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Summary | 0000225: AI does not re-assess its attack each round, staying locked on the initial target, so if we block the access AI stops advancing | ||
Revision | 2009-11-21 18:14 by Zamolxis | ||
Description | Enemy stops advancing towards my troops, after I place my melee troops as such to make shooters & machines inaccessible. From that position, I can just use Defend on my melee troops and keep shooting and casting spells until the enemy is finished. | ||
Revision | 2009-11-21 18:16 by Zamolxis | ||
Description | Enemy stops advancing towards my troops, after I place my melee units as such that shooters & machines become "inaccessible". From that position, I can just use Defend on my melee troops and keep shooting and casting spells until the enemy is finished. | ||
Revision | 2009-11-21 18:19 by Zamolxis | ||
Description | Enemy stops advancing towards my troops, after I place my melee units as such that shooters & machines become "inaccessible". From that position, I can just use Defend on my melee troops and keep shooting and casting spells until the enemy is finished. EDIT: After further testing, it did happen that after about 5 rounds, the enemy started to move again towards me (w/o me moving any of my troops from their place in the screenshot). So I can't find yet a pattern of what caused the enemy to stop moving, and what made it move again 5 rounds later. |
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Revision | 2011-10-28 18:38 by Zamolxis | ||
Description | ORIGINAL REPORT: Enemy stops advancing towards my troops, after I place my melee units as such that shooters & machines become "inaccessible". From that position, I can just use Defend on my melee troops and keep shooting and casting spells until the enemy is finished. UPDATE: It seems the cause is not related to shooters or machines (as in my original report), but simply to which targets the enemy chooses. Especially if all enemy creatures choose the same target I think (and/or it may also be related to which hex the target creature is and battle obstacles, but that may also be combination with other bugs). This can always be reproduced (in 0.86, 0.84, 0.75...) if you do the following: - Load the map from 0000707, open Neela's hero screen and split some of her stacks so that she has at least 5 in total - Attack the blue player in front of her castle - Use Wait in the first part of the first round; you'll notice enemies start advancing to the top-left hex where the Gremlin is (I didn't yet try with other creatures) - Then finish first round (and continue in the second) by moving the creatures as such that they occupy all hexes around the top-left Gremlin - Once all hexes around the "target" are occupied, the enemy will stop moving; I used defend on my creatures for 5-6 rounds in a row and the enemy did not make a move (see the new screenshot - it's from an edited version of the 0000707 map, where blue player had lots of Hydras yet remained stuck since I blocked the Gremlin, and didn't move even if I was moving around some of the other creatures, but without creating a passage to the target - but you don't need the Hydras, it can be reproduced with any creatures in the enemy army) I know this was marked as fixed in 0.84, because the release brought major Battle AI changes, but this flaw remains exactly the same, hence the re-opening of the ticket. |
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