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Thread: Attack AI

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  1. #1

    Attack AI

    So, there I am, with my melee hero, creeping under my tower...


    The tower starts to attack a creep, and I'm a smart person, so what do I do? I get near the creep to last hit it to get the gold.


    But the tower is even smarter than me... When the creep is with half his life, the tower simply decides to attack another low health creep, so I try to run towards that creep, but it's already dead. Then, the tower finishes the old creep, and I get no gold.


    Seriously, that's annoying like crap, even more when the creep's a hero you stunned under your tower or something...

    In DotA, the tower would only change target when the target went too far or died.



    If it's like that in DotA, then it's right.

  2. #2
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    agreed, the towers target should be locked.
    The tower should only and ONLY then change its target when its out of range or dead
    or succubus sleeped.

  3. #3
    Quote Originally Posted by Fello View Post
    agreed, the towers target should be locked.
    The tower should only and ONLY then change its target when its out of range or dead
    or succubus sleeped.
    YES.
    FIRST Robotics ftw!

  4. #4
    agreed +1
    http://www.HoN-Strategy.com :: Heroes of Newerth Guides, Strategies and News

  5. #5
    Quote Originally Posted by EdwardGL View Post
    So, there I am, with my melee hero, creeping under my tower...


    The tower starts to attack a creep, and I'm a smart person, so what do I do? I get near the creep to last hit it to get the gold.


    But the tower is even smarter than me... When the creep is with half his life, the tower simply decides to attack another low health creep, so I try to run towards that creep, but it's already dead. Then, the tower finishes the old creep, and I get no gold.


    Seriously, that's annoying like crap, even more when the creep's a hero you stunned under your tower or something...

    In DotA, the tower would only change target when the target went too far or died.



    If it's like that in DotA, then it's right.
    This is from an old guide, not my work



    3) How Towers choose targets...

    IMPORTANT its a very complicated system i overworked it, cause of the last tests in 6.43... please dont give coments to it if you are not sure you are right!


    Towers perform each 7th (after the last tests it looks like its 7 seconds and not 8) second a priority check. If the old target of the target dies the tower will automaticly fullfill a priority check. Also it makes a priority check, every time the attacked unit changes it's target or when a new unit enters the AoE
    This prioritys are (The Threat is made of 4 categorys):

    1)Low HP units with under 20% life
    2)Low HP with under 50% life
    3)Other Units

    1) Enemys atacking allied heros (NOTE: Using spells at a hero IS NOT atacking)
    2) Current tower target
    3) Enemys that atack the tower (NOTE: Using spells at the tower IS NOT atacking)
    4) Enemys that atack allied units (non-hero)
    5) Other Targets

    1) Venomancer/Rhasta wards
    2) Techie mines
    3) Other Units

    1)Units within low distance
    2)Units with high distance

    Here is a another priority list (the same but listed at a another way)

    1) Unit (heros have higher priority) atacking Hero, with low HP, that are in low range from tower
    2) Unit (heros have higher priority) atacking Hero, with low HP, that are in bigger range from tower
    3) Unit (heros have higher priority) atacking Hero, with higher/full HP, that are in low range from tower
    4) Unit (heros have higher priority) atacking Hero, with higher/full HP, that are in bigger range from tower
    5) Goblin Land Mines
    6) Units atacking the tower, that are in low range from tower (low HP)
    7) Units atacking the tower, that are in bigger range from tower (low HP)
    8) Units atacking a non-hero ally, that are in low range from tower (low HP)
    9) Units atacking a non-hero ally, that are in bigger range from tower (low HP)
    10) Extremly low HP unit "running around"
    11) Venomancer Wards
    12) Curent target of the tower
    13) Units atacking the tower, that are in low range from tower (full/high HP)
    14) Units atacking the tower, that are in bigger range from tower (full/high HP)
    15) Units atacking a non-hero ally, that are in low range from tower (full/high HP)
    16) Units atacking a non-hero ally, that are in bigger range from tower (full/high HP)
    17) Siege weapons atacking the tower
    18) Siege weapons atacking an ally (but normaly siege weapons atack only the tower if in tower range)
    19) Summoned units atacking allys
    20) other units

  6. #6
    Bumping because towers screw'd me again.

  7. #7
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    Fix it so it is just like DotA. Tower issue gone.

  8. #8
    Coming from DotA I agree that the Dota Tower AI is superior. However, it doesn't have to be the exact same as DotA. I agree the current AI needs a improvement and doesn't make sense sometimes.

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