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Gijs-Jan

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Everything posted by Gijs-Jan

  1. I've been reading through the posts, and I actually agree with both opinions. Evidently, the more aggressive AI is being received well, it's the side effect (empty map) that's unwelcome. I agree with kabill in the sense that the best way to solve it is to either add, or force some stragglers to remain behind. I'll take a look at it and try to present an alternative to Chris.
  2. This is on the latest experimental branch? And it is primarily passivity?
  3. Which is what I tried to express with the transforms remark. :-) This is due to how some RNGs manipulate the bit representation of the number; which gets distorted if you discard sections of it in the transform. Anyway, if I have some spare time somewhere I'll take a look. Other than that, our first hunch is still (if it exists) some problem in implementation. The way to showcase this is to present some save where we from our end can see the problem happen. :-) Btw: If you encountered this during game development, you should've probably switched your RNG implementation. (Previous iterations of Java's Random were notorious with skewed random results.) IMHO; I always use MersenneTwister; making all points moot. (I need "better" RNG for most of my AI implementations, as they are academic)
  4. This is true for "heavy" (Cryptography, some AI techniques) usecases of psuedo randomness. I myself always roll my own RNG based on Mersenne Twister for any and all non-trivial use, however this really shouldn't be a problem for the accuracy calculation in Xenonauts. If something is wrong, it will most likely be through the use or transformation of the output of the RNG.
  5. This really shouldn't be happening, the only way the AI can use psionics on you is if you are visible by some alien, or if you don't move at all.
  6. I strive to provide hours of enjoyment*. *) suffering But on a more realistic note, the aim should be fun. So I might tweak its behavior then.
  7. Thanks, I'm probably going to spend next week on finding a solution to the matter.
  8. My bad, I phrased this incorrectly. Obviously civilian movement inside LOS should be visible.
  9. Is this in V21 hotfix 1? The reaper behavior should be fixed in this version.
  10. Civilian movement has been turned off (For civilians outside LOS), because it saved a heck of a lot of waiting time which served little purpose. I've witnessed the "move inside bug" as well, but thought it an issue with the map. I'll look into it!
  11. Could you explain "It's the first game where on normal AI gets some negatives." a bit? Do you mean the AI is too hard on normal?
  12. Last weekend a set of fixes for the AI went in which should deal with the following: - Better team coordination; help when under fire, etc. - Better positioning; a bug in the pathfinding which excluded the target the AI was moving to which led to a host of issues actually. - Aggressiveness; in approach and support. This is a bit experimental as I'll probably still have to tweak the values per race as to not make them all too aggressive. - TU reservement; a bug in TU calculation needed to take a shot; which resulted in AI making plans where it would have exactly enough TU, then think it couldn't complete its last action. - Better AI turn times; if AI is guaranteed to be out of sight, a lot of things will not animate anymore which decreased turn times dramastically.
  13. I'll take a look at this. I'll expose the weights through the aiconfig.xml file.
  14. The passivity of the aliens should be fixed in the next release. The TU bug should be solved as well.
  15. Do you have a save of this behavior? As it should be already in the AI for quite some time and I was not able to reproduce it locally. The behavior should be that a unit will look at the tile next to it nearest (through pathing) to an enemies known/estimated position.
  16. This should be fixed in the next build; it was a bug in performance code which deals with storing the results of preconditions. It snuck in after the introduction of the Psionics behavior and should be fixed now.
  17. The fix is in the latest beta. As always, if you find any discrepancies, please let us know!
  18. The latest patch should severely reduce the turn time!
  19. This was implemented under ProbabilisticSearch. However, I had to disable it as the AI was "cheating" according to some players, deducing where the player was while people thought it should be impossible to know. I disabled it until I can deconstruct it to just a frontier-based search without the added knowledge.
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