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unit AI for hermit (unknown to rest)

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7 years ago
Currently screwed up, attempting to dodge lasers and jinking a factory, when it jinks it attempts to move out of it's own range and won't fire.
Changes to AI:
Stop jinking factories
Stop jinking lasers
Keep firing when jinking.
Actually jink units that you can, doesn't dodge slow projectiles well
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7 years ago
Spiders are bad at jinking in general. Also I checked the tactical ai settings for hermit and it is not set to jink vs factories or llts and should not jink itself out of weapon range.
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Skasi
I've once had a similar issue where Zeus tried to kite HLTs or similar. Turned out to be a widget (-option) I turned on when I shouldn't have. Sadly I forgot which one. Do you remember if you've recently customized your settings?

Or perhaps this is a weird side effect of the latest update:
quote:
Units with slow moving projectiles now de-prioritize fast moving targets based on their current speed. For example, Hermits may now shoot stunned Glaives before unstunned Glaives just because they are much more likely to kill a stationary target.
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7 years ago
Actually they may actually be kiting buildings, but only factories and fusions and things, mainly to avoid the death explosions of said buildings.
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7 years ago
That explains it. Should I implement a: "Dont kite until <50%? HP" for buildings?
Venom stops kiting after it stuns unit, I need to check code why
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7 years ago
improve their AI too much, they'll be OP
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7 years ago
To stop moving after stunning a unit is OP?

And kiting only when you know said building is going to kill you?
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Skasi
7 years ago
quote:
improve their AI too much, they'll be OP

Until you improve the AI for counter units! \o/
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7 years ago
Genius. Artillery+Skirm kills hermit?
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