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Kamal's commoner AI vs. Legends AI


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14 réponses à ce sujet

#1
bealzebub

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I'm considering using one of these in my current project, and was wondering if anyone has put them both to the test.

#2
andysks

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Every time I see a video on youtube for the Legends plugins I get so exited to use them. I think on my next module I will certainly go for them. Kamal's AI didn't work for me. I don't know why. I imported the package but got no ipoints imported somehow. Kamal told me it doesn't matter for they are quite heavy to use and not necessary needed. His test module was working great, but every time I tried using them to mine, they were not. I hope they work for you because it's a very powerful package and it pains me I cannot use it.

#3
kamal_

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I use both actually.

Legends AI does things mine doesn't try to do, like making patrols and such very easy to do. It also has options for combat ai such as preferring ranged, stealth, retreat if moved too far etc, while mine does not change combat ai at all. Legends added support for at least some of the activities from my ai package (using the activity code with my permission, as I had already packaged up activities from other's).

I believe my AI has more activities than Legends has included in it. Marshall was mostly interested in a limited set of activities for his Legends PW, and last time I downloaded Legends AI to use it only had a subset of the activities from mine. My "full" AI can be way more random, but even I don't use that myself because performance is bad and I'm not interested in fixing it when the "generics" from my ai work fine. In fact I only used "generics" for the commoners in Crimmor.

So there is overlap, but both can do things the other can't.

#4
kamal_

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andysks wrote...

Every time I see a video on youtube for the Legends plugins I get so exited to use them. I think on my next module I will certainly go for them. Kamal's AI didn't work for me. I don't know why. I imported the package but got no ipoints imported somehow. Kamal told me it doesn't matter for they are quite heavy to use and not necessary needed. His test module was working great, but every time I tried using them to mine, they were not. I hope they work for you because it's a very powerful package and it pains me I cannot use it.

Have you tried just using the "generics" heartbeat scripts? That's all I use, and the heartbeats are self-contained so nothing else needs to be done.

#5
andysks

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Yes that all I tried to use, and the NPC was just sitting there not doing anything. Since they work in your test module, there is no problem with them... has to be something else. I compiled without problems even. In any case, I will try to use them again on the chapter 2 of my campaign since chapter one is past that point. I had to write most of such HBs myself in order to have some activities in my city.

#6
bealzebub

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Hey Kamal, I know you incorporated Uncle FB's, but is is still easy to do things like the bartender-waitress thing where they talk back and forth? or the cook going wp to wp?

#7
kamal_

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bealzebub wrote...

Hey Kamal, I know you incorporated Uncle FB's, but is is still easy to do things like the bartender-waitress thing where they talk back and forth? or the cook going wp to wp?

That's still in there, though I'm not sure I tested it in my system. Uncle FB's original scripts for that stuff can be used if you want, as the script names are different.

#8
Tchos

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If I recall, Uncle FB's bartender/waitress script is set up in such a way that it only works for one tavern in the module, because it looks for specific-tagged waypoints. For my module, I restructured it to work in multiple taverns, and also changed the generic drink names to drinks of the Forgotten Realms. That'll be available for you to use soon, if you want.

#9
bealzebub

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thanks Tchos, you're right about it being set up for only one tavern. Lucky for me though, I have only one tavern in this project.

#10
bealzebub

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After digging in a bit and looking at both, I've decided to go with Kamal's Commoner AI.
I'll be sure to mention you, Kamal, when I recieve my award from the International Module Makers Society :)

#11
kamal_

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bealzebub wrote...

After digging in a bit and looking at both, I've decided to go with Kamal's Commoner AI.
I'll be sure to mention you, Kamal, when I recieve my award from the International Module Makers Society :)

If you find/fix any bugs, do let me know and I can incorporate any changes you make and credit you. Same if you add any new activities.

#12
andysks

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I started some small work on the chapter two of my campaign, and one of the first things I did was getting your commoner AI. It works fine now. I don't know what was messing around in chapter one.

#13
kamal_

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good to hear.

#14
rjshae

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I tried the commoner AI once, but it seemed to be corrupted. Probably I'll give it another go when I have some more time to tinker.
:)

#15
andysks

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I can say for certain that is not corrupted, so you can safely try it again. ipoints don't import to me though, only scripts. But that is a minor problem since I don't wanna use them anyway sine kamal says they cause performance issues. Just the generics are enough to give some nice ambiance and lively NPCs.