mg979
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[ Star Traders 2 Supporter ]
Posts: 13
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Post by mg979 on Jun 16, 2016 18:13:33 GMT -5
Hello, very often I find myself in these situations, maybe it's partly an intentional behaviour, but it can be very annoying. Many times, only a few enemies charge, the others stay behind. But if the ones that refuse to charge block a passage, especially in narrow tunnels, combat becomes endless. Here is a savegame with such a situation if you want to look at it (a battle with cave beetles and one obstructs a passage): dl.dropboxusercontent.com/u/76802069/HoS-AIgetsstuck.7zIn other situations, also concerning bottle-necks, an enemy moves, blocks a passage and the others don't follow (or very rarely), even if they could get nearer and place themselves behind the one blocking the passage. Is it normal that enemies don't charge all together even if they could? Even simple battles in narrow caves can become unnecessary long for this reason. Strangely, some enemies seem smarter than others in these situations (ratkin skirmishers for example, while archers are very stupid in this sense). Is there a possible solution? Thanks
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Post by Cory Trese on Jun 16, 2016 21:23:43 GMT -5
We will definitely take a look at the saved game and see if there is something we can improve on that map. Thanks for bringing it up!
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Post by fallen on Jun 16, 2016 21:47:48 GMT -5
Also note that purposefully forcing the AI through choke points is going to cause them to approach slowly. That's the point of the choke point I think
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mg979
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[ Star Traders 2 Supporter ]
Posts: 13
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Post by mg979 on Jun 17, 2016 4:45:55 GMT -5
I have this kind of problems mainly in Episode 1, then it isn't that bad. I assume it's intentional from the AI not to charge with all enemies at once, but if enemies took their move from nearest to furthest (the nearest one moving first etc) this wouldn't happen, also choke points would still be effective even if more enemies (or all of them) moved to the most advanced position, the number of them that can engage in melee would be limited if you block all the ways. And if more enemies move in a given turn and they clutter around the heroes it can be more dangerous but also easier to curse them or hit them with aoe attacks so I don't know if it's a bad thing. Thanks
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Post by fallen on Jun 17, 2016 10:58:18 GMT -5
mg979 - as you've pointed out, its a mix of intentional and subject to the terrain. The AI in Episode 1 is a little gentler about mobbing you. Also, in the case of chokepoints, it doesn't pile in on purpose -- otherwise chokepoints + AoE would be unfairly good strategy.
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mg979
Initiate
[ Star Traders 2 Supporter ]
Posts: 13
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Post by mg979 on Jun 17, 2016 11:54:05 GMT -5
Ok if it's fully intentional I guess I'll have to suffer a bit until Episode 2. It is a bit annoying though, when creatures that don't charge block the passage for the others that would. Thanks anyway.
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Post by fallen on Jun 17, 2016 13:10:05 GMT -5
Ok if it's fully intentional I guess I'll have to suffer a bit until Episode 2. It is a bit annoying though, when creatures that don't charge block the passage for the others that would. Thanks anyway. Sorry, not saying all of the behavior is intentional by the AI. I am sure some of this is caused by pathing and as you pointed out, order of operation in the AI planning (starting with closer monsters, etc). We'll be taking a look at the saved game you sent and see what we can improve!
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Post by anrdaemon on Jun 17, 2016 20:49:05 GMT -5
There's many places even in Ep.2 and Ep.3, where you can force AI into chokepoints they can't possible traverse in any reasonable timeframe. Doing this or not is a choice you make as the game progress.
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