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Old 11-11-2001, 11:41 AM   #2
Memnoch
Ironworks Moderator
 

Join Date: February 28, 2001
Location: Boston/Sydney
Posts: 11,771
Just to lend my support to this. Vaskez is looking for ways to improve the computer AI for a BG2/ToB MOD he will be releasing soon. Please click on the link and let him know what scripting improvements you would be looking for.

Some of the improvements he's already come up with are:


- Enemies will help each other if in trouble (by ganging up on attacker of most injured comrade) not act as if they were one-man fighting machines.
- Divide and conquer no longer works because enemies shout a warning which is heard by all companions in sight as soon as they see the player
- Enemies will leave party members who cannot harm them until last....for example clay golems will switch targets if they take no damage from an attack.
- Intelligent enemies such as humaoids will have leaders and a wingman system where the leader shouts orders and they obey like a proper 'army', making them more effective in combat.
- Enemies will try and do something if their target is immune to their weapon as opposed to just hacking away (effect depends on creature)
- If the player runs out of sight an enemy will not simply "forget" that he was fighting the player 10 seconds ago and quit following. Once an enemy has gained sight of the player, they will hunt him/her down if they are still in the same area.
- Thief characters and others with trap setting skills will set snares all over the place once they know of the player's presence and are out of sight of the player.
- Mages and priests will actually check if it is worth casting a spell on an oponent....they will not waste fire spells on characters with high fire resistance for example.....and they will not cast confusion or fear for example if the player is already helpless. Also they will react intelligently to the current situation beyone simple healing themselves if injured. Priests will cast slow poison and resist fear if companions are effected, will cast repulse and control undead and sunray if player is using skeletons to attack for example. But of course not ALL the time, an element of randomess is in there to keep players on their toes. Mages will use remove magic and dispel magic intelligently etc. etc. priests will not use hold against inquisitors and many many small improvements besides...
- More intelligent and widespread use of potions by humanoid enemies.
- Intelligent changing of weapons to suit the situation beyond simple "bow if player is more than 8 feet away otherwise sword". This includes, dropping shields to wield 2 weapons when better and picking up shield when defense is needed for example.



We'd love your support. Please click on this link or the one Vask provided above and post your suggestions there, not here. It'll make it easier for him to have all the comments on one thread. Don't be afraid...all opinions are welcome - nobody will make fun of you. [img]smile.gif[/img]

[ 11-11-2001: Message edited by: Memnoch ]

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