Game play questions concerning AI scripting

Discussion in 'The Temple of Elemental Evil' started by Livonya, Nov 4, 2007.

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  1. Livonya

    Livonya Established Member

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    Yeah, if spell casters are present then most of the time ranged enemy units will use ready vs. spell every other round. Plus I randomize between 3 or 4 different targeting scripts so that ranged NPCs will not be so predictable.

    When they run out of ammo they then switch to melee weapons and advance.

    Things I have working in concert, meaning a single NPC can do all of these actions provided they have the feats/items during combat

    break free from web if no target in melee range
    5 foot step to drink potion
    flanking (various degrees of this depending on feats/skills/current health)
    tripping (need improved trip Feat)
    charging
    power attack (on soft targets/casters)
    defensive moves such as attack followed by 5 foot step
    Rage (only if most probable action is a melee attack)
    Expertise

    My general melee script uses something like 25 different AI scripts, and each round the melee NPC picks from this list. As I get more ideas I will continue to add to the options.

    I wrote a separate script for melee NPCs using reach weapons.

    The whole thing should greatly improve combat, and will also add a lot more re-play variety as NPCs will no longer be limited to 1 AI script that fits all situations.

    I am going to release it to the KoTB test community tomorrow, and then look for problems... eventually I will submit it to the CO8 CMF.

    Anyway, keep the ideas coming.

    Thanks.

    - Livonya
     
  2. JD

    JD Member

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    Just wanted to post support for Ted's suggestion. AI that varied based on the Int and level of the attacker would add a lot of variety to combat, as well as making it more challenging. This would also be improved by using the alignment suggestion above: lawful mobs fighting in a more coordinated way than chaotic.

    Very interested to see how this plays out.
     
  3. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Ok just some random ideas from me...
     
    Last edited: Nov 5, 2007
  4. berzerker

    berzerker Random Passerby

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    Sounds like a bunch of great ideas and suggestions all around.:coffee:

    What I am hearing alot of and what it sounds like you may have done already is define party "roles" (infantry/artillery/cavalry/guard..e.g.) for the NPC's just as players do - if so; thats awesome!

    And I 2nd JD seconding all those others! Different warbands having different tactical "personalities" would even further improve the replay value that i see your work as promising to ad.

    :roll: But what caused me to come back and post I don't know if you can fix...

    But upon reloading and starting to play again; I re-learned a lesson: take SMALL steps at a time...

    Because the path-finding does some inexplicably odd things - and if thats bad on my guys; it would explain some just.. strange things I've seen monsters do.

    So I know this isn't what you asked; but...
     
  5. maggit

    maggit Zombie RipTorn Wonka

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    Just one note on your ideas, Allyx...
    Power attack does not lower the AC but the BAB.
    Apart from that I agree with everything you said.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    oh shoot, my bad, gimma a sec to edit. :(
     
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