Correct(ed)? AI and job management

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Starke
Posts: 13
Joined: Fri Apr 18, 2014 11:22 pm

Mon Apr 28, 2014 11:26 am

I don't know if this really belongs here or in bug reports but as it's mostly a feature request I suppose it should be here:

Well since I build my base for the first time I noticed some annoyances with mostly have to do with the AI (or actually how your characters interpet orders).
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If you have a well (I) and a water tower and you give a char a permanent job at the well he will for some reason go stand next to the water tower and do nothing.
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If you give characters jobs (or a job) at an automated machine (Well II or higher, the last version of the Stone Mine and Stone Processor etc.) they won't put the materials created in these into storage boxes and will just stand there doing nothing like idiots :?:. This actually led me to creating the version of the Stone Mine and Stone Processor before the last version because they can actually work on the machine they are assigned to and put the stuff they make into storage boxes which makes them slighty less idiotic.
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For some reason you need too have the gate open for chars to build correctly or do their jobs correctly well no big deal as I have 4 chars who can slaughter just about anything with Straight Cleavers Edge 5 (I actually chose these because for some reason these chars get owned if they use Nodachi's Edge 5 and slay everything with the Straight Cleavers). All of them have the job medic to heal each other once I'm attacked this poses no problem at all.

So I have these 4 chars stand near the open gate and put on the option Taunt (so bandit raids and stuff should target those 4 chars) for some reason if I have the Taunt option on these characters don't even try to protect the gate and just let Dust Bandits and Hungry Bandits in (so far I had no Cannibal Raids yet luckely). This only happens when the chars are on Taunt on normal (all options you can check squared off) they usually (75-95% chance) slaughter anyone that tries to enter.

I know this should partially be fixed with the new engine so you can close the gates to town and not have to worry to much about bandit attacks but it does worry me that the invading mobs don't even respond to the characters if they have the Taunt option enabled while standing near the gate with medic as first job.
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Other is a know thing but if characters are attacked while doing a job (operating machinery/farming/anything that the game sees as operating a machine), combat should take priority over their job (which it currently does not for some reason).
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This is all in version 0.67.2 (or the whatever is the most recent version). I should be playing on a new map as well as I recently imported to a new game with research only (even though I started playing at 0.67.2 so it was not really neccesary to import to a new game).
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:o Apperantly I missed Smarter AI for Add-Materials-to-Building task. (Suggestion) which partially talked about what I mentioned in this post.

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Hatsune_Neko
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Tue Apr 29, 2014 12:31 am

after reading thru this i would say bug reports
i dont see anyhting that would look like a feature request

and as bugs go, these are all pretty much known and allready posted.
Moving topic to bugs forum.
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Zeal
Posts: 526
Joined: Mon Mar 24, 2014 1:41 am

Tue Apr 29, 2014 11:21 am

Just a couple things I wanted to say. Automated machines have 0/0 workers. You don't need a worker to be assigned to them. However, if you assign a worker to one, they will stand there until the output of that machine is full. Then they will take all materials from the output, and deposit them into other places. (other machines that require those materials to operate, followed by storage boxes designated for those materials) but they only do this once the machines output is full.

Characters already prioritize fighting over their job... most of the time.. If you have "non-combat" checked, then they will ignore fights until they get attacked, otherwise they should put their job on hold to engage the enemy without being attacked first.

Right now, as Neko has said, the other issues are known, and are a strong annoyance. Hopefully they will be fixed soon. I know pathfinding will be fixed with the new engine. But I have yet to have any confirmation that the new engine will solve the current issues the AI have with aggression management.
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Starke
Posts: 13
Joined: Fri Apr 18, 2014 11:22 pm

Tue Apr 29, 2014 3:54 pm

Zeal wrote:Just a couple things I wanted to say. Automated machines have 0/0 workers. You don't need a worker to be assigned to them. However, if you assign a worker to one, they will stand there until the output of that machine is full. Then they will take all materials from the output, and deposit them into other places. (other machines that require those materials to operate, followed by storage boxes designated for those materials) but they only do this once the machines output is full.
That's new for me when I had this (Automatic Stone Mining and Automatic Stone Processor) and assigned people with jobs to them they actually did nothing if the output was full (only once you assigned them if the output was full and only once than). I don't actually know how to read what you said but it seems you are saying this as well.
Zeal wrote:I know pathfinding will be fixed with the new engine. But I have yet to have any confirmation that the new engine will solve the current issues the AI have with aggression management.
That's why I said partially, the characters have less problems with aggression management (I suppose) because if I lock the gate they need to destroy the gate first and I suppose the characters will respond to this (at least I hope so).

That aside I know why most of my other chars will probably get owned if they are attacked (unfortunatly) because I only have 5 that have enough strength to actually use a "Straight Cleaver Edge 5" properly (the fifth one is a medic that has been in to low of a number of fights though so usually if she is hit first while working on creating advanced medkits she gets owned hard, even though she has 83 strength or so). That aside besides those 5 charcters all my other chars are only good for temporarily attempting to hit opponents and than getting owned (as they have 0 combat skills and I don't want to give them other armor than my Ninja stuff (Leather Turtleneck, Ninja Rags, Samurai Clothpants, Iron Hat, Wooden Sandals and Straight Cleavers, although the weapons are far from Ninja :lol:).

I might eventually import to a new game in a while again once I have my 9 other squad members (and because I want my squad to have 6 engineers, 6 medics, 6 fighters (or advanced fighters), 1 starting char, and 1 Infinite Wang (or whatever he is called) and have in total an equal number of males and females that's gonna take a while as I currently have 5 male engineers and 1 female engineer, 1 male fighter, 2 female medics and 1 male medic so that means I need 7 more females, either medic or fighter and 1 male either medic or fighter (as Wang is a male) :lol:)

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Zeal
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Wed Apr 30, 2014 2:04 am

I have never had the issue of an output not being taken care of by an assigned character. The only thing I can think of is if you don't have the appropriate storage container for that output, or the character has no inventory space.
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Starke
Posts: 13
Joined: Fri Apr 18, 2014 11:22 pm

Wed Apr 30, 2014 11:06 pm

Zeal wrote:I have never had the issue of an output not being taken care of by an assigned character. The only thing I can think of is if you don't have the appropriate storage container for that output, or the character has no inventory space.
Getting back on this the job thing seems to have fixed itself (or something though I don't really have a way to test it as I only have an automatic well and some people that are doing jobs require water so the well is usually empty before the water can be brought to the tower >_>).

But I suppose it has something to do with the buildings and loading of the area as I recently suddenly while coming from a far place where back to my base 1 of my gates of the base was not recognized as gate anymore (couldn't disassemble, close, open, lock or select it). This was however fixed by reloading (saving the game and than loading the game again).

I did also notice a weird thing that about 20-40% of the times Bandits (dust bandits or hungry bandits or whatever) if you hover your mouse over them it shows a talk icon (and these bandits actually say "talk to the boss" if you use it). However if this happens your characters usually don't aggro them while they at a point start too go aggro on you.

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