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Making orcs dangerous (toolset queries)


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#1
Happycrow

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"It's at night that orcs become truly dangerous."  - Ed Greenwood.

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I can modify day/night settings to make the night-time dark.
I can give orcs the ability to spot PCs from roughly as far away as PCs spot orcs.

The combination of this says that bow-armed orcs could start really putting the hurt on PCs blithely wandering around my maps.

What I DON'T know is how to balance out the distances so that you get something where the elves and other "I see in the dark hee-hee" races make those pesky humans feel like they're earning their free feat -- orcs shouldn't be able to out-night-time the elves or dwarves, for instance, even though a given human might be clueless.

???

#2
Shallina

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You need to work with the on perception script I believe.

#3
Happycrow

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Hrm... okay, thanks. Completely unfamiliar with that. So, algorithmically.. have them close to night-distance-perceptual range, then engage? Or are you describing something else?

#4
_Knightmare_

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I edited the appropriate 2da (ranges.2da I think) and altered the "Long" distance. PCs have their own spot ranges (and all races share this distance no matter what feats they have, lighting/fog conditions, etc.) which is like double what the standard NPC defaults to and longer than the default Long range. So I set the Long to equal the PC range and I assign it to my archers, now when the PC can see the enemy the enemy can see them. Let the arrows fly! This doesn't affect spell ranges, they have their own entries in the 2DA.

Modifié par _Knightmare_, 11 août 2010 - 10:46 .


#5
Lugaid of the Red Stripes

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A really robust solution would be to have a script on the area on-enter and heartbeat that applies a spot skill decrease effect to every creature in the area based on the time of day, with low-light and darkvision creatures getting a reduced effect.



There's an area property that modifies spot and listen checks, though I don't think you can alter it through scripting. If you could, that would be an easy thing to adjust.



Whenever someone gets around to making another engine, I wish they would come up with a more sophisticated way of handling perception. I would be nice if line-of-sight, lighting, weather and range all played a role in determining whether a creature was hidden or could be spotted.

#6
Happycrow

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Both of those sound like fairly elegant ways to handle it -- and the spot drop would make a difference if the archer types were set to be sneaky, lurking sorts.