Help with the AS (Artificial Stupidity)
#26
Posté 25 octobre 2010 - 08:07
About Jassperre's AI I'll try to contact him to see what can be done about it, I wont post anything on the vault before I get his word about it (and perhaps some code^^).
#27
Posté 25 octobre 2010 - 08:15
@Olblach: How can I contact him? I don't have a vault account and I don't like the idea of creating one due to many problems that I don't have the time to explain. Does he have an account here?
#28
Posté 25 octobre 2010 - 08:43
I'll post there when I have some time.
The thing is that he never published on vault his latest fixes because they were unfinished so I think he will frown about seeing incomplete code published under his name, that's why I need to ask him.
I could make his NWN1 AI usable in a few hours, but he was on a much bigger plan:
http://nwvault.ign.c...id=14761&id=102
#29
Posté 25 octobre 2010 - 08:46
#30
Guest_Sieben Elfriend_*
Posté 25 octobre 2010 - 09:22
Guest_Sieben Elfriend_*
Olblach, thanks for the links to jasperre's AI. Somehow I missed this one altogether, perhaps it came along after I stopped playing NWN. So much content, so little time (isn't it great?).
Modifié par Sieben Elfriend, 25 octobre 2010 - 09:25 .
#31
Posté 25 octobre 2010 - 09:35
Vaalyah wrote...
@ Pain: can we read more about your mod? I am really curious!
Not much more to post really. I have a script profiler showing me how much it's doing and i am basically fixing it. The way i test it is i get on my PW ( when no one is on hopefully ) and spawn 2 armies of 100+ creatures. This is so many it causes display issues regardless of the AI but when i started the server would just crash and restart, now it gets a bit laggy but correctly lets each side battle until only one army is left. I use angels and illithid wizards to test since they are good and evil and have lots of special abilities.
here are pictures of an early test including an early TMI i was chasing down caused by this much being involved. I've since moved to using Solars for angels instead of agathinons as they have far more spells and special abilities to use. They tend to sweep all those illithids up in a big whirlwind of tornadoes and air elementals.
https://dl.dropbox.c...0210_193718.jpg
https://dl.dropbox.c...0210_193423.jpg
https://dl.dropbox.c...0210_191055.jpg
I've taken the 30 or so library files involved ( both OEI written and what TonyK edited ), removed anything not being used, merged them all into a single include file and got it all working again. Now i am working on improving how it caches things and how it looks up what each creature can do as well as trying to simplify the whole thing without changing how it works.
What jaspere is doing with formations is already available in nwn2, there are group functions which grinning fool is using, and there is a group AI being worked on which uses a goal based decision making. My work is probably just going to support what others are doing.
#32
Posté 26 octobre 2010 - 05:36
Vaalyah wrote...
@Haplose: are you saying that this mod installs a sort of auto-pause in the game? Because I don't like auto-pause at all :-(
Purely as an option, yes.
Depending on character behaviour settings. It adds a lot of extra options to the Behaviour tab.
From your description I figured you have the semi-turn based mode of control half-enabled already, with characters stopping whatever they were doing every round and asking for orders. Only without actual autopause that mode makes no sense whatsoever (at least for me).
#33
Posté 26 octobre 2010 - 02:30
However that will be his NWN1 AI converted to NWN2 by myself, not what he did for NWN2 which will remain unknown (except for the video).
Modifié par Olblach, 26 octobre 2010 - 02:33 .
#34
Posté 26 octobre 2010 - 09:28
@Haplose: Which is this semi-turn based mode you are speaking about? I just set the AS in a way that they attack and don't cast spells. o_O
@ all the others: thank you very much! I read your posts, but I am not feeling well today, so I think I will answer tomorrow, hoping to feel better!
#35
Posté 28 octobre 2010 - 08:48
1) the ALT+0096 doesn't work. I can only see half of the screen with a sort of white transparent fill. If I press it again, everything comes back to normal.
2) the ## works perfectly, thanks.
Not downloaded the fix for the AS yet, but I tried to fine tune a bit better the in-game AS. Results are dreadful. I have to download that file!
Now, can please someone help me with another problem? Usually, for taking in game screenshot, I press "stamp". In my "MyDocument/NWN2" folder I can see all the screenshots and if I look in a folder called "printscreen", where the "Gadwin Printscreen" software (that I usually use for every purpose) saves its file, I can see an equal amount of totally black pictures of my screen (ie: the in-game feature, saves the game images, while the normal prinscreen software registers the action, but doesn't acquire data, so a black pic)
It has always worked perfectly. Now, first time I take pics after installin MotB, I can see the exact number of black pics but NONE of my in-game screenshots. So, my computer actually has felt the command, but why I can't find any screenshot? Are they saved in a different folder, maybe?
Please, help! Never, never again I'll install another expansion! :_(
#36
Posté 28 octobre 2010 - 09:06
Vaalyah wrote...
Ok, finally I had time to play.
1) the ALT+0096 doesn't work. I can only see half of the screen with a sort of white transparent fill. If I press it again, everything comes back to normal.
That's the console. The transparent screen. Do it again and start typing and you'll see your words appear there.
That is, I think that's what you're describing. The other half of the screen is normal, right?
Modifié par I_Raps, 28 octobre 2010 - 09:09 .
#37
Posté 28 octobre 2010 - 09:09
#38
Guest_Sieben Elfriend_*
Posté 28 octobre 2010 - 09:33
Guest_Sieben Elfriend_*
#39
Posté 28 octobre 2010 - 09:41
#40
Posté 29 octobre 2010 - 05:27
Then you can one-click command your party to do a lot of important things - "hold" makes them freeze in their tracks when they're trying to run off and aggro every monster in the dungeon at once, merrily running through all the traps along their way; "follow" makes them come along behind you but not run off or attack anything - this is the mode that makes them say "should I attack?" if monsters are around; "attack" makes them do just that to the nearest enemy, but they might also run off if there are other enemies near; and "guard" makes them follow you but start attacking automatically when you encounter an enemy, and they usually don't run away.
Each command is a mode that dictates a certain set of behaviors until you change it to another mode. Different situations require you to quickly switch modes or they start to do the kind of idiotic, lamebrain stuff everybody complains about.
I would find the game unplayable without these four party commands on my quickbar, even with TonyK's AI.
If you're in a boss battle where you really need to micromanage every party member's action queue, you need to click that third button in the lower left of the screen that says "turn off AI" or something like that. When you activate this override, the button turns red. You need to activate it in the harder boss battles, because otherwise the AI will erase all of your cue commands after one round in favor of its own attack decisions. That's how we get the "insubordination" problem that people complain about when they need to micromanage. Just remember to turn it off again, or they'll go back to standing around going "duh" during combat.
Good luck with your game - once you finally get the admittedly awkward behavior settings tweaked and calibrated, this really is a fantastic game and totally worth the trouble.
Modifié par BelgarathMTH, 29 octobre 2010 - 05:44 .
#41
Posté 29 octobre 2010 - 08:09
Is there also a way to select all the characters? That would be interesting!
I would also like to know something about the setting of range. I know only the Italian translation, but to let you understand, it's the only option in the AS with 4 choices: short, medium, long, default. It's the only with the "default" option. From the game description, low means that NPCs attack with ranged weapon only at short distances, medium, at medium distances, long at long distances and default... I don't know! I would like that NPCs attack with ranged weapon when distant from enemies and with melee weapon when nearer. Is it possible to do that?
#42
Guest_Sieben Elfriend_*
Posté 29 octobre 2010 - 09:25
Guest_Sieben Elfriend_*
Tactics were discussed in a recent thread:
http://social.biowar...2/index/4967984
As for the "v" (voice) commands, they aren't in my US manual either. I guess that's why we need a forum.
#43
Posté 29 octobre 2010 - 09:40
Thank you also for the link!
#44
Guest_Sieben Elfriend_*
Posté 29 octobre 2010 - 11:49
Guest_Sieben Elfriend_*
Tony K's AI will let you choose a distance at which party members switch from ranged to melee weapons. I won't repeat my opinion of the mod; if it works for you, by all means use it.
#45
Posté 30 octobre 2010 - 08:56
Now it's good for testing but I don't think it would be serious to put it in override and play campaign with it since it doesn't handle 100% of the spells, classes and feats.
#46
Posté 30 octobre 2010 - 02:28
Vaalyah wrote...
Is there also a way to select all the characters? That would be interesting!
Yes, it's possible to click-drag on the ground and draw a green square outline around all the characters or a group of characters to select them, similar to what you did in Baldur's Gate.
The option has to be turned on in the Options menu - can someone help me out here? I think it's under the "Exploration Mode" tab, and there's a box that has to be checked that says "click-drag selects" or something like that.
EDIT: Okay, I went in my game and looked - the feature is under Options-Exploration Mode, and there's a rectangle near the middle of the screen that says "Left-click and Hold". There are three circles/choices in there. Highlight the bottom circle that says "Marquee Selection."
That's the key phrase - "Marquee Selection." I didn't know what that meant, and I discovered the feature by accident one time when I just clicked it to see what it would do because I was curious.
Modifié par BelgarathMTH, 30 octobre 2010 - 02:34 .
#47
Posté 30 octobre 2010 - 07:38
Thank again for all your help!
#48
Posté 30 octobre 2010 - 10:33
Sieben Elfriend wrote...
Tony K's AI will let you choose a distance at which party members switch from ranged to melee weapons.
You can still disable weapon switching though.
#49
Posté 30 octobre 2010 - 11:24
Vaalyah wrote...
I'd give it a look, even if I am afraid it is something that comes with SoZ (that I don't own).
Thank again for all your help!
It's not SoZ. I don't have that installed right now. Fully updated MotB should do it. I'm not sure about vanilla NWN2 without MotB.
#50
Posté 31 octobre 2010 - 11:44





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