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Fixed: https://github.com/ZeroK-RTS/Zero-K/commit/7d45ae7b44610443bdfbfab21f5e4b14888ebd42
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Fixed: https://github.com/ZeroK-RTS/Zero-K/commit/7d45ae7b44610443bdfbfab21f5e4b14888ebd42
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Looks
like
I
am
slowly
walking
back
this
PR:
https://github.
com/ZeroK-RTS/Zero-K/pull/1680
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3 |
Looks
like
I
am
slowly
walking
back
this
PR:
https://github.
com/ZeroK-RTS/Zero-K/pull/1680
and
associated
commit
https://github.
com/ZeroK-RTS/Zero-K/commit/e070779d3a645134a881678eb464a648e358fbee
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The prophesy is coming true.
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The prophesy is coming true.
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[q]I disagree with tactical AI being used to make units keep their distance from exploding structures. You have to answer this question: how did the Flea end up in Windgen range in the first place? I just put a Flea on fight vs a scattering of five Windgens and it defeated all of them without taking any damage. The Fight and leashing behaviour is already perfect for Flea vs structures (not considering sightlines, but tactical AI doesn't do that either). Dart does less well but it is perhaps the old unit for which this AI is reasonable. I would simply leave it out.
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[q]I disagree with tactical AI being used to make units keep their distance from exploding structures. You have to answer this question: how did the Flea end up in Windgen range in the first place? I just put a Flea on fight vs a scattering of five Windgens and it defeated all of them without taking any damage. The Fight and leashing behaviour is already perfect for Flea vs structures (not considering sightlines, but tactical AI doesn't do that either). Dart does less well but it is perhaps the old unit for which this AI is reasonable. I would simply leave it out.
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The main way to cause your units to die to Windgens is to tell them to walk next to the Windgen. This is easy behaviour to learn to avoid and the solution is the same whether there is tactical AI or not, attack Windgens with Fight. Therefore the main situation solved by this PR is when you move your Fleas next to a Windgen and they have time to automatically move away before it explodes.
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The main way to cause your units to die to Windgens is to tell them to walk next to the Windgen. This is easy behaviour to learn to avoid and the solution is the same whether there is tactical AI or not, attack Windgens with Fight. Therefore the main situation solved by this PR is when you move your Fleas next to a Windgen and they have time to automatically move away before it explodes.
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The main downside of this PR is that your units will disobey your orders and potentially break. If someone give and order to move right next to a structure then maybe they wanted to be right next to that structure? If the structure explodes then they learn for next time. Sightline avoidance is a common requirement for raiding bases and when people start trying to do it they will run into the AI. This PR also adds some broken behaviour: imagine you have Hermits and want to kill a Geo in a hole. You tell the Hermits to go into the hole. They see the Geo and decide to walk out of the hole. Very frustrating. If someone has to touch a unit state then the UI has failed.
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The main downside of this PR is that your units will disobey your orders and potentially break. If someone give and order to move right next to a structure then maybe they wanted to be right next to that structure? If the structure explodes then they learn for next time. Sightline avoidance is a common requirement for raiding bases and when people start trying to do it they will run into the AI. This PR also adds some broken behaviour: imagine you have Hermits and want to kill a Geo in a hole. You tell the Hermits to go into the hole. They see the Geo and decide to walk out of the hole. Very frustrating. If someone has to touch a unit state then the UI has failed.
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I think the small number of cases when this AI is useful is outweighed by the basic frustration of units disobeying orders.[/q]
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I think the small number of cases when this AI is useful is outweighed by the basic frustration of units disobeying orders.[/q]
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