Archiving change log to first reply in thread:
.15 Changes: 12/13/2009
Teleport home for health: removed check for enemies, so will use a TP if it gets overwhelmed in a crowd.
Teleport home to shop: No action for this before, so the AI would walk home to shop even if it had a TP scroll. Created action similiar logic to TP home, but the AI decides when it really wants to shop. Not triggered often.
Teleport to squad target. This is the only teleport from home to outside, I have double the minimum range twice to hopefully get it to save the teleport for a longer trip.
Sigil is now mainly an escape valve. It will usaully trigger when the AI is fleeing or about to flee and once triggered instead of evaluating its health as good it will ignore the buff and run. Sedna is about the only one i have seen heal a sigiled ally and stop its retreat.
Capture Lock reduced range check to 10 instead of 20. 20 seemed to be about 2 times the range of most skills. 10 should ensure a threat is at least near enough to warrant a lock
Towers for the early game should have it pretty scared. Found an on taking damage event/action, so when a tower hits a hero its survival and health goals go way up, which should get it to back off.
Found a 'Health' Sensor that has an interesting affect on survivability and flee timing // priority.
Also adjusted minimum health before fleeing is even considerd, was 80% is now 50%.
Reduced big health potion buy priority. More likely to cary a teleport scroll and TP to the health statue.
.14 changes: 12/09/2009
Heroes should respect towers more early.
Heroes should value portal flags more at higher warrank
.13 changes: 12/02/2009
Again nothing drastic, but added a few more files to mod relatd to goals. Master goals added and capture priority given a higher priority there.
Failover item selection added for when a player drops and AI takes over.
.12 changes:
Minor changes to AI attack (targetting), creeping (range) and capture actions.
Minor changes to AI goal priority levels.
.11 changes:
Comments added to each demigod's template to describe how to edit it.
Bug fixed in UB template 'UnitAITemplate' should have been 'UnitAITemplates'
.10 changes:
Code cleaned up thaks to bman.
Blade of Serpant achievement item conditions for activation modified
Goals modified somewhat to see what impact it has on the game. Hope for more flag capping and moving as a team.
Alternate builds put in for most demigods. Sedna, DA, OC, and Erebus have a single build.
.09 changes:
Default shop priority added to force AI to shop at start.
Rook has a second build added. Now has hammer+boulder and tower spam build.
.08 changes:
Consumable item sell/buy cycling fixed *crosses fingers
Every build given a custom item set 7-8 items deep. (ability to do item weights by build was also added in this version)
.07 changes:
Oculus build added.
Custom favor items defined for each demigod build
.06 Changes:
Custom build for each Demigod. Mostly popular anti-demigod builds so kills may be up.
Builds can save 1 or 2 points for use at a later level as most player builds make use of this saving level 6 skill point to buy two level 7 skills.
.05 Changes:
Block selling consumables to fix repeat buy/sell.
.04 Changes:
Building health regen becomes a priority at 300 warscore (part way through warrank 1). This lets the AI get items to start and on the first trip back one will get this upgrade.
At Cats reinforcement damage becomes priority.
At war rank 10 giants, armor, and damage upgrades become priority (it should get them all)
Artifacts will be ignored until the DG has 10k, this should get them focused on being fully equipped before holding cash to get an artifact.
Achievements items locked to teleport amulet for testing.
.03 Changes:
Minor tweaks to item priorities
Custom logic processing added to upgrades
With the above, Priests set to not be purchased until warrank 8 at which point all the reinforcements become high priority.
.02 Changes:
Items all giving some semblance of priority. This has results in less variety in what AI uses, but it should use good items early to midgame.
Citadel Upgrades set to a minimum set for early game. Right now priests and angels are given a higher priority than i would like, but it will ensure when cats and giants come available the AI can sucessfully buy them.
The initial release, .01 changes:
AI Citidel Upgrades priorities tweaked.
Death penalty priority reduced to default.
Building health1, building damage 1, Gold 1, and XP 1 set to priority 3.
Catapults and giants set to priority 10.
File changed: lua\sim\AI\AIGlobals.lua
Playing with priorities will probably be critical. Looks to support a wide range. Not sure if 0 results in never buying, but it is probably pretty close to never buy.
A value of -1 is the default for most items. The resultant priority is one of the following:
function GetPriorityFromCost(cost)
if cost < 1250 then
return 5
elseif cost < 2000 then
return 15
elseif cost < 4000 then
return 30
elseif cost < 7500 then
return 50
elseif cost < 11000 then
return 100
elseif cost < 17500 then
return 150
else
return 200
end
end
I don't think the file needs to be edited at the moment, but the above function is from lua\sim\AI\AIShopUtilities.lua.
The file above also has some priority modifiers around the various buffs health, armor, mana, speeds, etc.