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Can enemy AI Scripts be coded to run Attack?


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#1 Sicatrix

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Posted 29 October 2008 - 05:22 PM

They run when they are affected by litany of curses.
They run when their life is low.

But why not run instead of walk when engaging an enemy?

Would this be a difficult thing to code in? This would greatly increase the difficulty of battles and of course that is a good thing.

#2 Qwinn

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Posted 29 October 2008 - 07:37 PM

They run when they are affected by litany of curses.
They run when their life is low.

But why not run instead of walk when engaging an enemy?

Would this be a difficult thing to code in? This would greatly increase the difficulty of battles and of course that is a good thing.


Some fights will become more difficult due to fixes. Particularly fights involving mages, given that PC's will no longer be immune to all fear effects. And a specific wizard gets harder due to a recent fix to the Mechanus Cannon spell (no save against it anymore).

I will keep an eye out for what you're talking about during my test run. I know at least -some- mobs do run when engaging (example: Harmonium Guards run after you when they see you, even though you can still run faster than them). If some are walking... well, I don't know if that's an engine thing or a script thing. If it turns out to be an engine thing, I'll confer with scient about it. If it's a script thing, yeah, it sounds like a good fix to me.

Qwinn

#3 Sicatrix

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Posted 30 October 2008 - 03:54 AM

The challenge of this game was my biggest qualm back then up until now.
Because of that you tend to progress much quicker in the storyline since there is nothing holding you back.

Sure PST is a story driven game, but it could've been more than that if the developers had more time or whatever.

Enough ranting. :)

Here is a few more suggestions that I hope you guys can consider.

-The Hive is suppose to be a very dangerous place as the residents keep mentioning that, but...where is the danger again?
I was hoping that Thugs had more capabilities like using healing items(heart charm would be recommended) won't be droppable though as to avoid a cheap way to mass them, some thief abilities would be nice(hide in shadows or a means to make them invisible quickly so they can back stab your ass), some big Hive thugs would be nice with decent armor(there suppose to be though guys), moving around at night should really be extremely dangerous(like a random invisible thug that gets created right next to a PC and boom Back Stab) and Thugs should be more aggressive during the night, and some collectors should get desperate or something(they should have a little magic know how, since there is this one collector in ragpicker square that has few tricks up his sleeve)

-Glabrezus can cast certain spells to aid them(blur, some sort of protection from magic, and the fixed Horror spell would be nice), those Flan like demons in baator should be more resistant to physical attacks and I mean more :) , Abishais with healing items, extra elemental damage and maybe even blur; now that would be a fight, were rats with poison
attacks, and cranium rats that abuse status attack spells.

-Mages are suppose to be near impossible to kill(think BGII mages with mods) and have tons of devastating magic since there are only a few mages in the game they should be more memorable ;)

-Trias and Ravel are bosses and should act like it.(Trias with a ton of maigc defense buffs and attacks same with Ravel who could abuse Status magics as well)

-after you leave the mortuary Shadows appear there...so where are they??? are they so dumb as to have lost you that quickly? i mean they've been hunting you down for thousands of years now and should be more adept at finding you(eg. Group of shadows appear randomly anywhere to kill you). They could even add to the dangers when traveling at night.

-Make some NPCs useful( MercyKiller's at the Smoldering corpse bar(they were looking for a criminal so maybe expand that), NO should not be able to use the portal to get to the trash warrens until he has the proper info(you could skip the investigation and bring some junk to the portal and easily get to the warrens), Rat seller should be an ass and give you a quest first before he tells you to go speak with Nalls, Nalls requires some Iron spikes from you(those things you got from screwing with skeletons in the mortuary should do) before she tells you how to get to the warrens.) ETC.

-final battle with TO should be a bitch(maybe throw in some powerful shadows to help him)


Well that just some stuff I could think of right now. Thank you for taking the time to read them and i hope you guys can consider using/adding them...if they are possible to make. :)

-Sicatrix

#4 Qwinn

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Posted 23 November 2008 - 10:02 AM

Sorry, Sicatrix... I totally missed this post back when you made it.

Some great ideas for a Tactics style mod in there. Really, though, that's not my forte... if no one else ever does it I may get around to producing such a mod eventually, but as I just stated on the "Make the game more challenging" thread, before I did that I'd probably see about making a mod that increased the difficulty of stat checks.

Anyways, it can't happen for version 3.0, so I'ma go back to testing that, and we can chat about stuff like that for next version after release :)

Qwinn