{"action":"created","issue":{"url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/1153","labels_url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/1153/labels{/name}","comments_url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/1153/comments","events_url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/1153/events","html_url":"https://github.com/ZeroK-RTS/Zero-K/pull/1153","id":120723588,"number":1153,"title":"Improvements to Tactical AI","user":{"login":"mtroyka","id":7027766,"avatar_url":"https://avatars.githubusercontent.com/u/7027766?v=3","gravatar_id":"","url":"https://api.github.com/users/mtroyka","html_url":"https://github.com/mtroyka","followers_url":"https://api.github.com/users/mtroyka/followers","following_url":"https://api.github.com/users/mtroyka/following{/other_user}","gists_url":"https://api.github.com/users/mtroyka/gists{/gist_id}","starred_url":"https://api.github.com/users/mtroyka/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mtroyka/subscriptions","organizations_url":"https://api.github.com/users/mtroyka/orgs","repos_url":"https://api.github.com/users/mtroyka/repos","events_url":"https://api.github.com/users/mtroyka/events{/privacy}","received_events_url":"https://api.github.com/users/mtroyka/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":9,"created_at":"2015-12-07T08:36:00Z","updated_at":"2015-12-17T19:46:38Z","closed_at":null,"pull_request":{"url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/pulls/1153","html_url":"https://github.com/ZeroK-RTS/Zero-K/pull/1153","diff_url":"https://github.com/ZeroK-RTS/Zero-K/pull/1153.diff","patch_url":"https://github.com/ZeroK-RTS/Zero-K/pull/1153.patch"},"body":"Major Changes:\r\n-Scorchers dive at their targets on fight move and drive in small circles around the target once at close range.\r\n\r\n-Air units no longer nochase versus solar panels and razors. This was especially bad with gunships, which would completely ignore them even if they were the only targets around.\r\n\r\n-Swifts no longer nochase versus ground units. May be reverted if people hate it enough.\r\n\r\nMinor Changes:\r\n-Arty now disprefers shooting at raiders.\r\n-Spectre, Penetrator and Racketeer now disprefer shooting at cheap porc. (in addition to raiders)\r\n-Rackets disprefer shooting at unarmed stuff.\r\n-Raiders prefer to shoot at mexes above other things.\r\n-Added solars as a universal bad target in target priorities.\r\n\r\nNote: I did not get great results with target priorities. Target prio only handles weapon targeting and not unit targeting/chase behavior, which leads to inconsistent results. It also has some nonsensical preferences, for example having rackets target unarmed things rather than overkill something armed but already disarmed. Clearly rackets should have a preference for what armed targets they should overkill rather than disarming something that it's more or less useless to disarm. I'll work on that when I have time to tear it apart and figure out how to make all that work properly."},"comment":{"url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/comments/165562547","html_url":"https://github.com/ZeroK-RTS/Zero-K/pull/1153#issuecomment-165562547","issue_url":"https://api.github.com/repos/ZeroK-RTS/Zero-K/issues/1153","id":165562547,"user":{"login":"mtroyka","id":7027766,"avatar_url":"https://avatars.githubusercontent.com/u/7027766?v=3","gravatar_id":"","url":"https://api.github.com/users/mtroyka","html_url":"https://github.com/mtroyka","followers_url":"https://api.github.com/users/mtroyka/followers","following_url":"https://api.github.com/users/mtroyka/following{/other_user}","gists_url":"https://api.github.com/users/mtroyka/gists{/gist_id}","starred_url":"https://api.github.com/users/mtroyka/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mtroyka/subscriptions","organizations_url":"https://api.github.com/users/mtroyka/orgs","repos_url":"https://api.github.com/users/mtroyka/repos","events_url":"https://api.github.com/users/mtroyka/events{/privacy}","received_events_url":"https://api.github.com/users/mtroyka/received_events","type":"User","site_admin":false},"created_at":"2015-12-17T19:46:38Z","updated_at":"2015-12-17T19:46:38Z","body":">>I tested Scorchers and they need longer order distance to make them move at full speed as they circle their target.\r\n\r\nThe reason I set strafe order length so short was to keep them at the range where they do max damage. I tried increasing it, but even a small increase makes them much worse and also more likely to get stuck on random things around their target. Speed isn't really the most important factor when circling a target anyway, and I'm pretty sure that scorchers slow down when turning regardless of what you do.\r\n\r\n>>It is better for Banshees to sit idly next to a Solar than for a Fight command across a base to cause them to waste time on Solars. If they chase Solars then fight commands cause them to target Solars if they are the first thing encountered.\r\n\r\nAdded nochase for solars for air as a new category. I kind of see that behaviour as being bad either way, but I guess this would be the lesser evil.\r\n\r\n>>Set target should have a binding and there is a reasonable place to configure bindings in the ingame menu. Set target is also automatically set with an attack command. The priority change to mex causes units to consistently arget mex over any other target. They target unarmed things before they target armed things. This is inconsistent and bad behaviour.\r\n\r\nSet target has never and still does not get applied when attacking with right click, unless you specially set it up that way somehow. Also, I've never considered any part of the game's configurations to be reasonable. For the moment I commented out the part that set mex priority for raiders, but personally I think there should be a specific \"loot and pillage\" option or something to make it possible to decide what you think your raiders' priorities should be."}}