But honestly is this an issue for Eldar AI's use of FoF if it turns it on/off when idle? What counts is when not idle when they are moving to and from combat. Sitting idle doesn't really make much difference as long as FoF is off in combat and on when moving or running away. The issue with the Farseer attaching to a squad then causing the FoF to go on/off rapidly is a Relic issue.reg FoF, even for stationnary unit it turns on and off and a regular pace even when no ennemy around (well i have to perform more testing to check how far 'around' is...)
Skirmish AI 3.10 Beta 1 - Post Comments In Thread!
#21
Posted 07 November 2008 - 02:23 PM
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#22
Posted 07 November 2008 - 03:32 PM
no it is not a critical issue as you said but i have also found some strange things with FoF activating/deactivating without pause as soon as FoF is activated the AI deactivate it and activate it again , repeat and rinse...
EG :
Banshee squad gets out of barrack, FoF activate, FoF deactivate, FoF activate, FoF deactivate, FoF activate and stay activated untill banshee squad reach the others units
I also saw a guardian squad (not moving) and firing at a LP1 with FoF activated (no ennemy unit around)
Will perform more testing to check if it happen often or not
#23
Posted 07 November 2008 - 03:37 PM
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#25
Posted 08 November 2008 - 01:42 AM
#28
Posted 08 November 2008 - 09:04 AM
And since no one lets the A.I play at their place during the campaign then there's no problems really, it was just testing purposes, and without knowing exactly the cause of the CTD I'd just say that it has to do with the cut-scenes interfering somewhere, since it always CTD's during cut-scenes, other than that the campaign works perfectly fine, including the extra modes such as Fortress and Massive Battles, etc.
I will keep doing more test tomorrow, since today I only had the time to "end" my campaign tests.
#29
Posted 08 November 2008 - 09:53 AM
It could be that my if/then isn't taking a certain state into account, or there is a state crossover between on and off, causing it to cycle every time. :/
#30
Posted 08 November 2008 - 10:10 AM
At 2:09, pay attention to the guardian squad in the NE part of the map, it is a goof example of what i am talking about, guardians runs to the southern CL with FoF continuously activating/deactivating, it stopped just before they cap the point by the Statue
I hope this help
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Edited by troubadour, 08 November 2008 - 10:11 AM.
#32
Posted 08 November 2008 - 06:50 PM
Good point. It would be nice if the changelog would include reference to the bugs fixed from that thread. Some sound really simple and I think it would be really nice to include them.Don't forget to fix some stuff mentioned here.
HERESY! - Purge the traitor! Kidding aside, your valuable contributions will be sorely missed, Larkin! I hope that you use your skills on deserving projects.I sold my copies of DoW...
Edited by Inquisitor, 08 November 2008 - 06:51 PM.
#34
Posted 09 November 2008 - 12:01 AM
Regardless, Larkin has been so instrumental to the success of the DoW AI since the beginning. We'll be the bearers of his legacy and ensure it is carried triumphantly forward into the sunset.
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