EotA: Twilight 1.14f13 Download

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DarnYak
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EotA: Twilight 1.14f13 Download

#1 Post by DarnYak »

New AI revision. Doesn't do 100% of the things the previous AI did (ran out of time for one last function required for the rest), but this actually means it operates closer to the hardmode d8.

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Re: EotA: Twilight 1.14f13 Download

#2 Post by watermelon »

Replay of a very long 5vsInsanes game which later turned into 3vInsanes.
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Re: EotA: Twilight 1.14f13 Download

#3 Post by Executor »

Tactician's banner aura remains on her and nearby units despite moving far away from the banner.
Edit: I noticed this was intended after looking at the wiki page.

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Re: EotA: Twilight 1.14f13 Download

#4 Post by DarnYak »

watermelon wrote:Replay of a very long 5vsInsanes game which later turned into 3vInsanes.
Yea sure don't post the one where we lost against the AI. Make all my hard work improving it look for naught.

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Re: EotA: Twilight 1.14f13 Download

#5 Post by Scheba »

DarnYak wrote:Yea sure don't post the one where we lost against the AI.
I specifically asked for this replay because my game client crashed, so I couldn't save it myself. Thanks for posting, watermelon.

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Re: EotA: Twilight 1.14f13 Download

#6 Post by DarnYak »

Crash replays are (usually) automatically saved in a separate folder.

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Re: EotA: Twilight 1.14f13 Download

#7 Post by watermelon »

Did a testgame with Panda on Kedge, normal AI. My AI was AC and Gravel. Blue's AI was CS, Reek, and Gluttony.
The AI doesn't actively try to get the moontear but they will pick it up if they're near it.
On the left lane, they seem to like using the left side sideline more than following the lane when trying to get to somewhere, but that wasn't helpful for Blue when they should have been defending their front base.
The AI seemed somewhat suicidal while sieging in that they allow themselves to get creepblocked and seemed slow to run away.
Anchor seems to have been fixed and is pretty much still annoying. Miasma annoys me more though.
Debug messages can easily get flooded with retreats. =P

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Re: EotA: Twilight 1.14f13 Download

#8 Post by DarnYak »

Debug messages can easily get flooded with retreats. =P
Yea there was code to prevent duplicate entries but it wasn't working properly, seems to be behind the 0,0 destinations (which also causes the left wall hugging on kedge) among other things.

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Re: EotA: Twilight 1.14f13 Download

#9 Post by watermelon »

Played a game with AI in Gloom. They're even worse there. For some reason, Blue's AI kept rushing to the top Digmaster along with doing suicide charges on the top tower. Their AI alone kept them at level 15 (Ember around 20). I noticed that when I rooted Ember while he was trying to escape, he stopped trying to run away though the debug message was Heal.
They do purchase Digmasters at least.

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Re: EotA: Twilight 1.14f13 Download

#10 Post by mypaxep »

Haven't seen the AI getting stuck that often before (Zen Archery was the culprit). Correct me if I'm wrong, but wasn't there some sort of algorithm that prevented this?
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Re: EotA: Twilight 1.14f13 Download

#11 Post by DarnYak »

mypaxep wrote:Haven't seen the AI getting stuck that often before (Zen Archery was the culprit). Correct me if I'm wrong, but wasn't there some sort of algorithm that prevented this?
There is, however its intentionally disabled when enemy units are around since it could potentially be a surround not a stuck on terrain. I should probably change it again.

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Re: EotA: Twilight 1.14f13 Download

#12 Post by mypaxep »

DarnYak wrote: There is, however its intentionally disabled when enemy units are around since it could potentially be a surround not a stuck on terrain. I should probably change it again.

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Well, in that game I've also had a friendly BP stuck on the ledge in the middle lane, far away from battle.

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Re: EotA: Twilight 1.14f13 Download

#13 Post by watermelon »

It does feel like my AI allies on Storm died less though they were more OP than the other team (Harpy, Bane).
It's still frustrating to see the AI set their Ob tower on the wrong side in mid.

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Re: EotA: Twilight 1.14f13 Download

#14 Post by watermelon »

Blast Arrow still hit an ally though it's not always consistent. (Late in the replay, I hit Oracle) I also saw that it did a level 1 Disorient though by that time I had level 4/5.
Should Blast Arrow have spell damage reduction on heroes? The tooltip lists it as Physical and it hits magic immune units though it doesn't Disorient them.
There are still some cases where the AI acts funky, like Bane not doing anything. Near the last minute of the game, he also managed to heal in the main base though I was pretty sure I was close enough to disable base healing.
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