Well, everyone should say examples of when this has happened to them.
For example, My scion units just sat their and got shot at when attacked by single player AI if they are told to follow a scav. It would be nice if they attacked whatever attacked them or the unit they are following.
when getting mdmed from far range
I admit AI are extremely dumb. They can't tell what's going on around them, they only respond to a presence like image signature. They should be able to respond to a weapons signature and/or damage signature, so they don't just sit there and get pummeled (hopefully is atrillery is firing across a gorge, the ai won't blast off directly at the AI). Would be nice if AI was intelligent to jump over terrain deformations instead of always following the path of least resistance.
are you talking about with the 1.3 patch? on skill level 3 they arent that bad, put up the engagerange and their quite a match for low skilled pilots.
why not just give a command to go to a point, and kill anything that they pass? Kinda like the attack command in starcraft. Or have the ai automatically paint whatever shoots at them, no matter how far? Then you can tell them to attack it at least...
The only ai that paints targets is the scoutfriend/scoutenemy process and it should be kept that way from a strategist standpoint AND because the game has been like that from the beginning whether it was intended to be that way or not.
however, when i tell a lancer to follow a scav, and an AI scout comes along and just stands still and unloads its ammo on the scav or the lancer....
i do expect my unit to defend itself!
I know they should not be 'too' smart, but...but thats just RETARD low AI.
I'm not sure this is a bug as much as I think it's an engage range issue, but anyway you told me to post when this happens to me so I will. :D
In MPIs it happens a lot after I wander upon a warrior I just sniped and start Arcing some maulers from about 178m away, poor bastards just sit there getting struck by lightning in the head. :mrgreen:
nope, the AI scout was about 30 m away lol.
spawn btw the attack command in starcraft does more then that. the units will atack anything in it's radar range thats ennemy.
whats so bad about that, i would like to just tell the at to attack a point mear the enemy recycler, then they would just go and kill things in the base, instead of wandering in, then thinking,
"hey, were being pounded by that guntower right next to us, and a one on the other side of the base...lets go kill the far away one..."
thats just pathetic
Actually foxblade, in starcraft attacking anything in their radar range and attacking anything they come accross are the same thing. You just said 'it does more than that', then proceeded to re-word exactly what it does.
Surely it's the commanders job to tell units what to do, dont you guys want anything to do, jeesh the game will get too easy and too damn boring if the AI does everything on auto.
yep, i agree - and thats why i hate the smart trucks...
although instead of doing a weird circle when they get a hit they could be a bit smarter....
I've seen it both ways.
In IA, I'd be tooling along by myself, or maybe with scavs, a ST or Con. A group of warriors will come by and just ignore us. They go on by without a blink. As long as I don't shoot them, they ignore me. Sometimes they even get mixed up with my units, and have to back up or go around or something, but they still just go on their way.
If user units get smarter, the enemy would have to as well.
The AI may not be dumb, but just selfish to their ownselves :D.
i did not want this to be a disscussion about AI and how smart they are. I want bugs where the AI show NO COMBAT inititve whatso ever when under attack....
E.g...i tell a lancer to follow a scav...an AI scout comes up and shoots it at point blank and the lancer just 'sits there' doing absolutly nothing.
Everyone can agree thats not acceptable. Tactics? Not shooting artilery? Sure.....but not even enganging just because it was told to follow something?
i think everyone can agree thats a bug.
oops df I meant to add that the AI will follow a trail of targets with a simple attack to command. this will lead to your ships wandering off in all directions.
if however, the command hold position actually meant that the ship would not move in any way, then that command could be of more use.
but the biggest problem with BZ2 units are their innability to multitask. they must reposition themselves to change task. when I tell a unit to pick me up and im less tehn 2 meters away, I want him to eject right on the spot, not move 90 degrees around me, face me, and then eject, sometimes only to run back into the ship.
maybe the lancer didnt shoot because the explosions would've hurt the scav, i know that if there are a few AI jackles gaurding something, you can go right next to it and they wont shoot, for they dont want to hurt friendly units...then i just umped out and sniped them all, from point blank range, and even missed a few times. That should be fixed.
ive never seen jackles give a hoot what they shooting at.. if the hit friendly unit the dmg is "canceled" (no dmg done)
the only way they wont shoot is if they got something right infront of them - but if the scout can hit then so is the lancer... when u tell a unit to follow it will do what the unit he's following doing..
tell a unit to follow you - if you attack something - it will as well...
if u run, it will as well...
when u tell it to follow a unit without the ability to attack it just wont attack... thats the problem
actually, jackles wont shoot if there are buildings that will get hit by splash damage, which is not cancled
Thats a very nice bit of info, PF :D
Damn, we already up to 7 pages on the AI list already.
Quote from: PhoeniX-FlamEwhen u tell a unit to follow it will do what the unit he's following doing..
tell a unit to follow you - if you attack something - it will as well...
if u run, it will as well...
when u tell it to follow a unit without the ability to attack it just wont attack... thats the problem
:o
DUDE! I never relaized that before! Holy shiznit batman!
(http://www.bac-clan.com/ubb/noncgi/graemlins/silly_horse1.gif)
(http://www.bac-clan.com/ubb/noncgi/graemlins/silly_goodone1.gif)
ROFL!
LMAO.
Anyway, (probably won't happen on any maps that weren't made by me), if an ai unit falls of a ledge (inevitably leading to certain doom), the ai unit(s) attacking it, will follow after it. I'd like that to be fixed.
Only on few occasions has an ai not followed an enemy ai when it was engaged: (REALLY HIGH, STEEP CLIFF), the enemy fell off the ledge, and the other AI just peeked over the ledge.[/list]
Quote from: PhoeniX-FlamEtell a unit to follow you - if you attack something - it will as well...
if u run, it will as well...
when u tell it to follow a unit without the ability to attack it just wont attack... thats the problem
Checked this out last night, it seems that while an offensive unit will stop to fight whatevers attacking it, a non-offensive unit will keep going.
So, if you tell a group of scouts to follow a scav, they'll follow the scav, then if they stop to fight and get too far away, its like they'll get confused (should I follow the scav, or defend myself?) and just spin around.
ey? when i told my lancers to follow a scav, and an AI came up and shot them, they just stood their motionless.
Damnit! I thought lancer AI was supposed to be among the smartest AI in BZ2. You learn something new every day.
The way i see it, I can relate it to the 'doctor, it hurts when i do this', saying. I guess thats why I never really encountered that bug.
no, its not that lancer ai is good, but any idiot can use stinger. and if you cant, you CAN be removed from our genepool... :missiler:
There needs to be a resserection of the BZ1 "Defend" command.
As of current date, the Defend command is only activated when you tell a unit to follow a building. You should be able to switch between the follow and defend thing on units though. There is a command pannel peice of code remaining for it, but while its text is defend the code name is MODE_DEFEND_BASE don't know if its different at all to the BZ1 defend command though.
and the hunt command, that was good too
The Hunt Command can be done with DLL though now with 1.3, Defend on the other hand can't.
what did the defend command entail? is it like the hold position command in bz2?
No...its where a unit is told to defend a unit. :P
I think I read somewhere on ZA's site that if you tell combat units to defend a unit without weapons they wont attack, or at least certain classes wont attack.
a following unit will do what the unit its following does...
defending unit will follow the unit he defending and will shoot w/e shooting it (not sure what happens if you dont attack the unit its defending but attack it... i think it'll attack if u attack him)
The defend command was good you ususally had the 3d cursor there and you could put the 3d cursor over a unit press the space bar and the units would follow and protect , also you had a defend command which ususally had thr Recycler and the facory and armory to protect and I think with a little dll tweaking, could have a mission , although the same system the units don't really protect properly
You know I would rather the early type of A.I than the BZ2 A.I becauseI think the A.I isn't aggressive enough and can't really initialize attack even in 1.3 it doesn't really get going untill you order it I personally would like the "Hunt" command back so you can simply have all your A.I automatically attack the other A.I near the base , far better than to alway's have to odrer the A.I to attack specific targets and then watxh it stop and tale a beating from the enemy A.i untill you have to order it to attack another part of the base, . The aggression has improved in 1.3 but still possibly the range does need to be widened as I still think the A.i still doesn't react to enemy A.I aggressive enough.