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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Sun Nov 23, 2014 4:17 pm 
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An update went live, here are the changes:

General:
-Will no longer attack Sentry's that are charging up their black-hole(Thanks to Ignotis for this)
-Will now retreat from Sentry's that are charging up their black-hole
-When defending a tower, will now back-up if a Skolldir is approaching.

-Raelynn:
-Now buys boots much earlier
-Now buys Nuclear Warhead earlier
-No longer buys Med-i-can if there is a Voltar on her team
-If Raelynn cannot afford Flashy Glasses, there is a chance that she will buy Casettedeck Magazine instead.
-Now buys Retro Spaceship
-There is a 1/4 chance that she will buy T-8000 Dome instead of Retro Spaceship
-Now buys 1.21 Gigawatt Battery instead of Higgs Grenade(unless the enemy team has nauts with high vertical mobility)


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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Mon Nov 24, 2014 2:28 pm 
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She is pretty good overall, didn't notice any big issues. She walked into timerift a few times & when fighting against 2 or more people while trying to dodge she ended up running towards the enemy and not away from them. Also one , while pushing, was looking towards turret but managed to throw timerift behind her back and not in front of turret (and where I was). But this happened only once,the timerift placement was very good otherwise.

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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Wed Nov 26, 2014 1:53 am 
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There's a fairly substantial bug with Aimbot and everything else using the latest VeankoAI in that they don't move out of the regen area when they are the only bot in a match. Debug log shows the message "TOWER DIED" every tick, and the AIs are stuck in state 3. Perhaps this has something to do with the new lane switching logic.


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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Wed Nov 26, 2014 2:29 pm 
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hurleybird wrote:
There's a fairly substantial bug with Aimbot and everything else using the latest VeankoAI in that they don't move out of the regen area when they are the only bot in a match. Debug log shows the message "TOWER DIED" every tick, and the AIs are stuck in state 3. Perhaps this has something to do with the new lane switching logic.


Damn, i thought the fail-safes i put in would prevent that from happening. I guess not.

Thanks for bringing this to my attention, i will try to get a fix out as soon as possible. (This is why i don't like doing major updates all that much, because whenever i do a huge bug always crops up.)

jyusan wrote:
She walked into timerift a few times


Bots can't avoid timerifts at the moment because it is impossible to check if there is one with the current modding tools.


jyusan wrote:
when fighting against 2 or more people while trying to dodge she ended up running towards the enemy and not away from them.


That's odd, i will look into fixing that.


jyusan wrote:
while pushing, was looking towards turret but managed to throw timerift behind her back and not in front of turret (and where I was). But this happened only once,the timerift placement was very good otherwise.


I'm guessing this happens because she's not aiming her timerift for long enough, causing her to stop aiming just as shes about to throw it. I will look into fixing this as well.


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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Wed Nov 26, 2014 6:53 pm 
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Updated, here are the changes:

General:

-Fixed bug where if there were no other bots Raelynn would not choose a lane

Raelynn:

-No longer uses snipe near enemy towers


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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Wed Nov 26, 2014 11:38 pm 
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A small, quick update has been released. Here are the changes:

General:

-Fixed bug where Raelynn would go to a lane and then immediately switch to another one (for some reason bots were only allowed to switch lanes once they got to one, resulting in this bug happening)
-Modified some CombatRange values

Raelynn:

-Increased timerift aiming time


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 Post subject: Re: [SUBMISSION] Raelynn - Aimbot
 Post Posted: Fri Nov 28, 2014 1:27 pm 
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Pretty straight forward, this bot was better than the live version.
Grats!


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 Post subject: Re: [IN-BETA] Raelynn - Aimbot
 Post Posted: Fri Nov 28, 2014 7:30 pm 
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Her AA build is non-optimal. If you're not going to take HC-Bomb, there's no reason to take Lucky Cat Air Freshener over Joe Doll. The DPS difference vs 'nauts is miniscule, and Joe Doll works vs droids/turrets and is 70 solar cheaper.

I also highly disagree with taking Flashy, but that's more subjective, even if only slightly.

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 Post subject: Re: [IN-BETA] Raelynn - Aimbot
 Post Posted: Fri Nov 28, 2014 8:20 pm 
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Thanks for the feedback, i will make her take Joe Doll when i next update her.

I decided to make her get Flashy because IIRC Joost doesn't want bots being able to hit people off screen, so the range decrease wouldn't affect her all that much.


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 Post subject: Re: [IN-BETA] Raelynn - Aimbot
 Post Posted: Sat Nov 29, 2014 4:47 pm 
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Updated, here are the changes:

General:

-No longer tells other bots what lane shes in, it caused too many issues to be worth it
-Fixed bug that caused bots to only push the top lane
-Now takes into consideration what lane the Enemy nauts are in when deciding what lane to go to
-Fixed bug which caused Bots to have issues pushing the top turret on Sorona



This is going to be the last GeneralAI update for a while, so if you are using my GeneralAI and you want to update it, now would be a good time to do so.


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