Brad Wardell's site for talking about the customization of Windows.

Since the beginning of Fallen Enchantress, people have claimed that the AI monsters will sit next to any enemy city and not attack.  They concluded that the monsters were giving AI players a pass. 

I have responded that I have looked at the code over and over and the monsters do not treat computer players any differently.

Well, tonight I’m seeing the behavior very starkly.

image

These ogres should be wiping out this AI city.

image

The code says that the ogres want to wipe out the AI city.

They are explicitly targeting it.

..

And yet..

The attack never happens.

As a result, the monsters are just standing there, stuck outside the city.   Now, I’ve got a few thousand hours of game time on this and this is the first time I’ve seen it where I knew it should be attacking (i.e. I’ve seen well defended cities with monsters outside).  So it’s not that common.  But based on forum feedback, it’s definitely something others have seen.

Now, I have to find out why they are being prevented from attacking.

Stay tuned..

 

Update 1: Seems to be path finding related. This is going to take some digging.

 

Update 2:

New check in.

+ AI Removed conflicting code that caused monsters to behave outside the control of the AI
+ AI Monsters more careful about leaving their lairs unguarded.
+ AI Updated the area threat evaluation to include stationed units.
+ AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination
+ AI better at building more lethal armies
+ AI much better at protecting its cities
+ AI fixed a bug where certain AI personalities had a chance of not building units when they should depending on the type of city
+ AI more aggressive about training units when it feels that city is vulnerable
+ AI no longer has a "auto patrol" system. Instead, the monster AI directly controls monsters and not the mobileobject system.
+ Fixed a pathfinding bug that caused monsters that were calculating a destination to not be able to set a destination IF the target was 1 tile away and it is a city.


Comments (Page 2)
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on Jul 15, 2013

at city border (or cant move) = attack next move + random % (still using brains)

Dont make it hard on yourself.  finally got to put 8 hrs in this weekend and loved it.  You guys finally nailed it.

 

Thanks frog!

 

Edit-

 

If they already are moving (left the lair or a city) put in a check to make sure they dont sit in one spot for more than 2 turns or something.  Even if its 8 turns till they can re-pathfind (they try each direction).  Just make a movement in one of the directions and let the path finding work.  That would scare the crap out of me also. NE didnt work,  well try SE kinda thing.

 

just a thought.  I pay you guys to make games.  lol.  If I could do what your doing I wouldnt have to.

 

on Jul 15, 2013

The AI factions will do the same thing as speculated at here.  I had Kulan and his army camping outside a city of mine for at least 20 turns as the whole city occupied the passable terrain between a mountain range and the sea.  I think he moved again when the Night of Haunted Dreams event was launched...

on Jul 15, 2013

I hate path finding.  Ugh.  It's one of those things you have to debug by seeing it and stepping through tile by tile. 

on Jul 15, 2013

Good post. Looking forward to seeing these long standing problems fixed, it is what is needed to make an already good game great.

on Jul 16, 2013

Good Luck!  Awesome challenge pickup.

on Jul 16, 2013

I don't envy you on this one.  It might also tie into why Monsters will beeline 10 squares away to attack my stuff while disregarding AI units/cities/outposts.

on Jul 16, 2013

AI updates look good.  Will be nice to play a game where you actually feel threatened in the early stages.  I rarely see the need to garrison my cities until an A.I. declares war in current games.  Is there an ETA for these?

on Jul 16, 2013


 

Update 2:

New check in.

+ AI Removed conflicting code that caused monsters to behave outside the control of the AI
+ AI Monsters more careful about leaving their lairs unguarded.
+ AI Updated the area threat evaluation to include stationed units.
+ AI champions significantly better about taking out enemy outposts and grabbing goodie huts on the way to another destination
+ AI better at building more lethal armies
+ AI much better at protecting its cities
+ AI fixed a bug where certain AI personalities had a chance of not building units when they should depending on the type of city
+ AI more aggressive about training units when it feels that city is vulnerable
+ AI no longer has a "auto patrol" system. Instead, the monster AI directly controls monsters and not the mobileobject system.
+ Fixed a pathfinding bug that caused monsters that were calculating a destination to not be able to set a destination IF the target was 1 tile away and it is a city.

I think I'm going back down to challenging/challenging.

Great work Brad!! 

on Jul 16, 2013

Fantastic.  There's an incentive to keep cities better protected now.

Thanks for the hard work.

on Jul 16, 2013

Awesome job. Looks like a great improvement to the comfort factor when playing. I always had great "fun" with mobs killing my newly captured AI cities a couple of turns after I left coming from nowhere ^^

on Jul 16, 2013

If it can't set the destination to a city if it's one tile away, how can the monster AI attack any cities at all?  I mean, this should really affect both player and AI equally.  Does it?

on Jul 16, 2013

StevenAus

If it can't set the destination to a city if it's one tile away, how can the monster AI attack any cities at all?

en passant

on Jul 17, 2013

StevenAus
en passant

 

I really, truly, laughed out loud. 

on Jul 17, 2013

Yeah, I thought it was pretty funny too, even though I didn't say it.

on Jul 18, 2013

StevenAus

If it can't set the destination to a city if it's one tile away, how can the monster AI attack any cities at all?  I mean, this should really affect both player and AI equally.  Does it?

It does.  If the AI is 2 tiles away and sets its destination to a city, it's fine.  But if it's 1 tile away when it goes to make its destination, it'll fail.

So a current 1.2 exploit would be to put your city next to a big monster lair. It can't be attacked.  Of course, few people would ever do that because that seems crazy.   But the AI sometimes does this and ends up with a dragon or whatever 1 tile away that wants to kill it but can't.

Basically, when it goes to do its path finding, if it is 1 tile away, it gets blocked by its own destination.  It's a very subtle and thankfully rare condition. But when it does strike, it's pretty blatant -- big monster standing outside a city.

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