killing time wrote:Suggestion: Have a minimum health percentage to evolve. If you evolve with low health and get in a fight right away, then you will probably end up wasting your evos. If you don't get in a fight, then evolving at that time did not benefit you.
Good point, I'll had this to TODO (should be easy to imlement, at least)
Something I've talked about before, but was not mentioned in this thread - human bots sometimes won't fire at aliens in plain sight. This can happen if humans are on the ledge in the karith elevator room and aliens are on the other ledge. (I think you said it happens because there must be a mesh path to an enemy?)
From what I understand from your description, yes, it's likely to be because of navmeshes are not connected. For buildings roofs and ceiling, there's a workaround in code, but it only works if they are above "current navmesh" in short. I still don't understand it enough to improve the situation though.
When playing today, the human bots seemed kind of cowardly sometimes. As a mantis, I did around 30-40 damage to a human bot with light armour close to its base and it fled back in.
This is because I implemented "opportunistic healing" (BotGetHealScore()) and the code is still about comparing scores with a "hard-coded" (in BT) value. I don't like that, but it's better than before when they would only run away at 50% hp, which means you could have human bots starting to rush at 60hp even i they're near the medistat.
What you noticed is a side effect, this code needs improvements, tweaking the values to find good ones.
In short, the HealScore depends on their skill, their health and distance from heal source, and it's not a linear function. Some values in there were only chosen "because they look good on the graphics" and I'm open to suggestions about how to improve them (I'm not good at maths, but doing my best to have rather logical behaviors out of the data bots can access).
I feel like the bots' aiming skill with Painsaw might be too high compared to their skills in other areas.
Well, the problem is, there's no distinction between alien and human bots on aiming. Human bots miss a lot, because their target is far. When using painsaw, it's melee. They miss as often as aliens.
The painsaw problem is not bots, it's that it is OP (higher damages per second than a tyrant, for roughly the same range). Skill 7 (on my server) is meant to be good bots, yet they suck with their aiming. Observe them when they use the sniper, you'll see how bad they are (certainly too much for "high skill bots" which they are meant to be).
Maybe the aiming code could be changed though, but I don't think making bots with painsaw weak is a good idea: painsaw is a cheap weapon, they rarely use it (now, because in vanilla they love this weapon) and only temporarily (when unable to buy decent armors, mostly)