Messing with AI [message #21355] |
Thu, 05 July 2007 22:39 |
ReignOfLightning
Messages: 9 Registered: July 2007
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Has anyone done extensive testing with the AI (or Brain) of different npcs (such as Maze, JOB, Scythe, Dragon JOB, etc)? I was messing with BlueTooths perm. summon mod and while summoning some of the higher end characters I noticed that the AI was different and didn't entirely work well as a summon. They wouldn't follow you, the dragon just flies away and never returns etc. I was just wondering if anyone had played around with this stuff enough to help me understand how I can recreate their AI's so that they act in a more suitable way for summons. This mod could also possibly be used to make the game harder as well, by altering the AI so the npcs have a bit more of an umph in their attacks and patterns.
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Re: Messing with AI [message #21356 is a reply to message #21355] |
Thu, 05 July 2007 23:33 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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ReignOfLightning wrote on Fri, 06 July 2007 00:39 | Has anyone done extensive testing with the AI (or Brain) of different npcs (such as Maze, JOB, Scythe, Dragon JOB, etc)? I was messing with BlueTooths perm. summon mod and while summoning some of the higher end characters I noticed that the AI was different and didn't entirely work well as a summon. They wouldn't follow you, the dragon just flies away and never returns etc. I was just wondering if anyone had played around with this stuff enough to help me understand how I can recreate their AI's so that they act in a more suitable way for summons. This mod could also possibly be used to make the game harder as well, by altering the AI so the npcs have a bit more of an umph in their attacks and patterns.
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It's all controlled via the BRAINS and the Opinion Sources.
The brains define an action, an unknown (some type of identifier), and a priority (0-4).
The opinion sources are extremely complex in how they work and I've only been able to identify 2 aspects. And I'm not even sure of those.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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Re: Messing with AI [message #21418 is a reply to message #21356] |
Fri, 06 July 2007 22:45 |
ReignOfLightning
Messages: 9 Registered: July 2007
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Hm, ok. My goal right now is I thought it would be interesting to release a summon mod, allowing you to summon maze (something you have already accomplished) but my addition would be that maze would not only obediently follow you like he should (done), but also I wanted to change his attack style so that he was more potent than he ever was (not done). I know that his "fighting style" is kept in COMBAT_TYPE but any idea where to go from there?
Also when I'm creating a new entry in game.bin, for instance a BRAIN, when I then try and use it in a CSummonableDef as the BRAIN for the summoned creature it is not a valid option...any ideas would be greatly appreciated.
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Re: Messing with AI [message #21510 is a reply to message #21418] |
Sun, 08 July 2007 00:48 |
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Missed that...
As for this:
ReignOfLightning wrote on Sat, 07 July 2007 07:45 |
Also when I'm creating a new entry in game.bin, for instance a BRAIN, when I then try and use it in a CSummonableDef as the BRAIN for the summoned creature it is not a valid option...any ideas would be greatly appreciated.
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You have to save mods and run fable first, then exit fable again. Now you can link it up. Had the same problem with my Troll Summon
As for your question about the Fighting Style, don't know it, but I'll take a look.
this is not an exit.
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