PTE Build 82098-pte is now up!

Discussion in 'Planetary Annihilation General Discussion' started by mkrater, May 22, 2015.

  1. jables

    jables Uber Employee

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    I'm not seeing this. By default it's off, but you can turn it back on. Can anyone confirm?
    Quitch likes this.
  2. wondible

    wondible Post Master General

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    http://exodusesports.com/guides/enabling-ai-shared-armies/

    Idle sets the AI econ to 0, so I suspect it would do that to your team.
  3. mikeyh

    mikeyh Post Master General

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  4. KnavishPlum

    KnavishPlum Active Member

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    I did not think about that until reading this post... I forgot about shared eco. :confused:
  5. Sorian

    Sorian Official PA

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    More in depth AI notes for 82098 for those that care:
    • Renamed PlanetCanBeUsedAsWeapon to PlanetCanBeUsedAsKineticWeapon.
    • Fix for UnitCountInBase, UnitCountAroundBase, and unit count based placement rules not working properly.
    • Added enable_commander_danger_responses AI personality value.
    • Adjusted how the AI chooses a planet landing spot.
    • Adjusted how the AI prioritizes planets.
    • AI will send a fabber through a teleporter to an unoccupied planet, even if one is in route via transport.
    • Fix for AI not counting its own threat properly on a planet.
    • Structure threat will decay a lot slower than mobile threat.
    • Fix for some AI orbital recon bugs.
    • Fix for AI planet managers asking for land unit assistance for no reason.
    • AI will expand faster at the start of the game.
    • Fix for AI being unable to use naval units.
    • Minor change to how the AI chooses where to expand to on a planet.
  6. exterminans

    exterminans Post Master General

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    @sorian Is there any possibility, that you could teach the AI how to "read" tracers?

    Basically, when you see a projectile, "cheat" and look up from which unit that projectile came? I know, "cheating" in that way isn't the cleanest way to do it, but not so much different from what a player does, and saves you the hassle of tracing tracers.

    Respectively, is this information even attached to projectiles? I mean the information which unit spawned that projectile?

    Right now, the AI will far to often not react properly to orbital threats it doesn't know of, such as unscouted Anchors which are already bombarding the base.
  7. nixtempestas

    nixtempestas Post Master General

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    The type of ammo is stored in the <unit name>_ammo.json files and should be available to the AI. Not all units have unique ammo types but it should be possible to make a good guess.

    That being said, it might be able to extrapolate information just from stuff being damaged, how much damage is being done per shot, rate of fire, etc. It'll probably be more reliable this way.
  8. exterminans

    exterminans Post Master General

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    More realistic, but also a lot of additional overhead for virtually no additional gains or different outcome. A straight lookup should be much faster, if it is possible.

    It's also not only about evaluating the threat level, but mostly for recognizing that there are targets.
    Last edited: May 27, 2015
  9. nixtempestas

    nixtempestas Post Master General

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    a straight lookup based on ammo type is not possible in a lot of cases. For example, Pelters, Shellers and Holkins use the same ammo type.

    I think the AI already has some threat generation from incoming fire mechanism, it just doesn't handle it very well atm, its reaction time is really slow.
  10. KnavishPlum

    KnavishPlum Active Member

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    The main thing that bugs me with Ai is when they build like 5 MEXs, a handful of energy plant, some turrets,and one vehicle factory and then just freeze and look into the sun like, " ok then, I am satisfied with my small yet colorful army and ready to be face death".
    veep likes this.
  11. Quitch

    Quitch Post Master General

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    Oops, I'm sorry, I suck, I forgot to turn my mods off.
  12. Quitch

    Quitch Post Master General

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    What's this one do?
  13. nixtempestas

    nixtempestas Post Master General

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    my guess is it allow you to toggle the AI's commander preservation capabilities, such as they are.
  14. Sorian

    Sorian Official PA

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    Haven't seen that in the current PTE in skirmish. If you do, let me know.

    Toggles whether the WantCommanderOffPlanet and WantCommanderOffPlanetByTeleporter build conditions work or not. It was requested by design.
    Remy561, cdrkf and Quitch like this.
  15. cdrkf

    cdrkf Post Master General

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    Interesting... now what are design up to that would need that setting?
  16. Quitch

    Quitch Post Master General

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    Galactic War fiddling.
    stuart98 and cdrkf like this.
  17. coldboot

    coldboot Active Member

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    The new grenadiers are great.

    However, they still do a death march into turrets since every unit in the game moves redundantly 10% past its maximum range towards the target.

    Did you guys intend to fix this for this PTE?
  18. cola_colin

    cola_colin Moderator Alumni

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    I've seen "connection to server lost" twice over maybe 3 or 4 test games.
    In both cases I had a few air fabbers, an air factory, a commander, a radar and the idle AI commander in radar range only as a radar dot. In the 2nd case it happened randomly, I had not touched PA for a minute or two.

    I'll try a local server.
  19. zihuatanejo

    zihuatanejo Well-Known Member

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    "Improves spectator UI - removes unneeded UI elements"

    yay! :) Now I just need to make that 1v1 UI for casting 1v1 games... :p
  20. jables

    jables Uber Employee

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    Connection to server lost is known as to the cause.. we are trying to get a repro. It's currently live however, so won't be holding up PTE for it.

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