1. Hey Guest, is it this your first time on the forums?

    Visit the Beginner's Box

    Introduce yourself, read some of the ins and outs of the community, access to useful links and information.

    Dismiss Notice

Initial thoughts on zombies ai

Discussion in 'General Discussion' started by L-III-III-7, Mar 3, 2012.

?

do the benefits of the npcs outweigh the time spent keeping them alive and recruiting them?

Poll closed Apr 2, 2012.
  1. yes

    47.8%
  2. no

    52.2%
Multiple votes are allowed.
  1. L-III-III-7

    L-III-III-7 Shopkeep Stealer

    Messages:
    64
    im well aware that at this point in time it is incomplete but i find the ai to both be useful and suicidal with some path finding issues... i have lost a few games just trying to get new members. your thoughts?
     
  2. Spoolooni

    Spoolooni Shark Slayer

    Messages:
    501
    I have to say yes as they bring in 200 logs and stone that you can use to upgrade your base. On the other hand, they can be quite stupid which can lead to the destruction of you and your entire structure.
     
  3. Wolffkran

    Wolffkran Horde Gibber

    Messages:
    197
    I'm going to have to say the only use they have is the resources they bring
     
  4. Worm

    Worm Derpship Commander Donator

    Messages:
    546
    If you know how to give commands, they are extremly usefull.
    But more people - more zombies.
     
  5. Wolffkran

    Wolffkran Horde Gibber

    Messages:
    197
    I got excited and made about 10 migrants on the first knight, but as you said more migrants more zombies. xD I made them all knights before sundown but everytime I get that many on the first night, a zombie knight shows up.
     
  6. Vanguarde

    Vanguarde 'Most Hated' 2013

    Messages:
    205
    I wished they forget about single player as writing quality AI takes time and is difficult. ( speaking from experience )
    Put all effort into multiplayer because issues like the op has will not matter. I can see a good team last 100 nights in multi.
     
  7. Worm

    Worm Derpship Commander Donator

    Messages:
    546
    Easy, equip migrants with powder kegs, do use them as terrorists :D
     
    Foxodi likes this.
  8. Wolffkran

    Wolffkran Horde Gibber

    Messages:
    197
    It was the first night, I barely had enough time to make them all into knights.
     
  9. L-III-III-7

    L-III-III-7 Shopkeep Stealer

    Messages:
    64
    are you guys using underground bases ive been using the over hang on the edge of the wall and they just stand at the base of the wall and eventually die
     
  10. Beelzebub

    Beelzebub Ballista Bolt Thrower

    Messages:
    240
    Migrant pathfinding is absurdly awful. They can't find their way around anything...
     
  11. Inexorable

    Inexorable The おっぱい lovin' nipple wizard. Donator

    Messages:
    462
    I well fucking impressed with the flying kamakazi muthafucker skeleton's AI, they seemly know where the best place to detonate on my castle is ever fucking 4th knight, totally wrecking it. I only got past day 4 once... This is quite possibly game ruining for me.
     
    Beelzebub and Agent_008 like this.
  12. Mellian-Quar-Xililix

    Mellian-Quar-Xililix Haxor

    Messages:
    177
    Whenever the migrants stop and stand still with their speech bubble reading "..." it always reminds me of worms Armageddon.

    Migrant pathfinding is not really good. They seem to get stuck everywhere. However, the AI for the regular units seem to be better and manage to find a way around whatever the migrants get stuck by.
     
    Beelzebub likes this.
  13. thebonesauce

    thebonesauce All life begins and ends with Nu Staff Alumni
    1. MOLEing Over Large Estates - [MOLE]
    2. The Ivory Tower of Grammar-Nazis

    Messages:
    2,554
    I rarely, if ever use underground bases. It's too risky as activating one spawner is pretty much the end of the game, because they spawn a Wraith, blow up, and immediately spawn another. Or Z-Knights. It quickly becomes overwhelming.

    NOTCHED WALLS. Just plain old notched walls without doors (in other words not Bighuge walls) are the key to success. Wanna make your chances even higher? Pits on the outsides of these walls with staggered trap bridges over it for migrants. Dig notches into the dirt/stone clumps/whatever is down in the pits, as this will prevent the zombies and skeletons from climbing; they'll then be force to create an undead ladder, which can easily be taken out with a simple bomb in the pit. Then just jump down and destroy zombie corpses to prevent reanimation.

    Migrants are a pain to get into the base, but you can counter this by placing your outposts on the edges of your base, close to the notched walls. then, when daytime comes and you've cleared the level of enemies, just build a ladder up the wall, and walk WITH the migrants to lead the up and over. Archers with the Stay Here command on top of walls are almost essential as they not only take down the enemies in the pits, but they'll snipe the Wraiths that threaten your fortress.

    Roofs are important too, as a Wraith can/will swoop down into your base and fuck up your shops. At the very least, if your roof is destroyed, you can simply rebuild it. Also place a lantern on an extended backwall with a ladder at the end, hanging over the pits. This will lure the Wraiths, and if they blow up, they'll only take out the lantern as oppose to your base.

    In conclusion, your AI party members are MUCH more essential than just for providing quick and easy resources. If you place a knight on the ground to fend off zombies himself, of COURSE he's gonna die. You can either use them for picking off zombies from afar with the archers, or throw them to the wolves as a quick distraction.

    tl;dr - Your AI party members are important, if you know what to do with them.
    1. Build two notched walls on either side of your base; zombies have trouble with notches, making it easier to keep them at bay. The notches are also the easiest way to get in and out of the castle; Doors are almost useless as skeletons and zombies can take them out quite easily and trap bridges (aside from bridging pits) are far for trouble than they're worth.
    2. Add pits to the outside of the walls with staggered trap bridges over top. This will not only pile up the zombies, but will allow for easy transport of migrants. Be sure to put notches down in the pit, as well. When they bunch up, one bomb will take out most of them, if not all. Spikes are almost useless as after 2-4 kills, they are destroyed to prevent spamming them.
    3. Place your Quarters near the notched walls. The closer to where they spawn the better. A simple ladder can get them up and over. Stay close to them, almost like you're literally holding their hand. Also be sure you recruit during the day when there are no zombies on screen to minimize chances of migrant death, and ultimately more zombies.
    4. Use your party members as Archers, placing them on top of the notched walls to snipe the zombies as they spawn. Also EXTREMELY effective for taking out Wraiths. Battling Wraiths in CQC is suicide 90% of the time.
    5. Make sure your fortress has a roof. This will prevent Wraiths from destroying your shops and other stuff inside. Placing lanterns overhanging the pits will usually lure Wraiths to them, creating a safezone where they can explode without damaging your fortress or killing you.
    6. Aside from placing lanterns overhanging the pit and carrying them, MAKE SURE ALL OF YOUR LANTERNS ARE ENCLOSED IN YOUR FORTRESS. Wraiths are strangely drawn to them, and if you have any in the open (on the sides or top of your base) they will go for them and destroy integral parts of your base.
    7. While facing the onslaught, play mostly as a knight during the night time. This will allow you to quickly and easily go between the two pits, helping the archers with the buildup.
    8. Should a Z-Knight appear, 2-3 bombs is generally enough to take one out. Ensure you throw them at one in rapid succession, as they regenerate rather quickly. Once dead, hit him with your sword a few times to ensure he's dead. He will not gib, but after "destroying" the corpse, you won't be able to hit it anymore; you'll just be swatting at the air.
    9. WAIT UNTIL YOU ARE COMFORTABLE WITH THE SAFETY OF YOUR BASE/HAVE ENOUGH ALLIES BEFORE VENTURING UNDERGROUND! Zombie Spawners won't "activate" until you're relatively close to them, so be sure you're properly defended before activating one. They spawn zombies, skeletons, and wraiths at a rapid rate, which can quickly bring you to your knees. I have also seen one spawner generate two Z-Knights in about 10 seconds; should you activate a spawner close to your fortress, consider yourself fucked.
    Hope this helps ya'll!
     
    L-III-III-7 likes this.