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Problem with large scale battles (solved)


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8 réponses à ce sujet

#1
carmadaum

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 Not sure whether this is an area or lvl problem but here it is. My mod starts on a battlefield, there is 42 creatures involved including the main character. Everything works great for the first three minutes but then friendlies and baddies alike start bunching in groups and beserking themselves (just the animation) over and over reguardless of proximity to hostiles. I've tried changing their perception range, the package, and AI package with no change. 

Does anyone have a solution to this problem? It would be great especially since large scale battles like this are the focus point of my module. 

Modifié par carmadaum, 18 avril 2010 - 08:27 .


#2
mhbradshaw

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I second this! I was planning on having battles with 200+ enemies and allies. I haven't reached that far with my module yet. Basically haven't created the large battle yet. :(

#3
Proleric

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IIRC a recent post discussed the practical limit on the number of combatants, which was pretty low.

One time-honoured solution is to start with fewer, using death or team death events to spawn reinforcements (as featured in the Redcliffe battles, for example).

As the climax demonstrates, you can have somewhat larger armies (by dumbing down the AI, if I'm not mistaken), but then their military effectiveness is reduced.

#4
carmadaum

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I tired the dumbing down the AI. I had everyone set on none and still had problems. But like you said I was probably still over that limit. I'll give it another test because in the climax you can send out 25 soldiers at once, i think it was 25. If you add baddies on top of that 42 isn't that far off... sigh... I'll probably end up whittiling away at the creatures till I find it's magical G-spot.hehe



After every accomplishment I run into more problems, but it only makes the eventual success that more rewarding!!



Thanks again Proleric1! I appreciate your patience with a noob

#5
YukonSoldier

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I will have to try that suggestion Proleric, cuz I am stuck in a battle with 30+ and my team keeps getting its butt kicked.

#6
FollowTheGourd

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You might look in this thread for possible workarounds: http://social.biowar...1/index/1326927 - even though its title doesn't suggest it.

Modifié par FollowTheGourd, 15 avril 2010 - 12:17 .


#7
Proleric

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Thanks - that was exactly the post I had in mind.

#8
carmadaum

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Gave it a quick read, it's a little over my head at the moment but I'm gonna give it a shot.

#9
carmadaum

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object[] oEnemies = GetNearestObjectByHostility(OBJECT_SELF,TRUE,OBJECT_TYPE_CREATURE,5,TRUE,TRUE);

int nEnemyCount = GetArraySize(oEnemies);

int i;

for (i = 0; i<nEnemyCount; i++) {

if (GetThreatValueByObjectID(OBJECT_SELF,oEnemies[i])==0.0) {

AI_Threat_UpdateEnemyAppeared(OBJECT_SELF,oEnemies[i]);

}

}



It works perfectly!!