miriyaka

miriyaka

Joined Member # 3401066
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By failing I just mean it will skip that action. If the AI has multiple actions in its current goal plan, it will process the next one. In the case of DestroyStructure, there probably won't be any other viable actions in its plan, so it will attempt to re-choose a goal and/or re-formulate the action plan. Nothing bad will happen, unless the AI is being forced into a given goal and therefore limited selection of actions by external forces that don't take into account

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Always run the game in windowed mode with the log and log window enabled, so you can see the exact error being produced. See this post here for details: http://forums.demigodthegame.com/399524/page/1/#2812350 Most of the code you posted is not valid lua syntax, which means that your hook isn't being parsed by the interpreter at all, and neither is the original file (resulting in the failure of the entire a

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[quote who="LORD-ORION" reply="3" id="2968534"]When you install demigod, look at the skills before patching. -I: 30% -II: 40% -III: 50% This is from beta when people were crazy and said QoT is over powered (they said the same thing about Reg too)[/quote] If those are the original snare numbers, they may very well have been correct. That also doesn't mean those characters didn't get over-nerfed-- they obviously did, at least in some ways--

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[quote who="Darkliath" reply="277" id="2968388"]Removal is temporary thing, not for the whole period of shield. Sedna and Oculus also have removal of debuffs. Why don't they also make you immune for ~5 seconds?[/quote] Because you can see from the code comments that the original intent for Shield was to have DebuffImmune at every level. It was specifically removed from I and II, but the debuff removal was left in. Other than possible balance concerns (such as TP/lock i

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Note that the UberFix does add debuff removal to Oculus' Brain Storm at all levels, both because it makes sense and because the description notes it. I did not, however, add an attack-speed aura to Ball Lightning, because while the description makes mention of it, no parameters for balance (range, strength, etc) are provided, and making the aura worthwhile and still balanced would be fairly difficult and would require a lot of subjective interpretation and judgement on my part.&nbsp

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The UberFix doesn't care about balance, only intent. There is clear, obvious intent in how these buffs are coded. I and II DO specifically remove debuffs (via RemoveBuffsByDebuff) despite the description not mentioning this. The description saying that III, IV and Purity only remove debuffs is probably an oversight, as they both remove and make immune. Because of the way the game's language localization works, I can't change the description to match how the

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You're mis-reading the Purity description - it makes the casting Oak debuff-immune when he casts Shield IV on an ally (which also makes that target debuff-immune). Shield III and IV always remove debuffs and make the target immune to debuffs, while Shield I and II only remove debuffs without making the target immune. This is definitely intended, both from how the description is worded and how the buffs are set up.

296 Replies 608,228 Views

Keep the old mods? I don't really know what you mean. If you're just starting out with modding, I'd recommend creating your own mod (copy an existing mod, delete all of the files except mod_info.lua, and change the name, UID, author, etc info), and first learning how to hook files and merge blueprints by looking at other mods, rather than directly modifying other mods' files. It'll help separate in your mind exactly what you've done, and it'll m

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A standalone lua interpreter won't really help you for modding Demigod. It's useful for Supreme Commander 2, because that game's error log is broken and doesn't report syntax errors, but Demigod has a fully-functional log that will always list the absolute line number of any errors. That said, if you want to play around with some basic lua code structures using the standalone interpreter before dealing with actual game code, that would give you much quicker feedb

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All of the original game's lua code is in dgdata.zip. Extract that to a new folder, and you can browse and search. You definitely need a syntax-highlighting text editor, and a tool to search a folder full of files for specific text, otherwise you'll never be able to find anything to mod, as the game's code is spread out over hundreds and hundreds of files (~30mb of raw text). Notepad++ is a free text editor that has lua syntax highlighting - I don't know if

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What did you change? And how did you test it? Two or three of the functions for each attack goal (CalculateWeights, StatusFunction, and ActionFunction) should be getting lists of enemy units in a certain radius. Some of them use a set radius (like the CalculateWeights for the Attack Closest Building action), while some use unit.AttackCutoffRange * some multiplier. Start with one action, e.g. Attack Closest Building, and find all of these unit- or threat-grab instance

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[quote who="OMG_pacov" reply="358" id="2966941"]Then I increased the actual weight of destroy structure... to very high levels. [/quote] How? If you're forcing goalweights up without using a sensor that shares ranges with the actions, then that's no different than just using conditional logic to force the mastergoal on. You glossed over the bulk of my last post, which is that these attack/structure goals are not meant to be forced in any way, because they have li

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Do you have a decent grasp of programming concepts in some modern language, if not lua, at least some C variant or java? If not, start by reading some guides on programming in lua, and peruse some of the game's existing code in dgdata.zip to learn how lua is typically structured and what is and isn't valid syntax. You'll run into a lot of problems if you start trying to mod things without a good knowledge of the language, even if it initially seems simple. Unfo

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This is complicated - I spent about 45 minutes looking into it, and found out a few things. Whenever a new mastergoal is chosen, SelectIterativeDeepenedActionPlan runs and decides which actions to execute in which order based on status function results, calculateweights results, etc. Normally, the DestroyStructures mastergoal would only be selected if the AI were within a certain range of a structure, as per that mastergoal's GoalStatusFunction. However, since you&#3

458 Replies 1,463,538 Views

[quote who="OMG_pacov" reply="346" id="2965244"]MIRI - please confirm. I've been working with the understanding that the AI is SHITE for interrupts. So, when I "fix" an ability, I'm generally removing any interrupt check that currently exists and then SLIGHTLY bumping the desire to use that ability. This has been successful generally, but I wouldn't mind you agreeing that this approach is appropriate.[/quote] Yes, this is fine. Like I said, the action / goal system d

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[quote who="OMG_pacov" reply="342" id="2965054"]Miri - is there any simple way you could help me understand the range thing? EG - range of 15, range of 30, etc. I can do trial and error, ofc, but any better understanding would be good. Thx.[/quote] Your guess is as good as mine as to why those two ranges are different. I guess Peppe was using the myHealthPercent to decide when to attack, which I think will work similarly with the range matched to the enemyHeroes range (30).&nbsp

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If you want to get net enemy hero count (enemy heroes - allied heroes) then set enemyHeroCT = enemyHeroCT - allyHeroCT immediately after myHealthPercent is set based on enemyHeroCT. Then you can refer to enemyHeroCT (which will be a number rather than a bool like enemyHeroes) for the enemy advantage factor. If it's 0, there are either no enemies within range 15, or enemies and allies is equal. If it's >0, then there are more enemies than allies. If it's

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I don't really have the time or energy to look into the AI right now, sorry. Like I've said, the whole mod needs a re-write from the ground up to expand the goalweight system, and that would take hundreds of hours. Anything else you do is going to fix one thing, and break two others. If you're unwilling to spend the time to understand the whole goalweight system (and I wouldn't blame you, it's pretty cryptic), then I would be very careful with the force c

458 Replies 1,463,538 Views

There should be a sensor that monitors nearby enemy and friendly demigods that lowers attack-type goal weights if there is a significant imbalance. I'm too tired to look into it right now, but your best bet for making the AI more hesitant to attack in those kinds of situations is making sure the sensor(s) monitors the right things and reduces the right goal weights.

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[quote who="Boozer" reply="285" id="2960568"]I was curious what gold/hit point/experience the AI got at each level[/quote] All of the AI difficulty multipliers are in /lua/game.lua in dgdata.zip - they should be fairly easy to find, keeping in mind that they're in numerical order, with 1 being easy and 4 being nightmare. Most multipliers/rates are 0.5x for easy, 1.5x for hard, and 2x for nightmare, with the exception of starting gold which is 2 for hard and 4 for nightmare.<

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I don't really know what effect it would have, because I'm still not 100% clear on exactly what GoalWeights in an action blueprint determine, other than that they have something to do with the AI's action planning.

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[quote who="OMG_pacov" reply="276" id="2960284"]Miri - regarding the captureflag weight - if I remember right, I noticed a pretty significant difference in the amount of times that the ub would use grasp when I added that into the equation. Perhaps I'm just imagining that... that said, why don't you think it would have any impact? I noticed in peppe's code that he had rooks hammerslam and towers tied to capture flag. Thanks.[/quote] Considering that it was mis-spelled and

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[quote who="OMG_pacov" reply="266" id="2959911"]Miri - I noticed an error that I think might be the cause of the standing around like an idiot thing. The error is "*AI ERROR: No goal found for goal name Captureflag" I poked around for a bit, but couldn't sort... think I'm getting closer though... anyway, changelog and release soon.[/quote] This won't cause a stuck goal issue, but it's a case typo in your UB Grasp action - which shouldn't have the CaptureFlag weight

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