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AI_Weapons toggling #4

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gdwitt opened this issue Mar 20, 2017 · 0 comments
Open

AI_Weapons toggling #4

gdwitt opened this issue Mar 20, 2017 · 0 comments

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@gdwitt
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gdwitt commented Mar 20, 2017

Re the March 17 update:
I'm impressed by the debug switch statement. They don't tell the whole story however when troops are dual-equipped.

I am testing a group of 18 companions because I can control their weapons.
I am attacking a group of 15 bandits over and over getting different results according to weapon assignments.
I start the battle, call off the formation so I can see them all line up then call use any weapon and record.
I then call use blunts, record and proceed to charge.

Good: The script only affects my party.
It doesn't carry over into future battles although I still have mordr_use_allweapons buried at the start of several mission templates.
Troops are using weapons (vs. fists) 100% of time.
Troops that choose a weapon that toggles to a blunt seem to be toggling to the blunt most if not all of the time. This is a new development that I haven't seen before.

Problems:
Troops seem to select the best weapon and stick with it even if their other weapon is a blunt or has an alternate-blunt version.
Ex. 1: Onuist stuck with a Cut/Pierce sword even though he had a military hammer (blunt).
Ex. 2 Eadwine was choosing a C/P sword over an elite spear that had been set up with a blunt alt version.
The spear had a pierce damage value that was about triple that of the sword but it was not chosen, probably because of its very low swing damage.
Ex. 3 Aelfir choosing a spear over a club even though the club seemed to have higher swing damage.
Ex. 4 Harold in the first few skirmishes was using his throwing axe for the entire battle even though he had the same elite spear with blunt alt.

Lesson: The AI script encourages the bots to choose the weapon with the most damage even when they are equipped with another blunt version . It seems swing damage is the preferred mode. If that weapon has a alt blunt version, it seems this is working.

Conclusion: This is releaseable as I don't see too many complaints from the current active members. Long-term, I would like them to be able to pick the backup blunts. Right now, 60% of troops are equipped with blunts. About 60% of the weapons have blunt-alt versions. I could move it up to 100%, but that would blow past my prior self-imposed cap of 1300 items.

Can you think of a way to get the troops to see and choose and alternate blunt again?

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