Wonder if you can say ****roaches...lol Gotta love the indescriminate nature of a bad word filter
You know, it wouldn't bother me if they sent me nasty emails saying I shouldn't run server software. It wouldn't bother me if they said they were going to intercept HTTP/NNTP/FTP etc. requests and block them. But oooooh noooo, they just go and hack access to them, and since I forgot to check from my other ISP, I don't realize this until a few MONTHS later. I'll have to flog a few other people for forgetting to mention this to me...
*mutters various obscenities*
Anyway, back to the matter at hand:
"Definitely, but again problematic. Monsters cannot open doors properly... Kensai Ryu has done extensive research on that, to little effect. Monsters can be scripted to open a specific, named door only (not simply the nearest door), and disregard locks and traps...
Furthermore, you may have noticed that the enemy "flight" AI isn't very good. Turning undead makes this painfully obvious. Most enemies end up repetitively bumping into the wall...
Still, this is good to look into. Maybe I can get low level enemies to run for a limited time only."
thx Diablo AI (Mind flayer, meet door. Door, meet Mind Flayer. Butcher meet door, door meet Butcher.)
I suspect you'll have to script or force pathing (Point A to Point B stuff) for certain kinds of enemies, which becomes a monsterous project. Doubly so if you actually want the MOBs to open doors.
This leads to:
Any way to cheesily make the AI scripts IGNORE doors (treat them as all open)?
Granted it might look stupid to see a MOB walk through a closed door, but if they open them it can be a bad thing if they're supposed to be locked via a key and unpickable/knockable.
Sacrifice a little bit of visual reality in exchange for a more realistic MOB behavior perhaps?
Of course, the player then runs into the problem of having to deal with MOBs that can "see" through force locked doors and blast them with impunity (fair turnaround though I guess...heh).
"While I'm not too sure that Kobolds aren't sly, devious and maybe even slightly cunning little bastards, I have no problems whatsoever with, say, Golems getting stuck in doorways."
A handful of adventurers stroll up to you in the sewers in Athkatla, magic weapons and armor, the scent of potent magics abound, and your leader says:
"You, you not supposed to be here. Go away before I gets mad." (The kobold shaman with the staff for the Lilacor riddle)
Signs of either insanity or rock-type mentality. Lacks the whole devious, sly and cunning aspect in my books.
Golems should at least have the base sense of a basic Timeout on aggression, depending entirely on how smart the creator was naturally. So while they would try to attack you through the doorway, they wouldn't vainly try for hours on end as they get plinked away with ranged weapons. Sure they might try again and again after the timeout.
EG:
Attack X, chase X, can't hit X for 12 seconds, return to 'home' spot (Do NPCs have "home locations" within the script?)
The PC could repeat this whole process, but makes the golem look a leetle bit less like a totally mindless machine made by a blitering idiot (keep attacking, don't worry about smashing my home into bits and pieces Mr. Iron Golem...) and more like a mindless machine made by a wizard that the PC has just out-smarted
"Kensai Ryu had an interesting suggestion about reinforcements that got me wondering. If creatures responding to a call for reinforcements also scream for reinforcements... and wait for those to arrive before attacking the party... you'd eventually have to deal with the whole dungeon at once! It would also do much to prevent parties from camping out in dungeons. Of course, doors throw a spanner into the works here as well."
Well, if you can teach the AI to ignore doors, this might be useful. Although you might want to consider adding a wait time between the tiered calling of reinforcements so that A calls B, B calls C, C calls D, all the while A is waiting for Z to show up. They all proceed to appear on the player's screen, causing their video card to have a brain seizure, crashing to a BSD
Something along the lines of:
Reinforcement Group 1 (consists of X MOBs), they do not join the attack until all X number of MOBs are there. Then X-1 goes to join the battle, leaving 1 behind who is now Y.
Y calls for reinforcements, and waits until X number of MOBs are there. Y becomes part of the new X group, when they reach their "reinforcement capacity" X-1 go, and Y stays behind.
Instead of fighting a single huge nasty "please cast all your AE spells on us!" battle, you fight a continuing battle of waves (something like Amkethran after S and A are dead). A bit of an endurance fight rather than a "hold 'em off and blast 'em with ADHW/Holy Smite/etc"
It also gives players time to pick off the alarm caller so that they don't end up fighting wave after wave until the dungeon is emptied more or less.
Some MOBs would have to be flagged as "reinforcement callers only" ("boss" mobs guarding treasures, etc.)others "reinforcements only" ("yard trash").
I'm off to beat someone with a really big stick now...
formonthstheycouldn'tfigureouthowtochangethedamnadminpasswordsontheirroutersbutnowtheygokilloffmypersonalserversthey'reallgonnadie.
[ 07-28-2001: Message edited by: Sargon the Blade ]