So i made a bot/macro today, combat needs to be fixed

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Re: So i made a bot/macro today, combat needs to be fixed

Postby maze » Mon Sep 21, 2015 8:07 pm

Sevenless wrote:What about the essential invulnerability of a properly armoured opponent against anything currently in?

"fight back, you're being chased on a horse"

What's the point when you literally cannot damage an enemy who has bronze armor :P


correct me if im wrong but my steel armor only has 25armor, where my sword does about 240dmg...how does one take no dmg?

add up all my armor and i got round 70def.

Hervarth wrote:
that delay isn't really important for this apart from the horse thing, by the time they get close enough i've already aggroed them. And if they queue chop into my block they just messed up, since chops cooldown is so long... Moving close to another player has always been an aggressive move, this makes it mildly worse... apart from the horsey, which you're right makes it a big problem.

ps: I like Kaios idea, except make it any 2 cards you like (I would like 2 defensive).


I didnt explain my program to the fullest cuz that would be mondain.
but my program does check incase the target throws up def, in the event it happens it swichs to def mode. the programs ends after 1sec and everything becomes manual from there.

The next step of the program is making it so that it remaps skills so that def skills always show up in their asign keys. it's a work in progress,
the program also tracks the dmg types the target does.

The programs far then im simple explaining.
but what i wanted to discuss was the opening moment of combat, where 2 people stand side by side eachother (idiots) and you suddenly die cuz my program at can load chop within 0.014 of a sec.
Last edited by maze on Mon Sep 21, 2015 8:14 pm, edited 1 time in total.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Sevenless » Mon Sep 21, 2015 8:12 pm

Maybe my understanding of higher tier armors is completely off.

Can I see a pic of said armor?
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Re: So i made a bot/macro today, combat needs to be fixed

Postby maze » Mon Sep 21, 2015 8:15 pm

Sevenless wrote:Maybe my understanding of higher tier armors is completely off.

Can I see a pic of said armor?

when i get home ill take a screenshot of it for you.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Whisper » Mon Sep 21, 2015 8:22 pm

maze wrote:
Sevenless wrote:What about the essential invulnerability of a properly armoured opponent against anything currently in?

"fight back, you're being chased on a horse"

What's the point when you literally cannot damage an enemy who has bronze armor :P


correct me if im wrong but my steel armor only has 25armor, where my sword does about 240dmg...how does one take no dmg?

add up all my armor and i got round 70def.

Hervarth wrote:
that delay isn't really important for this apart from the horse thing, by the time they get close enough i've already aggroed them. And if they queue chop into my block they just messed up, since chops cooldown is so long... Moving close to another player has always been an aggressive move, this makes it mildly worse... apart from the horsey, which you're right makes it a big problem.

ps: I like Kaios idea, except make it any 2 cards you like (I would like 2 defensive).


I didnt explain my program to the fullest cuz that would be mondain.
but my program does check incase the target throws up def, in the event it happens it swichs to def mode. the programs ends after 1sec and everything becomes manual from there.

The next step of the program is making it so that it remaps skills so that def skills always show up in their asign keys. it's a work in progress,
the program also tracks the dmg types the target does.

The programs far then im simple explaining.
but what i wanted to discuss was the opening moment of combat, where 2 people stand side by side eachother (idiots) and you suddenly die cuz my program at can load chop within 0.014 of a sec.


I don't know shit about the java programming of this game, but you could go crazy and add pattern recognition for battle icons to not care about game's programming
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Hervarth » Mon Sep 21, 2015 8:28 pm

maze wrote:The next step of the program is making it so that it remaps skills so that def skills always show up in their asign keys.


Now this is abusive...
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Kaios » Mon Sep 21, 2015 8:38 pm

It sounds a lot more complicated than he's making it out to be, a bot that fully predicts combat despite the fact that combat is based somewhat on random chance of cards pulled?

Sure you can automate aspects of it such as creating a script that will recognize the icons for battle moves and respond appropriately but if they don't have the required move to counter on their list? It goes to the next "appropriate" move? And how do you deem what is appropriate in such a circumstance?

Personally, I think this is a bit of a "mountain out of a mole hill" type scenario. Really dude? "Hey guys, I created this bot today that totally screws anyone I use it against in combat so if you can just go ahead and fix it, that'd be great."

Let's say for example they took my idea and allowed players to add moves to a slot specifically designated for immediate use on combat. So I pick quick dodge, and you attack me and I throw up quick dodge. BUT WAIT, your bot is detecting that I've thrown up quick dodge so it puts up a defensive move for you? Ok so we're both in defense now and then your bot turns off and nothing has changed. Please explain this more because a lot of what you are saying is not coherent and doesn't make much sense including the making skills show up in their assigned keys thing, even if they still show up in a specific spot it does not mean they always will, right? I just don't understand much of what you're saying.

This is actually a topic I'd like to hear more from Xcom on.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby DamJNeT » Mon Sep 21, 2015 8:46 pm

I think that what he means is the bot will recognize the icons of your deck, and re-arrange them in the order you want. Like 1 for chop 2 for punch 3 for blue def etc...

So if you use this bot, you dont have to look for the right keys to type. If you get the chop move, you simply cast it with 1 instead of w/e key it was drawn.

Anyway, I don't think the bot is broken, I think this should be in ideas and suggestions. If jorbtar includes this, it kills bots like this...
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Sevenless » Mon Sep 21, 2015 8:52 pm

There's already been some discussion of re-arranging combat RNG a bit. This bot is a good example of why it will be needed once client wars starts in earnest.

One of the suggestions I thought was neat was allowing you to reserve number keys for move types. Keys 1-2 always give attacks, keys 3-4 always give defenses, key 5 gives ranged moves like take aim. That type of idea.

We'll have to see where it goes, the system is still being worked on by the devs for sure.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Biddas » Mon Sep 21, 2015 9:09 pm

what the sense playing with bots?How is yours bot can know what defense to put against enemy in pvp combat ?why are you so stupid and do not like combat system?
i think you should fix own hands before telling that combat needs to be fixed.
Last edited by Biddas on Mon Sep 21, 2015 9:17 pm, edited 2 times in total.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Hervarth » Mon Sep 21, 2015 9:11 pm

The issue right now is that only mc attack is green (unless I havent been hunting enough recently?)
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