Ai Glitches

Any bugs, glitches, or other issues in the game.
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Cats_Eye
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Ai Glitches

Post by Cats_Eye »

Miner AI's are still glitchy. In a 1 v 1 game to test things with 5 ai each.

- Will redock when dmged but once docked will fail to launch again. (gets stuck in the elevator and menu just says in lower deck)
- When sending new mineral priorities i.e. changing from mining blue to no longer mining blue will glitch and just spin in a circle. Ai can still be recalled and dock but then will fail to relaunch.

Weapons Ai menu glitch

-when checking both kinetics and lasers the check mark bounces between kinetics and lasers and it is hard / not possible to unselect the selections


(i think these glitches are very low on the importance scale merely something to be aware of)
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Capricis
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Re: Ai Glitches

Post by Capricis »

I have played quite a few games with ai lately and can say that the AI launches a miner just fine the first time, but I have never been able to relaunch it after dying / docking. If a new drone is acquired later either through someone leaving or purchasing one, same thing: It launches fine the first time... But will refuse to launch the second time. It goes to bottom deck and sits there with "No orders" displayed on AI panel. Other than that the mining ai is getting pretty good!
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Siretu
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Re: Ai Glitches

Post by Siretu »

Yeah sorry, there's some kinks left for me to iron out. I'm hoping to do it sometime this week, but we'll see.
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Red-Rocket
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Re: Ai Glitches

Post by Red-Rocket »

hullo siretu.
An ai glitch for weps console.
2 things
1. when i click kinetics it goes blindly back and forth between lazers and kinetics just checking one then the other then one. i would like to either select just kinetics or both

2. when the first time the ai fires, it does an amazing job of course and shoots CRAZY FAST!! and kills people with awesomeness....but it sometimes doesnt fire after that and I dont think it fires at a BC, it will shoot ships that come out of the BC but once they go in fog of war or dock it wont shoot at BC.
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Siretu
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Re: Ai Glitches

Post by Siretu »

The flickering between the checkboxes is caused by a very stupid trigger thingie that I dont know a solution for yet.

The firing problems were most likely caused by a bug I already found. It'll be fixed in 1.92.
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Hopeinmo
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Re: Ai Glitches

Post by Hopeinmo »

Red-Rocket wrote:hullo siretu.
An ai glitch for weps console.
2 things
1. when i click kinetics it goes blindly back and forth between lazers and kinetics just checking one then the other then one. i would like to either select just kinetics or both

2. when the first time the ai fires, it does an amazing job of course and shoots CRAZY FAST!! and kills people with awesomeness....but it sometimes doesnt fire after that and I dont think it fires at a BC, it will shoot ships that come out of the BC but once they go in fog of war or dock it wont shoot at BC.
Well, the crasy fast is just optimal fireing speed, as it fires with no lagg in betwen cooldowns, reason none of us can usually fire as fast is that a lil lag can have some nasty consequences, (haha, if fireing could be clicked to autofire, then you just have to guide the shots... or if you could ...Que? (no idea how to spell some words @_@) up, say maybe 5 shots when spam clicking, that'd make easier to use when lagging :p)
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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Siretu
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Re: Ai Glitches

Post by Siretu »

It's not the optimal firing speed. It's just the drone loop updating interval and it is also subject to lag. If you test it out and set it to fire continuously for a long time and then calculate the damage, you can find out the speed it fires at and it's higher than the cooldown.
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Hopeinmo
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Re: Ai Glitches

Post by Hopeinmo »

oh =o I just assumed cause my home net can't fire as fast as should be able, cause the 1 second near delay prevents me from getting an input to fire command to happen as cool-down finishes :p is why a 1 que would be a lil lagg friendly (ok i dont necessarily lagg, but i have a bumpy delayed connection.)

Edit: I don't recall seeing any time a drone fires faster than what i see it should be, maybe i missed that, or am not paying 100% attention, and while it fires faster, it fires at location, it doesn't at all lead, so ROF versus accuracy :p Aha... i have a new suggestion
"Things seemed so easy when I was a larva, now it's all slay the Protoss this and evolve your brood that, huh, I'll tell you what, I'll never treat my larva this way." -Niadra
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Siretu
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Re: Ai Glitches

Post by Siretu »

Hopeinmo wrote:and while it fires faster, it fires at location, it doesn't at all lead, so ROF versus accuracy :p Aha... i have a new suggestion
It actually does do motion prediction. It uses different methods depending on the distance. The problem is that it uses the current speed which changes and is hard to predict. If the target is close, it just extrapolates the current position forward linearly depending on the distance.

If the target is far away, it does some more complex linear algebra calculations to calculate the intersection point.

Anyway, I am adding some more AI fixes to the next patch.
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Red-Rocket
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Re: Ai Glitches

Post by Red-Rocket »

well no one expects god hitting at long distances...except maby humanlisk
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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