Any and all feedback is welcome. Please post any issues you have with the UberFix, or any Demigod bugs you don't see listed in the version history and outstanding issues sections. More information on the fix methods and outstanding bugs is available on the UberFix google code site, at http://code.google.com/p/uberfix . Feel free to comment on any open or past issues, or post new issues that you observe.
miriyaka
The UberFix is a compilation of bug fixes for Demigod version 1.3. OFFICAL DEMIGOD PATCH NOTE: Demigod must be updated to version 1.3 or higher to take advantage of several of the fixes contained herein. Additionally, any bugfixes found in Demigod Patch 1.3
Hey, welcome back. And nope, it still happens, but now it only happens to flags that your team has never had any viz on. So at worst, you might see it once at the beginning of the game, if your team is slacking. Which is why I haven't rushed to find a fix.
Welp, I was getting pretty tired last night. It needed two changes as far as I can tell, the equals sign, and you know, actually getting the gold of the unit in question and not just its teammates. If you were testing with just one AI, that would be why gold was nil. If you had more than one AI on that team, then I probably did something else wrong that I'm still not seeing. Updated to start with the army and gold of the checking unit: <a href="http://pastebin.com/3nKK
Too tired to do this, I'll try to take care of it tomorrow.
Ok, this should work. Untested code, but it's simple enough. http://pastebin.com/64vj0LgR Agh, made another mistake. Trying again: http://pastebin.com/miTcUGw8 Takes a second optional parameter with the name of a citadel upgrade being checked for priority/purchasing. If it's the same as the current save-for upgrade, it skip
Yeah, that would work. Just loop brains, add gold to a table with the index of the army, something like: --removed-- The reason I put it in AIGlobals is so it can be easily accessed anywhere, and already has a bunch of utility functions at its disposal. Whatever you do, make sure it can be reused for both citadel upgrades and items. For cit upgrades, just add another parameter to the function with the name of the upgrade it's trying to purchase, and if that m
I can make a new post with a changelog, but I don't have any software for making installers. If you want to do that, I can host it on the google code site and link to it. Think I'm gonna go ahead and merge the UI changes in, although I'm too lazy to make full docs for them (beyond what's already in the readme and the comments in BuffAffects.lua).
Whipped up an AIGlobals function that checks the AI's brain for a table containing the upgrades that specific AI should be saving for: http://pastebin.com/DMQzVLNd Just need to find a convenient place to load this table that will only run once per team, and happens after AIBrain OnCreate. [quote who="Peppe" reply="100" id="2832128"]If it becomes an issue we can probably modify the gold saving section i have now t
All AIs on a team will be saving, meaning they'll all still have starter equipment when only one player on a human team would have been saving. WS3 usually takes what, 5 minutes? The AI is gonna die plenty in 5 minutes. I can count on one hand the number of times that I've played an AI game where none of them died before WS3, hell WS2. They take bigger risks, they react more slowly and less specifically, etc etc. And that isn't even taking into account the 10800
That looks like it should work, although the shotgun approach might periodically gimp a team of several AIs, especially against a human player who is spending all his money on equipment. Re-worked the Graveyard priorities so even I should never be purchased by Normal AIs unless death penalty is on high, or the team is spending most of their time dead. Nightmares will purchase I in any normal game, and II-III if they're getting spanked. This should keep them
Peppe - updated the post above with links to currency limiting code, in case you miss it: http://forums.demigodthegame.com/400825/get;2832079 Also, here's Experience and Graveyard: http://pastebin.com/4PX3SKyt Unlike Cur/Exp, Graveyard has an increasing priority with a minimum threshold. It might take some tweaking, as right now any team with more than ~15 combined deaths at level 10-ish will buy I. Maybe that's ok, but pr
Re: Citadel upgrades, Currency II is probably cheaper than Catapults. Unless you set all priorities to zero (which it's basically doing except for FSI, creeps and CurI/II and ExpI/II), the AI will buy what it can afford. Oh, I see the problem. Someone threw out my changes to currency that took into account time, gold settings, etc. With those settings, Cur II and Exp II were basically always 0 unless the AI was Hard/Nightmare, gold was high, or it was really early in
Also, I get the feeling that you guys are testing this with different AI difficulties. The Nightmare AI has never been as dumb as what Pacov's describing, because it always has some gold to work with. I agree that the AI shouldn't prioritize consumables, but expecting multiple normal AIs to all save their gold for Currency I is going to somewhat gimp their item setup for 5-8 minutes depending on the map, even with perfect out-of-the-gate item purchases. On Leviathan, if they
[quote who="Peppe" reply="79" id="2832038"]Didn't get too familiar with those, but don't recall changing them functionality wise so they are similar to the default ones. The goal repick does not trigger every time the AI updates its status, so its possible the sensors and on damage function run between goal selections to get it into actions that keep it alive until it can decide to flee completely.[/quote] Yeah, the damage callback is relatively unchanged from the original - if
I don't care personally, but it's the excuse everyone makes for not wanting to start a content-laden project for Demigod. If it's a real thing, then there's nothing that can be done about it, but either way it means that nobody cares enough (likely) and there are actual file format issues (also likely).
Looked through unit sensors and mostly understand how it works, but I'm not really sure what SensorStatus compares against when deciding new goals? I tried to follow the chain that this value takes, and sort of lost it around recalculating goal insistence or some such. Also, the value that the OnTakeDamage callback is adding to / subtracting from is probably being totally overridden by the HealthSensor levels, which just hard-set it and don't check the existing value. In f
Is there actually a Granny export tool for 3DS/maya/blender/etc? I was under the impression that there was not. http://www.radgametools.com/granny/sdk.html lists the formats that Granny can export to, but I can't really find a mention anywhere (via google) of importing something to a Granny format (custom or stock). If it isn't clear, Granny is the mesh/animation/texturing system and file f
Making the AI handle healers like players do is probably going to be somewhat difficult. It might get it right the first time it leaves base with Monks, but having it decide when to split them (i.e. to not split them off when it's being wailed on, is resummoning its dead healers, and its ally is nowhere nearby) and which other general to mutually share them with is probably a more complex change than the mod needs right at this moment, given that Nightmare AIs will already have a fairly
I already did, check the last page, here . Only thing missing from that list that I remembered afterward was the Ball Lightning formation movement fix. Also, that list doesn't include any of the UI extension mod stuff, since I haven't merged that with the main mod yet. I also took a look at the code that results in the ROLLOVER DATA ERROR when a neutral flag that your team hasn't seen yet gets captured, and I
Excellent. I'll try to give this a shot when I can; looking forward to seeing an AI actually go to another flag after capturing one for the first time in, well, ever. [e digicons]o_O[/e]
Also, upon re-reading the past few posts, I agree with pacov about having the AI, especially nightmare, take care of the core upgrades like fs1 and currency. Even having one nightmare AI on your team means that you should never have to worry about these, and definitely shouldn't have to worry about buying the entire creep tree yourself. Normal AIs are never going to be able to afford the entire creep tree AND a bunch of items, so expecting them to compete anywhere near on the leve
Definitely do not make the AI want to shop whenever it has money, even over a certain threshold. As it is, in .23, nightmare AIs would shop shop shop all game. the_hunger's modifications improved this a bit, but it still happens a lot. Every time they complete an action or get a kill, they try to head back to base to shop. It was totally excessive, and meant that they'd spend maybe ~30% of the game actually doing anything useful. As mentioned above, I also foun
Yes, a general-use capture-nearest would be good, and a much higher-priority recapture-own-portal, with a caveat for going for an enemy portal instead if one is significantly closer and not too heavily-defended (a simple radius 25 count of hostile towers centered on the flag). I'll take a look at those actions when I get the chance.
Is there currently logic in the AI to distinguish between different flags at all? By type, or also by location / default ownership? I'm pretty sure the flag markers in MasterChain that each team starts with have ownership variables, so if it doesn't do this already, it should be simple enough to retrieve. Also, does Validate.CanPickUpgrade check whether or not the upgrade is already purchased? I don't have the lua in front of me right now. I assume it does, but