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Re: Guards, oremites, and bombs (+5)
Okay, this topic seems to have that fun little yellow arrow on it. And it's with a part of the code I find relatively easy to understand! On the flipside, it hasn't been decided what to do about it. Ah well.
Still, practice is practice, and playing with AI tweaks can be fun. I've compiled a patch for the 3.0.2 source code that fixes three issues with regards to Guards, Stalwarts and Slayers when combined with Oremites:
#1. Swordsmen considered anything with oremites on to be safe to stab, even if they were standing on a non-oremite square next to it. This issue is already fixed in 3.1, but that's not available yet.
#2. Stalwarts and Guards stepping off of oremites still considered their sword to be facing the direction it was when they started the move. That's the same issue as described in this thread. Slayers never change direction when moving, so they're immune to this.
#3. All swordsmen considered killing moves to be top priority... even if the killing move involved "stabbing" from a square they couldn't possibly have a sword on.
I think I've managed to fix all three of these issues while leaving non-oremite behaviour intact. Of course, this still leaves the problem of which of these *should* be fixed. Personally, I'm in favour of anything that makes Stalwarts not backstab me and actually be a little more useful, but I'm not sure how much the Guard and Slayer changes will affect existing TCB holds.
Slayers are, by the way, still monumentally stupid defensively on oremites, but given that there's always been elements they haven't been able to defend against, I don't see a problem with it. I just gave them the basic updates to put them on equal footing with Guards (as in, Slayers now respect issues #1 and #3, and were never affected by issue #2 in the first place).
The patch is listed in text format after the explanations and reasons for all the various changes I made. Again, 3.0.2 base source code only - it very likely won't work in 3.1 since I'm sure Mike had his own way of fixing one of the issues here.
Anyways, regardless of whether any of this actually gets *used* or not, it's still just more practice for me, and if anyone is curious enough (and can compile the source code themselves) to test this against various holds, be my guest.
(Once again: Public Domain license, since I've yet to see confirmation I should be using otherwise. The patch is pretty useless without the original files anyways)
EDIT: Not changed anything in the uploaded patch, but was playing around a bit more. Decided I'd try fixing Slayers being unable to pick squares next to orbs that *don't* have oremites on. This worked. And then I found a rather funny Slayer weakness that's been in since JtRH, which is particularly suicidal of them: they don't test that squares are safe to stab when they're looking for routes to doors. I cheerfully watched a group of slayers kill each other trying to get to an orb, and after adding a couple of bombs in the right places, watched them blow themselves up.
It was funny enough and an interesting enough quirk that doesn't *quite* seem to have been brought up that I can quickly see in a forum search, so I thought I'd mention it in passing.
EDIT 2: Forgot to set wSwordMovement for Stalwarts and Guards when they're swordless and right next to their target (I've made it so that they immediately turn to face their target as if they were "bump"ing them). Updated the patch to reflect that. It shouldn't have broken anything since they're already swordless, but it's nice to be consistent.
I should specifically note, by the way, that the Oremite changes make Stalwarts and Guards follow their target across Oremites *far* faster than they used to, because they don't stop to turn every five seconds if they happen to be facing the wrong direction. In this patch, they realise now that turning on a swordless square is futile (unless they have nothing better to do) because any movement they make next will overwrite any careful positioning they've just done. Of course, this just makes them marginally more dangerous than Wubbas, but they're definitely not as handicapped as they were. Take that as you will.
[Last edited by TFMurphy at 07-30-2007 09:49 PM : Small update to patch to correctly set wSwordMovement]
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