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line 2044. here is written the next code:
if not loop_breed.name == "chaos_warrior" then
I was testing this your defend function, and saw no even 1 push from bots against elites. not even1. that's why I decided to check. after debugging I found out the problem was exactly in this line. the problem is merely in the order of commands:
if (not loop_breed.name) == "chaos_warrior" then
and... when I just but brackets around (loop_breed.name == "chaos_warrior") - bots began pushing XD.
so I inform you about that, and maybe you have more places with the same, wrong syntax
I see. I just doubted about checking taken damagge instead of premanent hp.
What's about how to make zealot took damage and prevent bots from interfering it...
1st of all is you should stop bots from attacking enemies which targets victor. It can be made easily with the help of "_update_target_enemy" function, f.e, just forbid them as other bots targets. until victor has 30 php ofc. :)
The next step - you should forbid victor attack these enemies too... and also force him to move closer to them. movement is managed by function PlayerBotBase._update_movement_target, so yeah. You can just send him to any enemy. But not attack it, and how to make this I don't know, he should has it as a target but not attack.
And the last thing, on cata, you can make some trick with overheads, maybe. you know, they deal 150 damagge - quite enough for six stacks. so, you can say zealot to block all of the attacks except overhead, and voila - but its all only dreams)
deepwood staff does not lift the elite into the air, bot tries to use it just like a bow for shooting.
engineer does not use build pressure.
slayer and warrior priest does not change weapons to suit the situation, it seems to use something that has more power damage.
grail knight when switching weapons sometimes stands takes damage and dies.
warrior priest does not use strong attacks from blessed tome.
Huntsman bot does not try to shoot under career skill.
bots ignore beastmen archers.
bots do not use ranged weapons in combat with monsters. Tested on:
bounty huner with brace of pistols, crossbow, volley crossbow.
huntsman with handgun, repeater handgun, longbow.
ranger veteran with grudge-raker, crossbow, masterwork pistol.
It feels like bots are fighting monsters worse than standard ones.
Sorry for my English, it's not my native language.
Regarding bosses I will need to come up with a way to calculate DPS and let bots decide what weapons to use. But that should go after I made bots to do optimal combo with melee, and that should go after I made bots do push attacks etc...
Regarding VT2 mechanics like talents and buffs usage the author of Bits of Bot Improvements should be way more experienced than me.
It seems to me that bots do not use push/push attack, I took the outburst talent from the Unchained character to check it. In general, after April 23, bots behave much better than before.
Engineer:
An engineer with the talent Gromril-Plated Shot does not use crank gun. The bot shoots a lot of crank gun (without gromril-plated shot), preferring it more than a handgun for killing elites and special enemy.
Warrior preist:
WP have nice damage and survival, changes weapons to suit the situation. Skullsplitter & blessed tome is a terrible weapon, the bot sometimes freezes, and also does not use a special attack of this weapon.
Elf:
Very rarely shoots from the Moonfire bow!
Kruber huntsman:
Bot has worst behavior with longbow, sometimes the reload animation is repeated several times and the bot does not shoot because of this.
Sorry for my English, it's not my native language.
GUID: a4ec575e-fc75-4551-b5e9-cf4adf48d5ee
Log File:
Info Type:
-----------------------------------------------
[Script Error]: scripts/mods/DifferentBots/DifferentBots.lua:3289: attempt to index global 'input_ext' (a nil value)
-----------------------------------------------
[Crash Link]:
crashify://a4ec575e-fc75-4551-b5e9-cf4adf48d5ee
GUID: e3ac2d18-4729-4a07-b560-a16b88ae250f
Log File:
Info Type:
-----------------------------------------------
[Script Error]: scripts/mods/DifferentBots/DifferentBots.lua:3289: attempt to index global 'input_ext' (a nil value)
-----------------------------------------------
[Crash Link]:
crashify://e3ac2d18-4729-4a07-b560-a16b88ae250f
I replayed several legendary difficulty games six hours ago and corrected the situation: if it weren't for a level with a special boss, then the MOD would still be very effective and could pass almost every time. However, if it is a level with a special boss, it is easy to fail. I suspect that it is because the process is too long that Bots are more likely to be unable to think later (the situation becomes more complex as the process stages). I don't know if it's my illusion. During the day in my time zone, enemies in the legendary difficulty game will refresh more frequently and have higher combat power, but at night, the opposite is true.