Joe the Bartender Keeper of Balance
Posts : 510 Join date : 2014-08-20 Location : The Candlekeep Inn
| Subject: [FIXED] AI Problems Sun Feb 22, 2015 4:59 am | |
| I'm guessing this one has already been sorted out in 0.8.4, but when the AI stockpiles Ancient Wisps they eventually become unable to produce anything - they'll just have a massive pile of Ancient Wisps sitting at their base. N/A I remember in WBC1 AI heroes used to be able to use Shrines/Mausoleums. This is more of a suggestion than a bug and probably quite minor so it's not something to look at right away . DONE! I think it would also be cool if the AI used Shops to buy Health/Mana Potions too. The AI seems more likely to target other/nearer AI players rather than going to great lengths just to attack the player, but this doesn't seem to've worked with the Warlord or Emperor level AIs. I've always noticed these particular AIs seem to attack the player no matter what (even if the player is in the opposite corner of the map and there's much closer targets). DONE!This one can be extremely annoying (heck, it's annoying at the best of times ). The AI streams one unit at a time to their enemies, wasting anything from resources to time. I remember the AI didn't do this back in WBC1. If any AI are against a human player, they will always send this stream to them and never anyone else. The side effect of this is that you can't build towers to dissuade mine capture (unless you build a bulwark of them), which seems to make AI players far more prone to capture human player mines. DONE!When all human player-owned structures have been destroyed, the AI which was specifically targeting you stops. So long as they don't see any of the player's units, the AI will stand there doing nothing instead of assigning new targets or searching for those last few units (or until the player constructs a new building, in which the AI will throw all their units at that). I assume that this is also the case when an AI player has lost all structures and only has units left too. DONE!
I think everyone already knows about this one and it may already be fixed, but I'll list it here just to be sure. At a later point in the game (usually when one of their lvl 3 mines has run dry) the AI freezes and refuses to produce units or build buildings. N/A see [FIXED] Vanilla Bug: Can't Create new Units after some time.
Last edited by Patrick_the_Winekiller on Sat Apr 11, 2015 6:25 am; edited 6 times in total (Reason for editing : Checking what's done.) | |
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Zetoo Bug Catcher
Posts : 334 Join date : 2015-01-28
| Subject: Re: [FIXED] AI Problems Sun Feb 22, 2015 5:26 am | |
| - Joe the Bartender wrote:
- I think it would also be cool if the AI used Shops to buy Health/Mana Potions too.
let me add: and if AI used RSB in a clever way instead of using it only when dies. DONE!
Last edited by Patrick_the_Winekiller on Mon Mar 30, 2015 7:30 am; edited 1 time in total (Reason for editing : Checking what's done.) | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1134 Join date : 2012-01-04
| Subject: Re: [FIXED] AI Problems Tue Mar 24, 2015 4:13 am | |
| WBC1 AI heroes used to complete quests by accident, as in if they were really close to the shrine (2 squares radius). In TPC version 0.8.5, the AI actively seeks shrines with active quests across the map and goes there if the path is safe and has no other priorities. Also, the quests received ARE random (they were preset in WBC1 to but a few ones that always gave units without completing any condition) and can be stolen from/by the human players. | |
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Patrick_the_Winekiller Devourer of bugs
Posts : 1134 Join date : 2012-01-04
| Subject: Re: [FIXED] AI Problems Sat Apr 11, 2015 6:24 am | |
| All done in 0.8.5. Topic closed. | |
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