Wondering if this is a familiar problem to you: I'm using your AI and it lags the HELL out of my gameplay. At first I was using a slightly older version of the ai and the lag was so bad I would literally get kicked from the server. I updated to 1.551 and saw an improvement, but while I can play now, I still lag out at crucial moments and die. I have traceai off and I haven't made any modifications to the configurations. It does seem to be worse on crowded maps. The moment I vaporize my homunculus the problem disappears. Any suggestions?
Turn on LagReduction. As of latest version, you can now adjust it to levels higher than 1, which will further slow down commands sent by homun (note that this makes the homun less effective on non-laggy maps)
since i couldn't find anything regarding my problem (or maybe my searching skills are too bad) i'm asking here.
Playing on fRo, my Sera (Filir base) got the Poison Mist skill recently. I really had problems to get this work (for OD2).
Always skill failure and really really rarely the poison mist field.
Now it works only fine when i set useoffensivebuff and usedefensivebuff to never. I guess it's not intended to
work like that?
On most RO's other than iRO, the Pre-S homun buffs are global cooldowns, not skill-specific cooldowns - which really really blows. Luckily, it's not like that on iRO :-) (this is intended - I talked to our GMs when it came out and convinced them)
Spoiler
What option produces this error?
Tried (1) setting all to defaults (2) 'UsedOffensiveBuff', 'UseDefensiveBuff', and 'OldHomunType' is changed.
Sometimes it happens, sometimes it won't. It makes the client freeze so I can't observe if it's about the amount of mobs or other reason.
Amistr-Sera, btw.
Thanks Azzy!
Using the newest version (and presumably the original/pre-loaded settings fixed it). Will observe for now.
That's caused by using an old version, it has been fixed.
Please disable aoe on attack, i'm getting sick of people dumping lava slide on me.
Nope, not gonna kneecap the AI - but it should be defaulting to idle, not attack now.
^Thanks Azzy, yeah it was fixed when I downloaded the newest one. I'll come back here whenever I encounter a problem / bug to report. Thanks and more power.
--To add friends, put mercenary or homun into standby mode (ctl+T or alt+T as appropriate), and sit 1 cell to the west (to left in default view) of the person who you wish to friend
--To remove friends, put merc/homun into standby mode, and sit 1 cell to the east (to right in default view) of the person you want to remove.
There is no way for the AI to automatically friend people who are in your party or on friend list. This is a game limitation - there's no facility provided by the game for the AI to see if someone's in your party.
There is no function that I can call from within the AI that will return something different if they're in your party or on friendlist, vs random player. I really wish there is, and in the past I went through just about every information gathering function available to the AI - nothing gave me any information I could use to determine if someone was in your party. No, you can't try to read their HP - homun can't see party member hp.
Check A_Friends.lua, and make sure the players are listed (the numbers are the same as the numbers in the url's in ROPD, so you can cross-check against that)
Also - if you teleport around or log out while it has Blood Lust up, the cooldown timer won't run while you're not actually in game, but the AI doesn't have a good way of doing this. Thus it tries to cast it, but fails because the cooldown isn't up, and then waits the entire duration before recasting it. I've been meaning to lengthen what the AI thinks the duration is to help prevent this from happening as a result of just winging around maps.
There's aggressive relog tracking (see advanced options in docs), but that can cause lag, because it involves writing to a data file several times a second, so that the AI can tell when it hasn't been logged in and adjust the timeouts for recasting.
I've updated the USER_AI files with the ones in your link.
I've changed it so "Homonculus has been customzied."
I'm still not sure it's picking up on your basic test though (The moving cell by cell and expecting it to keep 2 behind). Any ideas what I'm missing here?