Combat NPC Issues
AspectSk opened this issue ยท 8 comments
The combat npc AI is not great, here are the main flaws and bugs i found while literally trying to just set up a patrol
-
When telling them to follow someone, when they need to go eat, they bug out and go towards the food and then turn around going to the person they should follow and then to the food and so on,not knowing which they should do so the just loop like that.
-
The follow command dissapears after log out meaning if you set up patrol routes of groups of npcs they wont work anymore, an order would fix this issue, a follow order.
-
The AI sometimes doesnt even respond to orders, this doesnt happen mostly but rarely they will just ignore the order and you have to repack them, this can be bad in combat situations.
-
When you give a npc a combat order, after fighting some mobs, they will just literally forget the order and just wander around, and you even have to completely repack them because if you just take out the order and put it back in it still doesnt work.
-
Mainly in hostile AI, the literally cannot go through open doors, doesnt really happen in friendly ones but the hostiles just wont go through a normal wooden door.
The worst thing about this mod are the combat npcs, you should really work on them and making them actually not retarded and adding onto them instead of literally adding chairs to buildings, whats the point of having buildings when you cannot do anything about them because the ai decided that they should all cram into that door meaning no one can come through and then decided to go eat.
Another thing, after eating, the AI also ignores the combat order, they follow the order, then they eat and just wander around
Try learn some java and make an addon to fix it.
it's not bug, most players called them feature.
PROBLEM RESOLVED
How are any of those things not bugs? Yeah i can make an addon but that doesnt solve the issue that the mod without my addod has the bugs
Hi, so I would like to preface this by saying that your concerns are valid and that we do plan to look into these issues in the future.
Now, I would like to address what I'll call the "tone" of your comments. While you do raise good points and I would like to look into them, the way you phrased this whole issue ticket is just rude, and sounds very self entitled. No one will want to look into these issues simply because of how negatively you approached this issue.
Next, I would address your ending comments, criticizing our current direction of development. To that, I will simply say that the direction that we take with this mod is our own, and if other sections of the mod suffer as a result, then that is the unfortunate side effect that any game/software development suffers from when attention is played to other areas. If it is of such serious concern to you, you can certainly attempt to fix it yourself and submit a Pull Request. The code is Open Source after all. Lastly, I would remind you that you do not control the direction we choose to take, and you can either attempt, as I just said, to solve the issue yourself, or wait for us to fix it, where it would be in your best interests to not bum us out by insulting our direction and work.
Finally, I would ask you to test these issues with a clean world, with just AW and CCL and report back if these issues are easily replicateable and please post the steps to do so.
Thank you
Soldiers gotta eat.
I'd try putting their source of food closer to where you want them to be.
The current devs have done a massive amount of work in updating this mod and bringing excellent new features. I'm far from up to date on their current direction and priorities but, if it helps, I can try to comment a little on what led to the situation they're in now.
The AI toolset was a lot more limited in 1.7.10. In testing, I saw that the NPCs were picked off in exactly the way you would expect for exposed patrols being hunted by guerrilla forces that vastly outnumber them. I watched as players set up their base with zero fencing and stayed up through the night thinking that a few combat NPCs would keep them alive. Sometimes the NPCs could last a while but there is no way any AI can cope in that situation with constantly respawning mobs. It's always a war of attrition.
The advice to those players was to put down a few fences (at least). Kinda like armies do. And then you had to place their food along their patrol route. If you worked it out, you could get them to keep going. There was a config setting that determined how often they'd need to eat that players could tweak to their own liking and playstyle.
A few more complex AI processes were trialed but AI had to be balanced with performance. A lot of players wanted to have a literal army of NPCs. The result was a versatile AI that required player input (because it's a game, after all).
In a word, it came down to strategy - and that's a learning process.
Apologies to the devs if that's out-of-date info or otherwise unhelpful. I really just wanted to say I'm grateful for your work. I love this mod.
Alright so
-
It seems like the follow command overrides the need to eat probablly, when i put down a soldier that hasnt eaten and told him to follow the commander, he followed him, even if i put a town hall like 5 blocks away which was pretty weird because i expected it had something to do with the range(giving him an upkeep order also didnt do anything), so i think originally it may have been that the follow command told him to follow that person but he already had his upkeep set(command not order) on that town hall as when i tell him by the baton that his upkeep is there he will go eat but if i tell him to follow he will follow, but after he eats he doesnt follow the person but that is most likely because they are equally both commands meaning if i give him an upkeep command if will discard the follow one so this is not an issue.
-
It just does, command baton commands dissapear after log out, as i said i think some kind of a follow order would fix this because even if i give everyone a combat order with the same route indended they go as a group they will after some time split up because of eating so following is essential when setting up patrols.
-
This is pretty much random, but it always happened after some sort of fighting so it has something to do with it. And it actually happened right now, the soldier that stopped following (Issue 4.) is now refusing orders so it definitelly has something to with fighting a lot of mobs.
-
After fighting mobs( i think its like 4-5) without stopping, the person with the order(Commander) just kind of forgets about the order and starts wandering around, its just that after fighting a lot of mobs at the same time, i also noticed that this happens to the one following him(Soldier) too, its just a thing about npcs forgetting about any kind of orders after fighting a lot of mobs, i noticed however that about a day later they start doing the order again so. However it just seems like the follow command is really unstable, right now i didnt nothing but just tell soldier to follow commander and he came up to him, but when i moved commander like 5 seconds later he didnt follow him.
-
You can see this on your own, if you go to an imperial watchtower(straigh one with ballista on top) and open the iron door, they wont be able to get out and you can shoot them with a bow for example.
So overall i think the main issues are the ones like 4. and also 3. as you have to repack the npcs(Or actually in my case, i am using the carry on mod which allows you to also pick up entities and other things and when you pick them up and then set them down( only in creative unfortunately for AW npcs) it works like a repack and fixes them. I just want to add that i am a huge fan of your mod and have been using for a long time so, just the kind of small consistency bugs with npcs are kind of annoying sometimes lol.