they can't possibly know.
This makes the ability pretty useless.

Vismooth
Posts: 3
Joined: Fri Feb 26, 2016 4:42 pm

Re: Tactical AI - Odd behavior?

#101 Post by Vismooth »

Allied tactical AI's been causing a bunch of trouble for me lately. In the new DLC, Embers of Rage, at the time you get to Sunwall Outpost, you'd usually get friendly orc followers, and for some reason, i keep getting the same error upon meeting guards, sun paladins and archers. This usually happens with Alchemist as well.

Here's the error:
Lua Error: /mod/ai//tactical.lua:125: bad argument #1 to 'pairs' (table expected, got function)
At [C]:-1
At [C]:-1 pairs
At /mod/ai//tactical.lua:125 runAI
At /mod/ai//tactical.lua:435 runAI
At /mod/ai//party.lua:36 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1277

Djarskublar
Posts: 4
Joined: Sun May 08, 2016 2:46 am

Re: Tactical AI - Odd behavior?

#102 Post by Djarskublar »

I'm pretty sure this has been a bug for a long time, but I have noticed recently that oozes etc. frequently use their healing infusions as soon as they see you, rather than do something useful like spit at you. They are at full hp, so it should be a simple 'hey I don't need this AT ALL so lets just not.' (I know it is a lot more complicated than that, and that j type enemies aren't the brightest, but still)

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Tactical AI - Odd behavior?

#103 Post by Tyren »

AI can cheat with Destroy Magic (mind star activation:applies spell failure to target, stuns undead). They use it from behind walls at any range.

Code: Select all

[SPELL] friendly fire chance	100
[SPELL] friendly fire chance	100
[useTalent] TALENT FAILED:	T_ACTIVATE_OBJECT_1	for	Aeruth the white jelly	119323	true
[LOG]	
[SPELL] friendly fire chance	100
[SPELL] friendly fire chance	100
[useTalent] TALENT FAILED:	T_ACTIVATE_OBJECT_1	for	Aeruth the white jelly	119323	true
[SPELL] friendly fire chance	100
[SPELL] friendly fire chance	100
[useTalent] TALENT FAILED:	T_ACTIVATE_OBJECT_1	for	Aeruth the white jelly	119323	true
[LOG]	Resting starts...
[SPELL] friendly fire chance	100
[SPELL] friendly fire chance	100
[useTalent] TALENT FAILED:	T_ACTIVATE_OBJECT_1	for	Aeruth the white jelly	119323	true
[SPELL] friendly fire chance	100
[SPELL] friendly fire chance	100
[LOG]	Rested for 3 turns (stop reason: detrimental status effect).
checkHit	37.45	vs	52	=> chance to hit	14
[LOG]	Ordgaar's magic has been disrupted.
checkHit	37.45	vs	52	=> chance to hit	14
[LOG]	Ordgaar is stunned!
[LOG]	

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Tactical AI - Odd behavior?

#104 Post by jenx »

If you study the log, you'll see that npcs constantly use talents when no one is around. This is a major cause of slowdown on higher levels sometimes.

It would be good to address the underlying mechanism at work here, to boost the game speed.
MADNESS rocks

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Tactical AI - Odd behavior?

#105 Post by nsrr »

jenx wrote:If you study the log, you'll see that npcs constantly use talents when no one is around. This is a major cause of slowdown on higher levels sometimes.

It would be good to address the underlying mechanism at work here, to boost the game speed.
http://forums.te4.org/viewtopic.php?f=36&t=47952

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