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Do you take feature requests???


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#1 dingosatemybaby

dingosatemybaby
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  • 65 posts

Posted 15 March 2005 - 11:49 AM

Horred,

Dont want to be responsible for feature-creep, but, if you are taking any requests for future revs of the mod, this replacement AI system ROCKS.  

http://nwvault.ign.c...591604074.shtml

It has an ERF that replaces all the bioware AI scripts with pointers to these specific AI scripts, so you dont have to go edit every single creature once the scripts are massaged to work the way you want...

I play semi regularly on a server that uses it, and the improvements are really good.  Things like:

*Creatures fleeing in the face of overwhelming odds
*Swapping out ranged weapons for hand to hand
*Intelligent selection of spells, including counterspells and dispelling
*Bashing down doors and crossing areas to get at fleeing PCs
*Targeting improvements (not always going for the nearest foe)

etc

Anyway, I have no clue whether importing this into the v7 (or soon to be v8) mod will make things go splat, and now that I have a server working fairly well, I dont want to blow anything up I cant fix  :lol:

Thanks for all the great work!

./Dingo

#2 horred the plague

horred the plague

    Scourge of the Seven Seas

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  • 1899 posts

Posted 15 March 2005 - 12:57 PM

Horred,

Dont want to be responsible for feature-creep, but, if you are taking any requests for future revs of the mod, this replacement AI system ROCKS. 

http://nwvault.ign.c...591604074.shtml

It has an ERF that replaces all the bioware AI scripts with pointers to these specific AI scripts, so you dont have to go edit every single creature once the scripts are massaged to work the way you want...

I play semi regularly on a server that uses it, and the improvements are really good.  Things like:

*Creatures fleeing in the face of overwhelming odds
*Swapping out ranged weapons for hand to hand
*Intelligent selection of spells, including counterspells and dispelling
*Bashing down doors and crossing areas to get at fleeing PCs
*Targeting improvements (not always going for the nearest foe)

etc

Anyway, I have no clue whether importing this into the v7 (or soon to be v8) mod will make things go splat, and now that I have a server working fairly well, I dont want to blow anything up I cant fix  :lol:

Thanks for all the great work!

./Dingo

View Post



If you look in the mod, you'll see that Jasperre's AI is already in there. I discontinued it for these reasons:

1) It caused ungodly lag when you had a group of spellcasters to fight
2) I got a bunch of scripting errors from it--it still needs work.

Overall, I would agree with you on the system. It is better. It doesn't replace the nw_c2 series--you have to do this yourself, or switch your creature's AI over. . Some of my earlier beta-testers (pre-release) can attest to this, and to why I removed it.

#3 dingosatemybaby

dingosatemybaby
  • Member
  • 65 posts

Posted 15 March 2005 - 04:10 PM

Horred,

Dont want to be responsible for feature-creep, but, if you are taking any requests for future revs of the mod, this replacement AI system ROCKS. 

http://nwvault.ign.c...591604074.shtml

It has an ERF that replaces all the bioware AI scripts with pointers to these specific AI scripts, so you dont have to go edit every single creature once the scripts are massaged to work the way you want...

I play semi regularly on a server that uses it, and the improvements are really good.  Things like:

*Creatures fleeing in the face of overwhelming odds
*Swapping out ranged weapons for hand to hand
*Intelligent selection of spells, including counterspells and dispelling
*Bashing down doors and crossing areas to get at fleeing PCs
*Targeting improvements (not always going for the nearest foe)

etc

Anyway, I have no clue whether importing this into the v7 (or soon to be v8) mod will make things go splat, and now that I have a server working fairly well, I dont want to blow anything up I cant fix  :lol:

Thanks for all the great work!

./Dingo

View Post



If you look in the mod, you'll see that Jasperre's AI is already in there. I discontinued it for these reasons:

1) It caused ungodly lag when you had a group of spellcasters to fight
2) I got a bunch of scripting errors from it--it still needs work.

Overall, I would agree with you on the system. It is better. It doesn't replace the nw_c2 series--you have to do this yourself, or switch your creature's AI over. . Some of my earlier beta-testers (pre-release) can attest to this, and to why I removed it.

View Post



I havent opened the mod at all 'cept to add in that bit of scripting fixups for v7 you posted. The server I play on sometimes uses it, but they may have modified it themselves...not sure, cuz its a fairly big server (50+ users on 24/7) and they've been using it for a while now.

Oh well, thanks for replying.

Now back to work on v8 :devil:

#4 -Guest_Leutian_*-

-Guest_Leutian_*-
  • Guest

Posted 15 March 2005 - 05:07 PM

Horred,

Dont want to be responsible for feature-creep, but, if you are taking any requests for future revs of the mod, this replacement AI system ROCKS. 

http://nwvault.ign.c...591604074.shtml

It has an ERF that replaces all the bioware AI scripts with pointers to these specific AI scripts, so you dont have to go edit every single creature once the scripts are massaged to work the way you want...

I play semi regularly on a server that uses it, and the improvements are really good.  Things like:

*Creatures fleeing in the face of overwhelming odds
*Swapping out ranged weapons for hand to hand
*Intelligent selection of spells, including counterspells and dispelling
*Bashing down doors and crossing areas to get at fleeing PCs
*Targeting improvements (not always going for the nearest foe)

etc

Anyway, I have no clue whether importing this into the v7 (or soon to be v8) mod will make things go splat, and now that I have a server working fairly well, I dont want to blow anything up I cant fix  :lol:

Thanks for all the great work!

./Dingo

View Post



If you look in the mod, you'll see that Jasperre's AI is already in there. I discontinued it for these reasons:

1) It caused ungodly lag when you had a group of spellcasters to fight
2) I got a bunch of scripting errors from it--it still needs work.

Overall, I would agree with you on the system. It is better. It doesn't replace the nw_c2 series--you have to do this yourself, or switch your creature's AI over. . Some of my earlier beta-testers (pre-release) can attest to this, and to why I removed it.

View Post



I havent opened the mod at all 'cept to add in that bit of scripting fixups for v7 you posted. The server I play on sometimes uses it, but they may have modified it themselves...not sure, cuz its a fairly big server (50+ users on 24/7) and they've been using it for a while now.

Oh well, thanks for replying.

Now back to work on v8 :devil:

View Post

yeah Jasperres is quite Nice and is included in the module itself but it does cause ungodly lag unless you have a very fast processor loads of bandwidth and lots of ram, however, the additions to the scripts for creatures were simply made by making includes into them for jasperres and posting a bit of script at the top for the script to check if you are running the AI or not. so its not a real hassle to add in , this way, but as far as the lag goes it is a major pain , i had to discontinue running this AI myself for that reason, but with some work some of the nicer aspects of the AI can be tied into the standard Nordock ai its just actually going in an doing it. thats gonna be fun. hehe