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Alright... Who's gonna write henchmen scripts?
Posted: Mon Jun 24, 2002 9:40 am
by Stirge
From all the collective whining on the internet, it seems Bioware did a pretty terrible job scripting henchmen. For shame! Well, we can whine about it for another month or so (and we will), but after that we've gotta go to work and fix this! One place to start might be better spell selection (like not attacking weak monsters with fancy spells, not casting against creatures know to be immune to the spell effect, etc.).
What other script shortcomings do you see? (Script shortcomings = stupid behavior of AI creatures.) We should get an idea of what priorities to set and then find a way of sharing our progress.
Posted: Mon Jun 24, 2002 10:28 am
by Nippy
Good idea Stirge, I still haven't got the game yet, but when I do, I hope to help out with this project.
Posted: Mon Jun 24, 2002 10:29 am
by Xyx
Alright... Who's gonna write henchmen scripts?
Me! That is, when I get the d@mn game.
I
soooo hate the way BioWare has snubbed half the world by dropping the universal release.
Anywayz... I've been thinking about how to handle this issue
if I had the game. From what I read, the NPCs have pretty lousy AI, so it shouldn't be too hard to improve even slightly on that.
Perhaps the NPCs' dialogues can be extended to give them more tactical directives. Some possibilities (not sure what's already in there...):
- Formation (stay close to me, stay in front of me, stay behind me, keep your distance, go where you like)
- Targeting (attack nearest enemy, attack my attacker, attack my target)
- Bravery (run and heal at 75% / 50% / 25%)
- Stinginess (don't cast spells at all, only cast spells when the battle's CR exceeds my level, Power Word Kill goblins)
Then there's the issue of their equipment. I haven't a clue if it's possible to get them to pick items up and equip them, though.
Any other suggestions?
Posted: Mon Jun 24, 2002 10:57 am
by fable
I'd like to see the ability to tell a spellcasting henchman a specific spell to use; or, barring that, at least whether to employ enhancing or destructive spells. As it is, they'll shoot off everything they've got, regardless of whether it will affect the target or not.
And I agree with everything that's been said about the henchmen scripts. Basically, as I see it, until we get some good AI going, we're all effectively trying to find ways of working *around* that weakness. And while there are plenty of compensating factors in NWN, it's still no way to truly enjoy a game.
Posted: Sat Jun 29, 2002 9:04 am
by Xandax
Well there is an "attack nearest"-command - if it works I don't know - haven't played with hencmen yet, only summoned and familias.
Will look into the script of one, when I locate it
(and have played some more - am only in chapter one and dying a lot - who knew a d4 mageling can't tank
)
Posted: Sat Jun 29, 2002 1:05 pm
by Rudar Dimble
Much talkin' so far, but has anyone starting trying to script the henchman.
Currently I am trying to make my own module, so I haven't got time to do it (also finishing touch on own fantasy page and work, arrghh
).
BTW: anyone interested in co-creating the module?? (sorry it's Off Topic, I know
)
Posted: Sun Jun 30, 2002 7:34 pm
by fable
Originally posted by Xandax
Well there is an "attack nearest"-command - if it works I don't know -
It works, but it's all you get, as far as designating an attack subject. This is especially bad when what you really want attacked is the weasely little enemy sorc in the back who's focusing on spells.
Posted: Tue Jul 02, 2002 5:13 pm
by Krimmy
New henchman scripts would be great, I've had Linu for the most part in all my games and these are the problems she and probably others have
1. Attack nearest/Protect me = If she has spells she will use ALL of them regardless if she is being attacked, in fact she will sacrifice her life to get that last spell off.
2. If spells are available periodically will run up to a enemy and sit next to them and try to cast rather than staying back and casting. Also won't move away to cast either, will stay withen stricking distance and a death grip determination to get that spell off.
3. Sometimes has problems nagotiating corners, will get stuck on one will I'm engaged and if she has spells will then unload her whole arsenal onto the enemy which goes for naught because is seems she needs to have line of sight or be on the same plane as the emeny for the spells to work on them.
4.As stated above by others, she'll use the wrong spells against superior/inferior enemies.
As of right now I work around her need to get off all her spells by not resting after she dies, so she can't re-memorize her spells which forces her to melee.
I'm sure Bioware didn't mean for it to be like this..
I like the game and think the stories/modules that will come in time will make this game standout for years to come.
Posted: Sat Jul 06, 2002 6:55 pm
by Xyx
I've only just cleared the Prelude and written a couple of lines of script, so that's how far I'm still off from trying. Altering conversations and getting henchmen to stay out of close combat shouldn't be too difficult, it seems, but properly scripting spell use is a b1tch. Still, from what I read, we should be able to improve henchmen AI rather substantially without too much trouble.
Posted: Sat Jul 06, 2002 9:20 pm
by XannyD
Posted: Mon Jul 08, 2002 6:19 am
by Xyx
Good stuff, that.