边缘世界 RimWorld

边缘世界 RimWorld

Drafted AI
正在显示第 1 - 10 项,共 27 项条目
< 1  2  3 >
更新于:9 月 21 日 下午 12:49
作者:JimmSlimm

Version 2025.09.21.1931. New options:

  • Enable Friendly Fire avoidance systems: on by default, If toggled off, ALL checks/settings for avoiding/causing friendly fire will be turned off. Massive performance boost as a bonus.
  • Individual pawn default settings: A dropdown with 3 settings for what the default INDIVIDUAL pawn settings should be (I avoid FF from others, Others avoid risking FF on me, I reposition to minimize damage from enemies)




[Auto-generated text]: Update on 9/21/2025 9:49:51 PM.

更新于:9 月 7 日 上午 8:16
作者:JimmSlimm

Version: 2025.09.07.1440

  • Improved the AI for ranged pawns when they are in the middle of aiming or in the middle of a burst(for example with an Assault rifle), the pawns will now be less inclined to switch targets or move away until the shot has been completed. The further into aiming/shooting the pawn is, the more likely it is to finish the shot.

  • Pawns should now avoid fire. I can't believe I didn't think to add this earlier. Thanks @Tweetie :)

  • Pawn-specific options changes
    • These options have been renamed for improved clarity of what they actually do, and from the perspective of the individual pawns:
    • "Brave" is now "I avoid FF from others", settings for ongoing campaigns/saves are remembered and inverted(if "Brave" was ON, "I avoid FF from others" is OFF)
    • "Acceptable collateral damage" is now "Others avoid risking FF on me", settings for ongoing campaigns/saves are remembered and inverted
    • A new option "I reposition to minimize damage from enemies" (on by default): This was always the default forced behaviour of pawns, but can now be toggled off for individual pawns, may be useful for Minigun wielders that are supposed to hold their ground even if very exposed to enemies.

  • "Theoretical correctness changes" that fixes very rare failure cases, all related to the ranged pawn search function(part 3A in description):
    • Now uses a minimal queue for moving on paths of length 2 or more, forcing the first step to be the same as the search intended
    • Accurate score of the initial position while already moving
    • Bug related to pruning fixed





[Auto-generated text]: Update on 9/7/2025 5:16:05 PM.

更新于:9 月 5 日 下午 12:49
作者:JimmSlimm

Version: 2025.09.05.1946
(Hopefully) a fix for modded weapons with custom damage types, tested with a weapon from CeleTech Arsenal MKIII mod.


[Auto-generated text]: Update on 9/5/2025 9:49:17 PM.

更新于:9 月 5 日 上午 10:44
作者:JimmSlimm

Version: 2025.09.05.1737

  • Improvements for dealing with fleeing hostiles
    • Mod option "Ignore fleeing hostiles" is a bit more customizable, it has become 3 modes instead of just on/off: "Never ignore", "Ignore while active threats", "Always ignore". The middle option(Ignore while active threats) is the new default, which places fleeing hostiles priority after active hostiles, but before forced targets.
    • Will now chase until close enough to have time to aim to shoot at the intended target. This takes into consideration weapons "warmup time" and fleeing enemy movement speed.
    • Fix: Fleeing hostiles no longer contributes to estimated taken DPS, meaning your drafted pawns should no longer try to take cover from them.
  • Added a mod option "Ignore forced targets while other threats exist", this would place forced targets after everything else on the priority list. Off by default to not surprise anyone with a new behavior.

  • Improvement for regrouping
    • Regrouping is a fallback behavior when no offensive action is found, most likely to happen for melee pawns, especially bodyguards(from mod option). Previously this was just to find the "average position of all drafted pawns", which could result in undesirable behavior: if one pawn was fighting a hostile to the west, another to the east, the average position of these would be in the center, which is far from everyone.
    • New regrouping logic: The pawn looking to regroup now chooses a specific friend to move next to, with a high preference for ranged pawns in active combat, medium preference for other ranged pawns, and melee pawns otherwise. If the choice is between multiple friends, the closest one is preferred.




[Auto-generated text]: Update on 9/5/2025 7:44:35 PM.

更新于:9 月 3 日 下午 12:12
作者:JimmSlimm

Version: 2025.09.03.1908
Pawns should now try to avoid standing in toxic gas unless immune.
When estimating taken DPS, the calculation is DPS = (1 - GasResistance) * GasDensity.
This only applies if Biotech expansion is installed



[Auto-generated text]: Update on 9/3/2025 9:12:17 PM.

更新于:9 月 3 日 上午 6:06
作者:JimmSlimm

Version: 2025.09.03.1301
Fixed bug introduced when support was added for Vanilla Psycasts Expanded projectile shields, that could cause an error if the user did not have that mod installed. It's not supposed to be a requirement to have that mod.

更新于:9 月 1 日 下午 7:05
作者:JimmSlimm

*Added functionality for Vanilla Psycasts Expanded projectile shields: Overshield, Guardian skipbarrier, Shield animals, Shrineshield. Those are the ones I saw in that mod, let me know if I forgot any

*Added a version text at top of mod options: It should say 2025.09.02.0154 for this version


[Auto-generated text]: Update on 9/2/2025 4:05:03 AM.

更新于:8 月 31 日 上午 11:32
作者:JimmSlimm

  • Projectile shields was properly taken into consideration for offense(enemy inside shields), but not for defense, causing estimated taken DPS inside such shields to be a higher value than it should be.
  • Yet another overhaul of ranged pawns AI (part 3A in description)
    • TLDR: Smarter decisions when in combat :) but ~1.21x slower :(

    • Better estimation of the path the game will use when a move order is issued, nearly 100% accurate now, which leads to a more accurate risk-calculation when considering where to move.
    • The above required to change the search-order to be the same as 'path cost', which is what the game uses to find a path given a destination. The path cost is usually only terrain and stuff ON that terrain that modifies movement speed, but the mod adds "friendly fire zone" to this path cost. As a cool side-effect, this means the "Search Order" visualization mode is now a glimpse into the path-cost grid used by the game.
    • Less aggressive pruning, no longer discards paths that can temporarily go behind walls to reach a better position. This is the main source of slowdown, but it considerably improves the quality of decisions.
  • "Draw Search-zone" is better as well, but has even more performance impact. To get nice, clear visuals, it needs to "un-optimize" several parts of the search-function, this has a MASSIVE impact on performance, so that's the first thing to turn off if you notice performance issues. Really. It can make 10fps become 60fps. Only use it for debugging.
  • BugFix-fix-fix: "Back-and-forth-behavior" of pawns was fixed in update at 19 Aug originally, but caused visual glitches. 26 Aug update fixed the problem in another way to eliminate the visual glitches, but it caused another downside: Forced 1 second "cooldown" of new movement orders. This has been incredibly difficult to solve without any downsides, but this is my third attempt at it. The idea now is to use pawn.pather.nextCell instead of pawn.Position where the bug could appear, this anticipates any "drifting" movements the pawn is doing without forcing a "1 second cooldown" of movement orders.





[Auto-generated text]: Update on 8/31/2025 8:32:26 PM.

更新于:8 月 30 日 上午 2:48
作者:JimmSlimm

Another update for "Melee pawns behave like bodyguards". Previously just protected from melee hostiles that got too close, now this applies to ranged hostiles as well. It looked weird to having them ignore a hostile standing right next to them just because they didn't have a ranged weapon.



[Auto-generated text]: Update on 8/30/2025 11:48:43 AM.

更新于:8 月 30 日 上午 1:30
作者:JimmSlimm

When "Melee pawns behave like bodyguards" is on, they should no longer go attack turrets



[Auto-generated text]: Update on 8/30/2025 10:30:29 AM.