URL:
<http://gna.org/bugs/?14076>
Summary: Poor weapon selection when attacking berserk units
Project: Battle for Wesnoth
Submitted by: silene
Submitted on: jeudi 06.08.2009 à 09:13
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: Artificial Intelligence
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.7
Operating System: any
_______________________________________________________
Details:
The selected weapon is the one that maximizes
chance_to_kill - (1 - aggression) * (chance_to_be_killed)
This formula works well usually, except when the defender has berserk on one
of its weapons. Indeed, the chance to kill is no longer related to the damage
done in this case, which can skew the selection badly.
For instance, consider a dark sorcerer attacking an ulfserker at dawn on
plains. The ranged attack of the sorcerer deals massive damage for free, but
it has no chance to kill the ulfserker. The bare-handed attack is suicidal,
but since it triggers berserk, it has a small chance (37%) of killing the
ulfserker. Due to the formula above, as soon as the aggression is 0.5 or
bigger, the dark sorcerer (lvl 2) will suicide itself!
(By the way, 0.5 is the aggression value of the user interface and 85% of the
mainline campaigns have an even bigger aggression.)
To summarize, when attacking a berserker, if the safe attack can't kill, the
berserk-triggering weapon will be selected:
- at aggression 0.0, if the chance of suicide is less than 50%,
- at aggression 0.5, if the chance of suicide is less than 63%,
- at aggression 1.0, if the chance of suicide is less than 99%.
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?14076>
_______________________________________________
Message posté via/par Gna!
http://gna.org/
_______________________________________________
Wesnoth-bugs mailing list
[email protected]
https://mail.gna.org/listinfo/wesnoth-bugs