I want to be able to put dozens and dozens of fighters on the field with a few spellcasters thrown in for good measure. I know the spellcaster AI will probably have to stay unmodified, but I also know there is a lot of stuff going on in the AI that is unnecessary if there is just going to be a lot of fighting.
1) Does anyone know of simplified AI scripts to allow more bodies on the field of battle?
2) If not, I am open to suggestions of how to simplify the AI. What events, (on damaged, on perception, obviously, but are there others?), what other considerations are there?
Greatly simplified AI scripts for combat to allow more combatants - are they out there?
Débuté par
M. Rieder
, mai 16 2011 12:38
#1
Posté 16 mai 2011 - 12:38
#2
Posté 16 mai 2011 - 01:13
Yes, Painofdungeoneternal's CSL AI. He's already done the work you want.
#3
Posté 16 mai 2011 - 01:50
Great. Thanks Kamal. I'm going to download and peruse it.
Pain, if you happen by, and want to add any pointers or maybe where to start, I'd appreciate.
Pain, if you happen by, and want to add any pointers or maybe where to start, I'd appreciate.
#4
Posté 16 mai 2011 - 06:00
Just see what happens, technically you will be debugging it as it's not widely used yet beyond a few people, so make sure you note any issues, especially ones where it does not perform like the default one.
It's not what you would call completely stripped down AI, it's the tony K AI with a lot of caching so it should be able to handle more at once, and make it so you can almost ignore what AI is in use. Quite a bit of the work i am doing is making it simpler and more sensible so it's easier to adjust moving forward, merging duplicate functions and rewriting things which are overly complicated. But it's already capable enough so that the limits you will face are not the AI scripting, but rather your graphics card and number of objects in an area, and how many text messages are clogging up your chat window.
I've also got some threads where i posted an application for editing the henchman 2da files that configure the spellcasting in the AI. This was mainly making the hidden visible as those 2da's are not meant to be read by humans. They will need some trial and error to see how useful changing those settings is, i really have not been able to decipher what does what beyond knowing it's critical to improving the AI.
( assuming you know where the CSL is on the citadel, and neverworker is there as well, you just need the AI folder in that, and the main library folder, even though it's integrated with the other systems to various degrees. You also need the 2da files for tonyk's ai in the 2da folder in that zip. )
It's not what you would call completely stripped down AI, it's the tony K AI with a lot of caching so it should be able to handle more at once, and make it so you can almost ignore what AI is in use. Quite a bit of the work i am doing is making it simpler and more sensible so it's easier to adjust moving forward, merging duplicate functions and rewriting things which are overly complicated. But it's already capable enough so that the limits you will face are not the AI scripting, but rather your graphics card and number of objects in an area, and how many text messages are clogging up your chat window.
I've also got some threads where i posted an application for editing the henchman 2da files that configure the spellcasting in the AI. This was mainly making the hidden visible as those 2da's are not meant to be read by humans. They will need some trial and error to see how useful changing those settings is, i really have not been able to decipher what does what beyond knowing it's critical to improving the AI.
( assuming you know where the CSL is on the citadel, and neverworker is there as well, you just need the AI folder in that, and the main library folder, even though it's integrated with the other systems to various degrees. You also need the 2da files for tonyk's ai in the 2da folder in that zip. )
Modifié par painofdungeoneternal, 16 mai 2011 - 06:02 .
#5
Posté 16 mai 2011 - 04:39
Pain's stuff sounds pretty cool. If you just want (very think) melee-type enemies, though, you could probably forgoe "AI" altogether and just have instructions to, say, attack the nearest creature. If you are going to be having a big battlefield or something, all you probably really want is a bunch of creatures running around attacking each other, so it doesn't matter that much if it's done intelligently or not.





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