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Guard AI is so damn frustrating!

Posted: Thu Dec 17, 2015 3:32 pm
by RJenkos
I've had so many prisoners and staff die because guards pee their pants whenever someone starts to fight.

No guard go tase that guy.... What are you doing? No get off the wall and go tase that guy.... No don't walk the other way with your taser, the door is right here!... Stop why are you staring at the guy through a brick wall while still holding your taser? No Guard you walk THROUGH a door not into the door frame...

Forget about it. He's already killed everybody in the room. :evil:

Re: Guard AI is so damn frustrating!

Posted: Fri Dec 18, 2015 4:57 pm
by Laila
I have experienced this, it's amazingly frustrating.

I also wish that patrols were relieved by the next patrol. Drives me crazy that I have a dog on a gate outside the canteen during free time and then just as dinner is called that sniffer f**king LEAVES! Then, by the time the new one shows up, too late, all the inmates are through. It's almost every time that happens! ><

You wouldn't put up with the nonsense in a prison. Day one you would make it clear that nobody leaves their post for a rest before they are relieved, well unless there isn't one due to take over of course :p

Re: Guard AI is so damn frustrating!

Posted: Sun Dec 20, 2015 11:56 am
by henke37
The problem isn't so much with guards specifically as with the task management. Entities doesn't have task queues. They just have one active task. This leads to silly situations where tasks end up assigned to entities far away just because the local entities were busy that tick. All that walking around then cascades into less local entities in another spot, meaning that more walking is caused. To this add inflexibilities with rescheduling tasks.