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Requests for AI improvements

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Re: Requests for AI improvements

Postby Althuna » 06 Dec 2011, 22:00

oohh well, nevermind.
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Re: Requests for AI improvements

Postby Enchanteur » 13 Mar 2012, 12:45

The AI is very couard !
AI don't attack you, even if you have a 2/2 and AI have five 2/2.
AI always fear to make his dudes dies.
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Re: Requests for AI improvements

Postby Blackblade » 13 Mar 2012, 17:57

AI casts Crossway Vampire after combat.
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Re: Requests for AI improvements

Postby RanDomino » 14 Mar 2012, 04:37

The AI doesn't seem to understand how Skinshifter works.
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Re: Requests for AI improvements

Postby Gargaroz » 15 Mar 2012, 14:02

Skinshifter is a very complex card for the AI, since have 3 different abilities.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Requests for AI improvements

Postby stassy » 15 Mar 2012, 15:28

Or make like Planeswalker make it to use only one ability?
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Huge Land - AI Survey (incomplete not all lands tested)

Postby Aswan jaguar » 18 Mar 2012, 14:03

You all know very well how important is especially in the first 1 to 5,6 turns not to loose a land drop and that it holds your game back if you are short of lands.
Even more important this is for our AI we all now has lots of limitations that can't be improved without knowledge of the code but what can be possibly improved are LANDS THAT CAUSE AI serious problems (missing 1st land-drop,land-drops in general and make his progress in the game a lot slower and so uncompetitive.

The last 3-4 weeks I have begun testing ALL lands and how AI deals with them.The test is not over yet, a lot of work is still needed but I wanted to give some results so Gargaroz and maybe Jatill who is back again can slowly fix them.
General notes about AI - Land problems AI will miss significantly less times the first land drop when it plays second/draws first.

- Even lands that don't cause AI to miss land drops have some issues and I have descriptions-notes next to "OK" that point out AI's bad use of them.

*I use the word "always" but in some cases it could mean most times.

Manalink Lands - AI playing | Open
.
.8104 1 Academy Ruins = OK (Test made white-Blue- Colourless deck)
.1932 1 Adarkar Wastes = OK (Test made white-Blue- Colourless deck)
.10009 1 Akoum Refuge = not tested yet.
.1219 1 Ancient Den = OK (Test made white-Blue- Colourless deck)
.4704 1 Ancient Spring = AI misses always 1st land drop when in hand and AI plays first and other land-drops later in the game.(Test made white-Blue- Colourless deck)
.3118 1 Ancient Tomb = OK (Test made white-Blue-Colourless deck)
.1206 1 Arcane Sanctum = OK (Test made white-Blue-Colourless deck)
.2389 1 Arctic Flats = will cause AI to miss 1st land-drop and other land drops.(Test made white-Blue- Colourless deck)
.899 1 Arena ?
.10012 1 Arid Mesa = OK (Test made white-Blue-Colourless deck)
.1731 1 Azorius Chancery = OK (becomes Tundra for AI)(Test made white - Blue - Colourless deck)
.9 1 Badlands = not tested.
.5259 1 Barbarian Ring = not tested.
.5839 1 Barren Moor = not tested.
.12 1 Bayou = not tested.
.398 1 Bazaar of Baghdad = not tested.
.10616 1 Blackcleave Cliffs = not tested.
.1715 1 Blood Crypt = not tested.
.1489 1 Bloodstained Mire = not tested.
.2401 1 Boreal Shelf = will cause AI to lose 1st land-drop and others later.(Test made white - Blue - Colourless deck)
.7554 1 Boros Garrison = OK (becomes Plateau for AI) (Test made white-Blue-Colourless deck)
.1753 1 Bottomless Vault = not tested.
.1716 1 Breeding Pool = OK (AI even doesn't pay 2 life for it probably the land of it's kind AI plays best).(Test made white-Blue-Colourless deck)
.1967 1 Brushland = OK (Test made white-Blue-Colourless deck)
.11625 1 Buried Ruin = OK
.1506 1 Cabal Coffers = not tested.
.3135 1 Caldera Lake = OK (Test made white-Blue-Colourless deck)
.10256 1 Celestial Colonnade = OK
.403 1 City of Brass = OK
.307 1 City of Shadows = Will cause AI to miss land drops if City of Shadows is/are the only lands in AI hand.(Test made white-Blue-Colourless deck)
.3511 1 City of Traitors = OK~ (rarely will cause AI to miss Land drop).(Test made white-Blue-Colourless deck)
.11164 1 Clifftop Retreat = OK (Test made white-Blue-Colourless deck)
.6413 1 Cloudpost = AI doesn't miss land drops but spells as rarely taps it for mana,doesn't tap it for abilities at all.(Test made white-Blue-Colourless deck)
.962 1 Coastal Tower = OK (Test made white-Blue-Colourless deck)
.10837 1 Contested War Zone = all OK.(Test made white-Blue-Colourless deck)
.10636 1 Copperline Gorge = not tested.
.10263 1 Creeping Tar Pit = OK all.
.1202 1 Crumbling Necropolis = OK (Test made white-Blue-Colourless deck)
.10042 1 Crypt of Agadeem = not tested.
.2414 1 Dark Depths = AI misses land drops at times.(Test made white-Blue-Colourless deck)
.10642 1 Darkslick Shores = OK (Test made white-Blue-Colourless deck)
.6646 1 Darksteel Citadel = Will cause AI to miss land drops if Darksteel Citadel is/are the only lands in AI hand.(Test made white-Blue-Colourless deck)
.407 1 Desert = Will cause AI to miss land drops if Desert is/are the only lands in AI hand.(Test made white-Blue-Colourless deck)
.5315 1 Deserted Temple = Will cause AI to miss land drops if Deserted Temple is/are the only lands in AI hand.(Test made white-Blue-Colourless deck)
.410 1 Diamond Valley = OK
.1728 1 Dimir Aqueduct = (although AI will get an Underground Sea instead)will cause AI to miss 1st land drop at times,mostly when AI plays first.
.11417 1 Dragonskull Summit = not tested.
.11419 1 Drowned Catacomb = OK (Test made white-Blue-Colourless deck)
.8545 1 Dryad Arbor = not tested.
.1765 1 Dwarven Hold = not tested.
.1767 1 Dwarven Ruins = not tested.
.1770 1 Ebon Stronghold = not tested.
.10433 1 Eldrazi Temple = OK (Test made white-Blue-Colourless deck)
.414 1 Elephant Graveyard = When is/are the only land in AI hand and AI doesn't have COLOURLESS card to put in play that turn AI won't play them.(Test made white-Blue-Colourless deck)
.960 1 Elfhame Palace = OK (Test made white-Blue-Colourless deck)
.10051 1 Emeria, the Sky Ruin = OK (Test made white-Blue-Colourless deck)
.1615 1 Exotic Orchard = OK (I don't Know if it is AI bug but AI can't use it to produce any colored mana and then use it to pay (1).(Test made white-Blue-Colourless deck)
.10277 1 Eye of Ugin = not tested
.3935 1 Faerie Conclave = OK (Test made white-Blue-Colourless deck)
.8175 1 Flagstones of Trokair = OK (Test made white-Blue-Colourless deck)
.1488 1 Flooded Strand = OK (Test made white-Blue-Colourless deck)
.6986 1 Forbidden Orchard = AI misses plays since AI will only use it for Black and Blue mana not even any to pay generic mana(1).(Test made white-Blue-Colourless deck)
.3938 1 Forbidding Watchtower = OK (Test made white-Blue-Colourless deck)
.5923 1 Forgotten Cave = not tested.
.2424 1 Frost Marsh = will cause AI to miss land drops when in hand only with lands of the same colours black-blue.(Test made white-Blue-Colourless deck)
.1514 1 Gaea's Cradle = OK (Test made white-Blue-Colourless deck)
.11426 1 Gargoyle Castle = OK (Does AI sac it for creature?)(Test made white-Blue-Colourless deck)
.11218 1 Gavony Township = When is/are the only lands in AI hand will cause AI to miss land-drops if there is nothing in hand that will require that mana that turn.example if in play 3lands and in hand you have a 4 mana cost creature like Azure Drake then AI will play it.But if you have a 5 mana creature like Air Elemental AI wont play Gavony Township not now not next turn even if there are 2 in AI hand.(same is for other lands,too)(Test made white-Blue-Colourless deck)
.870 1 Gem Bazaar = will cause AI to miss land drops.(Test made white-Blue-Colourless deck)
.3021 1 Gemstone Mine = OK (Test made white-Blue-Colourless deck)
.4779 1 Geothermal Crevice =not tested.
.3941 1 Ghitu Encampment =not tested.
.7988 1 Ghost Quarter =OK (BUT will only be used by AI to destroy land never tap for mana).(Test made white-Blue-Colourless deck)
.2034 1 Glacial Chasm =not tested.
.11427 1 Glacial Fortress = OK (Test made white-Blue-Colourless deck)
.10671 1 Glimmerpost =OK (Test made white-Blue-Colourless deck)
.1712 1 Godless Shrine =not tested.
.1727 1 Golgari Rot Farm =not tested.
.10069 1 Graypelt Refuge =OK (Test white-Blue-Colourless deck)
.1218 1 Great Furnace =not tested.
.2861 1 Griffin Canyon = will cause AI to miss land drops if it is/are the only lands in AI hands and mostly the 1st land-drop.(Test white-Blue-Colourless deck)
.8569 1 Grove of the Burnwillows =OK (Test white-Blue-Colourless deck)
.1729 1 Gruul Turf =Not tested.
.10289 1 Halimar Depths = will cause AI to miss land-drops of the same name and blue ones when in AI hand.(Test white-Blue-Colourless deck)
.1714 1 Hallowed Fountain = OK (BUT always AI plays it first and always paylife.(Test white-Blue-Colourless deck)
.665 1 Hammerheim =not tested.
1 Haunted Fengraf = OK (Test white-Blue-Colourless deck)
.1788 1 Havenwood Battleground =not tested.
.2443 1 Highland Weald =not tested.
.11243 1 Hinterland Harbor =OK (but will cause AI to miss plays as it is always selected to be played first instead of putting an Island or a Frest first and then Hinterland Harbor so it comes on untapped).(Test white-Blue-Colourless deck)
.1791 1 Hollow Trees = not tested.
.8574 1 Horizon Canopy = Ok (Test white-Blue-Colourless deck)
.1804 1 Icatian Store =will cause AI to miss land-drops when Icatian Store and lands that produce white mana are only in hand.(Test white-Blue-Colourless deck)
.10870 1 Inkmoth Nexus = OK (didn't see any AI attacks)(Test white-Blue-Colourless deck)
.4793 1 Irrigation Ditch = Will cause AI to miss 1st land-drop and land drops of Irrigation Ditch and of the same colour (white)as a general rule AI seems to loose 1turn and cast it every 2nd turn.(Test white-Blue-Colourless deck)
.428 1 Island of Wak-Wak = OK (Test white-Blue-Colourless deck)
.11253 1 Isolated Chapel = OK (Test white-Blue-Colourless deck)
.1730 1 Izzet Boilerworks = OK (for AI is Volcanic Island)(Test white-Blue-Colourless deck)
.1203 1 Jungle Shrine = OK (Test white-Blue-Colourless deck)
.10091 1 Jwar Isle Refuge = OK (Test white-Blue-Colourless deck)
.10092 1 Kabira Crossroads = OK (Test white-Blue-Colourless deck)
.694 1 Karakas =
.2079 1 Karplusan Forest = OK (Test white-Blue-Colourless deck)though.
.10096 1 Kazandu Refuge = not tested.
.11256 1 Kessig Wolf Run = will cause AI to miss land drops of this kind of land and miss plays.(Test white-Blue-Colourless deck)though.
.10303 1 Khalni Garden =not tested.
.2305 1 Kjeldoran Outpost =Will cause HUGE problems to AI lots of land drops to be missed and plays and make AI not play a single plain could make AI not play anything!(Test white-Blue-Colourless deck)
.2309 1 Lake of the Dead =not tested.
.10307 1 Lavaclaw Reaches =not tested.
.438 1 Library of Alexandria = SPECIAL CASE.can't be tested correctly.
.5976 1 Lonely Sandbar =will cause AI to miss land drops of the same colour (blue) if Lonely Sandbar is in AI's hand.(Test white-Blue-Colourless deck)
.3042 1 Lotus Vale =is too much for AI and will cause AI not to play anything if there is 1 in his hand.(Test white-Blue-Colourless deck)
.10117 1 Magosi, the Waterveil = OK (Test white-Blue-Colourless deck)
.10122 1 Marsh Flats = OK (Test white-Blue-Colourless deck)
.377 1 Maze of Ith = Will cause AI to miss land-drops and plays especially if 2 or more in hand.(Test white-Blue-Colourless deck)
.508 1 Mishra's Factory = OK (Test white-Blue-Colourless deck)
.510 1 Mishra's Workshop = OK (Test white-Blue-Colourless deck)
.10128 1 Misty Rainforest = OK (Test white-Blue-Colourless deck)
.11288 1 Moorland Haunt = Will cause AI to miss land-drops and plays as AI prefers to summon spirits with it.
.2473 1 Mouth of Ronom =will cause AI to miss land-drops of Mouth of Ronom and especially if no colourless in hand.(Test white-Blue-Colourless deck)
.9021 1 Murmuring Bosk =OK (Test white-Blue-Colourless deck)
.9022 1 Mutavault =OK
.11566 1 Mystifying Maze = OK and ability OK (Test white-Blue-Colourless deck)
.11291 1 Nephalia Drownyard =will cause AI to miss land-drops of Nephalia Drownyard.(Test white-Blue-Colourless deck)
.445 1 Oasis = OK (will cause AI to miss plays as it is coded to be selected before basic lands and maybe all others ,too).(Test white-Blue-Colourless deck)
.10145 1 Oran-Rief, the Vastwood =not tested.
.1552 1 Orzhov Basilica = AI doesn't use the hack to put in Scrubland and so misses land-drops.(Test white-Blue-Colourless deck)
.1708 1 Overgrown Tomb = not tested.
.740 1 Pendelhaven = not tested.
.5430 1 Petrified Field =will cause AI to miss land-drops especially of Petrified Field when there are no colourless spells to cast in hand.(Test white-Blue-Colourless deck)
.11060 1 Phyrexia's Core =will cause AI to miss land-drops.(Test white-Blue-Colourless deck)
.3798 1 Phyrexian Tower =will cause AI to miss land-drops.(Test white-Blue-Colourless deck)
.3270 1 Pine Barrens =OK (AI will use always the coloured (Black)mana loosing life needlessly).(Test white-Blue-Colourless deck)
.10148 1 Piranha Marsh =not tested.
.189 1 Plateau = OK (Test white-Blue-Colourless deck)
.1487 1 Polluted Delta = OK (Test white-Blue-Colourless deck)
.2906 1 Quicksand = OK (Test white-Blue-Colourless deck)
.10331 1 Raging Ravine =Not tested.
.1815 1 Rainbow Vale =OK (Test white-Blue-Colourless deck)
.1732 1 Rakdos Carnarium =Not tested.
.10752 1 Razorverge Thicket = OK~ (Test white-Blue-Colourless deck)
.3284 1 Reflecting Pool =OK (Test white-Blue-Colourless deck)
.4354 1 Rishadan Port = Will cause AI to miss land-drops of Rishadan Port especially when no colourless in AI hand to play.(Test white-Blue-Colourless deck)
.11468 1 Rootbound Crag =not tested.
.1818 1 Ruins of Trokair =
.1709 1 Sacred Foundry =OK but AI will always spent 2 life.(Test white-Blue-Colourless deck)
.357 1 Safe Haven =not tested.
.3300 1 Salt Flats =OK~ (Test white-Blue-Colourless deck)
.963 1 Salt Marsh =OK~ (Test white-Blue-Colourless deck)
.1819 1 Sand Silos = Will cause AI to miss first and other land-drops depending on how many Sand Silos are in AI hand.(Test white-Blue-Colourless deck)
.1204 1 Savage Lands =not tested.
.212 1 Savannah =OK (Test white-Blue-Colourless deck)
.3303 1 Scabland =OK~ (Test white-Blue-Colourless deck)
.10170 1 Scalding Tarn =OK (Test white-Blue-Colourless deck)
.216 1 Scrubland =OK (Test white-Blue-Colourless deck)
.2497 1 Scrying Sheets =Will cause AI to miss first land-drop if it is the only land in starting hand and will cause miss of land-drops especially if no colourless spell in AI hand.(Test white-Blue-Colourless deck)
.10763 1 Seachrome Coast = OK (Test white-Blue-Colourless deck)
.1205 1 Seaside Citadel = OK (Test white-Blue-Colourless deck)
.1216 1 Seat of the Synod = Really bad AI behaviour will cause AI to miss lots of land-drops and plays even if it has colourless spells to play.(Test white-Blue-Colourless deck)
.6029 1 Secluded Steppe =will cause AI to miss first and other land-drops if it is in hand with lands of the same colour.(white)(Test white-Blue-Colourless deck)
.10176 1 Sejiri Refuge = OK (Test white-Blue-Colourless deck)
.10345 1 Sejiri Steppe = OK (but it would be better I believe if AI checked first opponents colour of creatures in play and then deck colours or lands that most probably checks to give protection from colour).(Test white-Blue-Colourless deck)
.1726 1 Selesnya Sanctuary =OK AI will get Savannah instead.
.3838 1 Serra's Sanctum =OK (AI doesn't get Legendary rule and will always destroy his own Serra's Sanctum by playing a second).(Test white-Blue-Colourless deck)
.8886 1 Shimmering Grotto =Will cause AI to miss occasionally land-drops especially when AI doesn't "see" immediate benefit from playing it.(use the mana that turn)(Test white-Blue-Colourless deck)
.3841 1 Shivan Gorge
.961 1 Shivan Oasis
.1733 1 Simic Growth Chamber
.3321 1 Skyshroud Forest
.10351 1 Smoldering Spires
.10183 1 Soaring Seacliff
.2350 1 Soldevi Excavations
.4006 1 Spawning Pool
.1713 1 Steam Vents
.11345 1 Stensia Bloodhall
.10354 1 Stirring Wildwood
.1711 1 Stomping Ground
.528 1 Strip Mine
.11352 1 Sulfur Falls
.4912 1 Sulfur Vent
.2211 1 Sulfurous Springs
.11484 1 Sunpetal Grove
.1826 1 Svyelunite Temple
.241 1 Taiga
.10200 1 Teetering Peaks
.1499 1 Temple Garden
.6363 1 Temple of the False God
.1469 1 Terramorphic Expanse
.2368 1 Thawing Glaciers
.806 1 The Tabernacle at Pendrell Vale
.3869 1 Thran Quarry
.4928 1 Tinder Farm
.819 1 Tolaria
.8671 1 Tolaria West
.1513 1 Tolarian Academy
.6076 1 Tranquil Thicket
.1217 1 Tree of Tales
.4020 1 Treetop Village
.2521 1 Tresserhorn Sinks
.252 1 Tropical Island
.254 1 Tundra
.10212 1 Turntimber Grove
.258 1 Underground Sea
.2225 1 Underground River
.2947 1 Undiscovered Paradise
.833 1 Urborg
.959 1 Urborg Volcano
.541 1 Urza's Mine
.543 1 Urza's Power Plant
.544 1 Urza's Tower
.10216 1 Valakut, the Molten Pinnacle
.1215 1 Vault of Whispers
.10222 1 Verdant Catacombs
.8349 1 Vesuva
.7780 1 Vitu-Ghazi, the City-Tree
.266 1 Volcanic Island
.3492 1 Volrath's Stronghold
.3369 1 Wasteland
.1710 1 Watery Grave
.8941 1 Windbrisk Heights
.1473 1 Windswept Heath
.1474 1 Wooded Foothills
.11385 1 Woodland Cemetery
.4155 1 Yavimaya Hollow
.91 1 Forest
.126 1 Island
.164 1 Mountain
.188 1 Plains
.239 1 Swamp
---
Trying to squash some bugs and playtesting.
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Re: Requests for AI improvements

Postby Gargaroz » 18 Mar 2012, 15:52

AJ, just a quick hint : the AI, when it's making it's decisions, try a lot of different combinations, but they're all "instant" combination, that will take in account immediate or short-timed bonuses.

Let's say we have a land called "Victory Vale" with this text "Victory Vale will come into play tapped. Victory vale comes into play with two "victory" conters on it. At the beginning of you upkeep, remove a victory counter from Victory Vale. When there's no counters on Victory Vale, you win this game".
The AI will probably never play this land at all, unless we "convince" it to do so.

So, please, focus your test on these kinds of lands. Stuff like painlands or SOM lands, or similar stuff are working for sure, as they give immediate or short term bonuses ;)
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Requests for AI improvements

Postby Gargaroz » 18 Mar 2012, 16:00

Added a little more AI for Skinshifter, but there are really too options for the AI to consider.
Also fixed values for Crossway Vampire.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Requests for AI improvements

Postby stassy » 22 Mar 2012, 11:32

Don't know if it's done in purpose, but AI will stop using Chalice of Life until 29 life, exactly before its morph into Chalice of Death and will no longer use it if its life number goes past this limit with other mean.
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Re: Requests for AI improvements

Postby stassy » 22 Mar 2012, 12:50

AI will still cast imprint card when there is no valid card to imprint in hand (eg. Chrome Mox)
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Re: Requests for AI improvements

Postby stassy » 16 Apr 2012, 12:37

AI tend to sacrifice the following mana generator artifact instead of just tapping them for mana :
Eye of Ramos
Heart of Ramos
Horn of Ramos
Tooth of Ramos
Skull of Ramos
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Re: Requests for AI improvements

Postby Gargaroz » 16 Apr 2012, 18:59

Improved AI for Chrome Mox and Ramos parts.
----
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: Requests for AI improvements

Postby Psychodabble » 19 Apr 2012, 20:49

AI doesn't understand Stuffy Doll. It will still play damage effects against it and will attack with its creatures despite the fact that it can only hurt itself. (examples: AI cast Lightning Bolt on Stuffy Doll, even with no chance to destroy it. AI attacks with all creatures despite Stuffy Doll and Energy Field in play.)
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Re: Requests for AI improvements

Postby Yggdrasil » 20 Apr 2012, 09:06

In fact it's the same with all indestructible creatures. AI just ignores this ability and tries to kill them like any other creature.
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