Ai blocking/attacking, wasting damagers
Re: unhappy ai
yeah we need more defined combat rules for ai....
Re: unhappy ai
Things that are natural to a human are not to a computer. The best way to understand why the ai acts like that is to look at the code. For example it casts a lightning bolt on a 4 4 because that creature has been identified as a threat, and thinks damaging it for 3 point is a move in the good direction to lower the threat. Lightning bolt only to kill is too predictable and would prevent those random times when the ai feels human and casts 2 lightning bolt on Your 4 4
Re: unhappy ai
Please note these comments in next versions.
I am ready to help in testing.
I am ready to help in testing.
Re: unhappy ai
We'll do our best, but realistically, we need more devs
Re: unhappy ai
actually im pretty sure i'd be fine w letting go of a 1 in a 1000 chance of a stroke of genius of 2 lightning bolts on same creature for having it cast only to kill.
Re: unhappy ai
i would have to agree with raw on this one...as natural as it might be to cast a nonkill lightining bolt...it also just seems like dumb programing...which is what people keep complaining about over and over....
Re: unhappy ai
The logic is not that simple, I simplified because I type on a phone. Look at the code, it all depends on the difference between life and damage. It's just a matter of tweaking the values
Edit:
http://code.google.com/p/wagic/source/b ... er.cpp#243
The idea would be to reduce the 50 into something smaller, maybe 10, or even less.
Edit:
http://code.google.com/p/wagic/source/b ... er.cpp#243
Code: Select all
else if (aad->getDamage() >= target->toughness)
{
efficiency = 100;
}
else if (target->toughness)
{
efficiency = (50 * aad->getDamage()) / target->toughness;
}
else
{
efficiency = 0;
}
break;
Re: unhappy ai
on what affect efficiency parameter?
It is interesting, I'm programmer too.
It is interesting, I'm programmer too.
Re: unhappy ai
the result is a percentage of chance to cast the ability/card
Re: unhappy ai
I would be write:
and something that:
If I can't kill nothing I keep spell in hand.
Code: Select all
if (aad->getDamage() >= target->toughness)
{
efficiency = target->toughness/aad->getDamage()*100-41; //not 100%, and no less 40%
if (efficiency<0)
efficiency = 0;
}
else
{
efficiency = 0;
}
Code: Select all
if (target==opponent && target->life<=aad->getDamage())
{
efficiency = 100;
}