Kenshi
Aurelia Apr 22, 2014 @ 6:12am
Static Guard job and other AI suggestions
One thing that I know at least I am itching for, is a static guard setting on my squadies... Something that will make them act like a guard, rather than a half-working magnet towards hostile units, that drags them away from their post, and leaves them out in the middle of nowhere.... I'm not talking about turning off the "chase" feature, because it's not really chasing retreating enemies, but more so other's rushing to someone else who is fighting outside the walls, then staying out there when the battle is over...

The AI is very limited in it's functions, and I have several ideas that could improve it.

But firstly I am curious as to how far the AI magament availability will go to the players.

I am thinking of some sort of UI window that allows you set many different options for how each squady acts. Because in all the time that I've been playing, it's been the AI that's been the most bothersome for me.. Here's what I've found that could use improvement:

*Firstly ofcourse, the static guard acting as above.

*Some form of Patrol movement, that acts the same as a move, but they will engage in combat if they come accross it, which can have a few different methods. One being a proximity thing, like the idling, as a normal type of patrol would be (a proximity hostility). Another being one that acts like the non-combat, in that they will only attack if they are directly attacked, and another that acts as the protect close allies, in a sense that they will only fight if an ally near them is being attacked.

*sleeping. At times it is fine for someone who has been knocked unconscious to be put in bed, and as soon as they wake up, they go back to their assigned job. But at the same time, there are points where i do not want them to get up until they are completely healed. I have resorted to locking them inside whatever building they are resting in until i go back and check on them to see if they are healed up and ready to leave. Sometimes I forget about them...

*unified group movement. maybe this will be implimented when squads are implimented, but incase it isn't at first, I'd like to atleast make it known... It would be nice to have a selection of characters move at the same speed as the slowest person in the group. The only way to do this right now, is to set either follow or bodyguard on everyone else. (which is currently broken)

*retreating. Like the npc's do. I would like to be able to set certain units to retreat to either the nearest town, or outpost, if they are wounded, or greatly outmatched.

*rescue. The rescue feature is wonderful. But i'd like to be able to set that as a permanent job for some of my units. (I have one person that seems to have this as a permanent job, but It's not displayed as one, and I can't figure out how I did it... but she always runs around my outpost picking people up and putting them in a bed O_o... Need!)

*job redirection. The current ore mine fully occupied/full output? There's one right next to it that isn't. Why don't you hop on over to that one, instead of standing around waiting until someone leaves the mine to deliver the full output. And letting them come back and stand around waiting for the same.

I know there are others, but I kind of forget about them over time, so i'll post them as I recall them...

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What is currently not working:

*number one: the dreaded "Meh, someone else is here, i'm not going to worry about it. they can handle the person that's attacking." Which would actually be more useful if they didn't ALL have that mentality... Units on idle who stand around while either others are being attacked, or even themselves are... If I recognize correctly this has to do with too many AI actions in the area? I don't think that's entirely true, as I've had a group as small of only three very skilled squadies get beaten down by 1 bandit, when there is no one else around... And why is it that hostile units never have this broken AI issue? Even npc's from towns that aren't naturally hostile have it. But bandits, assassins, and cannibals attack to their hearts content... The ONLY way to make them do anything when they are broken like this, is to directly right click, and attack target. Not even attack all works. And ofcourse once that unit is knocked out, they all return to standing around until you tell them once again to attack another unit. Rinse and repeat.

*Medics. Sometimes if there is more than one medic, regardless of what you do, you cannot get a certain medic to heal someone, as the AI seems to be redirecting that order to another medic, who doesn't have the ability to first aid someone. A few cases are when the other medic does not have a first aid kit. The other medic is picked up. Or cannot for some reason reach the person who is wounded. If this happens, your other person with medic permanent job (and even right clicking telling to first aid) becomes broken, and will not first aid anyone.

*bodyguard. Bodyguarding does not.. well... bodyguard. Constantly I am seeing my other units standing around keeping that fixed area around the unit they are bodyguarding while that person is being attacked, instead of helping them. Bodyguard and follow still have that bug where they walk through buildings, and over walls like spiders. What exactly is the difference between bodyguard and follow?

*Guarding with both eyes closed... Bandits, and cannibals rush through the one gate of my outpost that is occupied by 8+ "guards" that are supposed to prevent that from happening... But instead they just stand there until one of those bandits or cannibals hits someone. Which usually results in the easy robbery of my storage, or the carrying off of my researcher... (no really... cannibals ran into my base, knocked out my researcher, and took off with her, right past my guards...)

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MANY of these things, I see available and completely working to npc units... why do they not for players?
Date Posted: Apr 22, 2014 @ 6:12am
Posts: 0