Scenario massive delays
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Scenario massive delays
Hello,
I was experimenting with [ai] to try and create a more artificial flow to one of my scenarios. I tried two different modifiers to achieve this:
However, after I did, the AI turn MUCH longer to finish their turns and move their units. After each movement from a unit, there was a freeze. Did I implement it incorrectly? These aren't contradicting-- side 2 is not within those coordinates.
I was experimenting with [ai] to try and create a more artificial flow to one of my scenarios. I tried two different modifiers to achieve this:
Code: Select all
[ai]
[goal]
name=target_location
[criteria] #NOTE: this is a SLF, because we're targeting a location
side=2
[/criteria]
value=5
[/goal]
[avoid]
[filter]
x,y=24,30
[/filter]
radius=9
[/avoid]
[/ai]
Last edited by Pentarctagon on October 8th, 2020, 3:06 am, edited 1 time in total.
Reason: [c] -> [code]
Reason: [c] -> [code]
- beetlenaut
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Re: Scenario massive delays
A SLF doesn't have "side" as a key. That's getting ignored, so it's targeting every location on the map. Did you mean owner_side? ([avoid] keeps the AI from stopping on those locations, but they are probably still be targeted as well.)
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Re: Scenario massive delays
Ah, I see. I meant for them to want to ignore a side's players. If not this, how would I make the AI want to prioritize engaging one side before another?beetlenaut wrote: ↑October 8th, 2020, 2:39 am A SLF doesn't have "side" as a key. That's getting ignored, so it's targeting every location on the map. Did you mean owner_side? ([avoid] keeps the AI from stopping on those locations, but they are probably still be targeted as well.)
- beetlenaut
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Re: Scenario massive delays
Oh, of course. The SLF has a [filter] tag, which is a standard unit filter.
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- Celtic_Minstrel
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Re: Scenario massive delays
Rather than using a
[filter]
I think it would be more effective to change the target_location
to target_unit
.