AtomicUs5000
New member
There were obvious changes in 17.2 to the AI. The affect of the change on these base types were subtle though... probably a test run in the area destruction mode. It is enough to cause a slight problem for the ramp-fall cycle builds, but really only if you used weak materials. The incoming waves from different directions was also a nice addition, although the impact of this cannot be fully realized at this time because they just go to their typical behavior once reaching the base at this point in time. From my understanding it has come much further than this... I just don't know if any of it will be coming for 17.3 or if it is being saved for A18.It also doesn't describe A17.2. But it does describe Alpha 17.0 and 17.1 before faatal committed some of his fixes and adjustments. I've come to discover that some of the complainers have actually never played 17.2 but either quit or reverted back to A16 after deciding they didn't like Alpha 17. When they come on here to push their agenda for change it is all from their memory of giving 17.0 a try-- not realizing that changes were made in 17.2.
In A17.2 you do get zombies giving up on long pathways and randomly going into destroy mode. I know this is true from my own observations and I know it is true because I've read posts from players who actually have played 17.2 complaining <shocker> that the zombies aren't as predictable as they used to be and are making dumb choices and they don't like that....
I think that for the most part, we should stop referring to zombie AI as smart or dumb because in the context of AI, they are equivalent. We just need variation and some unpredictable moments. However, I do think that when players build structures that are meant to persuade zombies in certain directions, there should be enough zombies that do what you expect as well. That should be a rewarding experience, and this is probably what those players who enjoy the current AI are defending.
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