Phobos icon indicating copy to clipboard operation
Phobos copied to clipboard

[Vanilla Fix] Prevent AI allies of human player from losing intelligence early in the game

Open TaranDahl opened this issue 10 months ago • 10 comments

Can't say that I understand AI anger-related codes very well, but this fix does solve the stupidity of the player's AI teammates in early game. And after a period of use, no obvious side effects have been found.

TaranDahl avatar Jan 27 '25 06:01 TaranDahl

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

github-actions[bot] avatar Jan 27 '25 06:01 github-actions[bot]

Regarding AI anger-related, perhaps you can obtain some information by reading this post and trying to ask handama.

DeathFishAtEase avatar Jan 27 '25 08:01 DeathFishAtEase

Is there a point in a toggle? I don't see a scenario when the bugged behavior is preferred.

Metadorius avatar Jan 27 '25 08:01 Metadorius

If extensive and diverse testing consistently reveals no side effects, perhaps a manually controlled switch is not necessary. Perhaps it's just because the internal mechanisms aren't fully understood yet, so it can't be certain that there are no problems at present? Theoretically, features like [AI]►Paranoid= (boolean) have not worked since before YR. Have you tried declaring war on the AI during an online game to change the AI's list of allies and see if there are any abnormalities in the AI? Can it still normally handle allies who become enemies during the game?

DeathFishAtEase avatar Jan 27 '25 08:01 DeathFishAtEase

If extensive and diverse testing consistently reveals no side effects, perhaps a manually controlled switch is not necessary. Perhaps it's just because the internal mechanisms aren't fully understood yet, so it can't be certain that there are no problems at present? Theoretically, features like [AI]►Paranoid= (boolean) have not worked since before YR. Have you tried declaring war on the AI during an online game to change the AI's list of allies and see if there are any abnormalities in the AI? Can it still normally handle allies who become enemies during the game?-----------谷歌翻译-----------如果广泛且多样化的测试始终显示没有副作用,则也许不需要手动控制开关。或许只是因为内部机制还没有完全搞清楚,所以目前还不能确定没有问题?理论上,像 [AI]►Paranoid=(布尔值)这样的功能自去年以来就不起作用了。你是否尝试过在网络游戏中向AI宣战,改变AI的盟友列表,看看AI是否有异常?它还能正常处理游戏中变成敌人的盟友吗?

May test them later

TaranDahl avatar Jan 27 '25 09:01 TaranDahl

Isn't much better if instead of this PR by default ALL houses anger values are initialized as 1 when the map is loaded? AI will ignore friendly anger values and since they have enemies with anger value > 0 the AI will work as expected...

FS-21 avatar Jan 27 '25 10:01 FS-21

Perhaps it's just because the internal mechanisms aren't fully understood yet, so it can't be certain that there are no problems at present?

Indeed. In fact, I found the hook position by intuition.

TaranDahl avatar Jan 27 '25 12:01 TaranDahl

Is there a point in a toggle? I don't see a scenario when the bugged behavior is preferred.

It might affect single player missions with AI companions that were designed with AI "passiveness" in mind. Perhaps in the end it won't be a problem, but I think this should be at least tested/consulted with modders.

MortonPL avatar Jan 30 '25 20:01 MortonPL

If it turns out to not a be a problem or that mapmakers are willing to account for this, we can drop the toggle.

MortonPL avatar Jan 30 '25 21:01 MortonPL

If it turns out to not a be a problem or that mapmakers are willing to account for this, we can drop the toggle.

I didn't do completely reverse engineering, so I lack confidence in whether there are side effects. It is better to retain the toggle.

TaranDahl avatar Mar 20 '25 02:03 TaranDahl