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Thread: EXPERIMENTAL Unit AI improvements (Hulk fix)

  1. #11
    Senior Member
    Join Date
    Mar 2015
    Posts
    162
    Hulks didn't get stuck this time, they had the choice of walking 4 squares to destroy a building to get to a tower. They chose to walk 30+ steps, to go to a DIFFERENT building to destroy to get to the same tower..

    Meanwhile my guys got picked off in the 5 seconds it took the hulks to take the unnecessary trip. if they had of stayed, they would have been attacking a wounded building..

    You seriously need to hire someone who knows AI and has worked with this sort of game before, less than a week before it drives me away.

  2. #12
    I don't have the graphics high/low option in my settings. Is there anything I can do to change that?

  3. #13
    Senior Member
    Join Date
    Mar 2015
    Posts
    162
    Ranged troops can be defeated by having a wall with a few buildings scattered around outside. They work around the wall, getting picked off, instead of destroying everything within the vicinity, then breaking down a wall.
    Perhaps have the AI prioritize from their STARTING point, not their CURRENT location.

    Since hulks STILL won't knock down 2 thick walls, the best base is a big square... LAME and boring.

  4. #14
    Senior Member
    Join Date
    Mar 2015
    Posts
    162
    Hulks can get trapped in a loop, running towards a tower outside a wall, get close, re-route, run BACK along the same wall, get 12 or so squares along, re-route, go BACK the same way, repeat until they are all dead. Seriously, just make them re-route ONLY after either the tower is destroyed, or a wall is destroyed.

    Or ANYTHING that makes them act like total morons.

    I will admit there have been some improvements. I have upgraded there mark from a F- to a D+
    Most of the time they are mostly useful, but unreliably so.

  5. #15
    Junior Member Ali.806's Avatar
    Join Date
    Feb 2017
    Posts
    1
    hey guys,
    1st WATCH THIS SHIT :

    https://apps.facebook.com/summonersg...7R7hR3aUsco%3D

    I suggest u blend positives of both versions.. like going throw gaps in 2nd version & also attaking the nearest first in 1st version ..

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