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Author Topic: Alteration to Building Destoyer AI  (Read 648 times)

Hinaichigo

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Alteration to Building Destoyer AI
« on: May 07, 2016, 11:53:27 am »

I feel like the current building destroyer AI could use some work in terms of making them less systematic about destroying buildings.  For example while the rest of the siege goes forward the building destroying elements among them will be distracted and destroy every table and chair in the dining room before moving on.  Perhaps they could put building destruction on a slightly lower priority than attacking, or something.  And maybe not be so systematic about it.  For example: destroy buildings that they come across or ones that block pathing to more lively targets.
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SixOfSpades

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Re: Alteration to Building Destoyer AI
« Reply #1 on: May 07, 2016, 01:55:29 pm »

A more workable approach would be a general improvement to seigers' AI (which has probably been suggested only hundreds of times before) and replace the squad (or 2) of trolls with a couple of building destroyers embedded into each of the goblin squads, and under the direct supervision of that squad's leader. That way, the trolls wouldn't get sidetracked into breaking useless furniture, they would stick close to the squad leader and focus on battering down the doors that are actually in the squad's way.
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Dirst

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Re: Alteration to Building Destoyer AI
« Reply #2 on: May 08, 2016, 12:40:39 pm »

That would be a great improvement, but would also require folding building destruction into the pathing algorithm (for example, "Destroy door at path cost 125"), which happens to be the trick used in the Digging Invaders mod (walls have a path cost of 1000).

A building destroyer left to its own devices could be given a capability (the current 1 or 2) and a preference for destroying buildings over other goals.  This preference can either become a second argument in the building destroyer tag, or be governed by personality.
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