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[AI SCRIPT] Enemy party for ToB - Amber NPC


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#1 Meira

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Posted 26 April 2008 - 02:16 PM

There isn't a template for an AI script request so I'm making one up. Ilmatar okayed an AI script request, even though coding help wasn't included in the Resorce Reguest FAQ. I know how to code for all other purposes for a standard mod, but I really don't posses the creativity or skills for effective combat script coding. This is a request for a combat script for an enemy party in a ToB quest of an NPC mod. The AIs should cooperate as a party and offer a formidable challenge, but not be overpowered as this is not a tactical mod.

Q. Timetable?

Tested by Christmas 2008.

Q. In which game and/ or setting are you looking for the combat AI script?

A. I'm looking for a combat script(s) for an an enemy party in a quest set in BG2: ToB.

Q. What type of mod you're looking the AI script for?

This script is for a side quest in an NPC mod (not a tactical mod, really)

Q. Difficulty of the battle?

A. I'm looking for a challencing, but not overpowered or a cheating enemy for the protagonist's party.

Q. Do you rather optimise effectively or follow the characters class/alignment/personality?

A. I rather have the AI script be less effective than be out of character.

Q: What characters/classes are included:

A lawful good aasimar paladin (a party leader)

A neutral good moonelf wizard

A lawful good fighter / cleric (of Tyr)

A lawful good monk

A lawful good fighter, kit wizard slayer

A lawful good elf mage / cleric (of Tyr)

Q. Other comments?

I'd like the six characters act as a party, using what ever class/kit/HLA abilities they have to the benefit or themselves and the party. I have weapon and armour preferences for the party leader, but others are free to use whatever is most suitable for their class.

My NPC, Amber, uses a combat AI script designed by Yovaneth (based on work of Sarkyn) and I think that's a very good one. So, anything on in spirit of it is likely to meet my requirements.

Questions? Please contact me! Send email to amber@welho.net or PM here!

Cheers,
Meira

EDIT: grammar

Edited by Meira, 27 April 2008 - 01:26 AM.

Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#2 Zyraen

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Posted 26 April 2008 - 04:42 PM

Sure ;) look me up on MSN. That would be the easiest way and best way to get me.

If I have one good session with you, I think the script will be up in a jiff. I need it for another party as well I'm planning for BTL. But not the same party, of course.

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#3 Meira

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Posted 27 April 2008 - 01:24 AM

Sure ;) look me up on MSN. That would be the easiest way and best way to get me.


Ahm... You're dealing with a stone age woman here. :whistling: I don't have MSN or any of that quick messaging stuff. Sorry.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#4 Meira

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Posted 02 July 2008 - 12:40 AM

*bump*

I'm still interested to find someone to help. :)
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#5 SirLancelot

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Posted 02 July 2008 - 02:11 AM

You can just assign default scripts to the cre's and recommend people to install a general AI improvement mod like SCS II or IA along with Amber.
Where men gather, a bustle of chaos ensues. I would save them all, if I could.

#6 Meira

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Posted 02 July 2008 - 04:05 AM

You can just assign default scripts to the cre's and recommend people to install a general AI improvement mod like SCS II or IA along with Amber.

Thanks for the tip, but I'd like to have the AI shipped with Amber. I'd rather leave it up to the player to decide if he/she like's to make all combats more difficult (that's what installing either of those mods would do, right?). I'm not really looking to make Amber a tactical mod, with frustrating* combats. However the standard scripts are sometimes a bit goofy, but that's what I use if I find no other solution.



*from my non-strategy gaming orientated point of view
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#7 SirLancelot

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Posted 02 July 2008 - 04:30 AM

Nah, SCS II is fully customizable and difficult scalable. It suits the requirements you stated/asked for above.

http://www.gibberlin...adme-scsII.html

But yes, maybe it's still a suboptimal solution.

Edit: Or, you could always simply ask David W for permission to borrow his code and apply it to your cre's.

Edited by SirLancelot, 02 July 2008 - 06:51 AM.

Where men gather, a bustle of chaos ensues. I would save them all, if I could.

#8 Rastor

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Posted 03 July 2008 - 09:42 AM

You can just assign default scripts to the cre's and recommend people to install a general AI improvement mod like SCS II or IA along with Amber.

Thanks for the tip, but I'd like to have the AI shipped with Amber. I'd rather leave it up to the player to decide if he/she like's to make all combats more difficult (that's what installing either of those mods would do, right?). I'm not really looking to make Amber a tactical mod, with frustrating* combats. However the standard scripts are sometimes a bit goofy, but that's what I use if I find no other solution.



*from my non-strategy gaming orientated point of view


How in-depth and challenging do you want it? Having some sort of an instant-messenging program to get your requirements would help.

I could give you a toned down version of the party battle scripts for my tactical mods, but I'd need to know exactly what you want.
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#9 Meira

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Posted 05 July 2008 - 02:52 PM

You can just assign default scripts to the cre's and recommend people to install a general AI improvement mod like SCS II or IA along with Amber.

Thanks for the tip, but I'd like to have the AI shipped with Amber. I'd rather leave it up to the player to decide if he/she like's to make all combats more difficult (that's what installing either of those mods would do, right?). I'm not really looking to make Amber a tactical mod, with frustrating* combats. However the standard scripts are sometimes a bit goofy, but that's what I use if I find no other solution.



*from my non-strategy gaming orientated point of view


How in-depth and challenging do you want it? Having some sort of an instant-messenging program to get your requirements would help.

I could give you a toned down version of the party battle scripts for my tactical mods, but I'd need to know exactly what you want.

Sorry, for the late reply, I was out of town for couple days.

A toned town party script from a tactical mod sounds good. I don't know if it helps, but most of all I'd like the enemy party to function as a group, supporting each other. They're not stone cold killers that would leave a friend dying. Or worse yet, blast him into oblivion with an area spell. I would be nice if the party member would not be exact carbon copies of each other, ie. even if they might have similar spell or weapon selections they would use them little differently. (Within reason, though, there's no need to go overboard with individuality. :))

The battle should require being pre-prepared, but I would not like to force the player to do multiple reloads in order to find out the 'right' solution. I hope this helped, if there's (and I'm sure there is) anything I can do to clarify. I'd be happy to PM you more details of the characters involved, although I'm unsure how much details you need.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#10 Rastor

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Posted 06 July 2008 - 05:56 PM

You can just assign default scripts to the cre's and recommend people to install a general AI improvement mod like SCS II or IA along with Amber.

Thanks for the tip, but I'd like to have the AI shipped with Amber. I'd rather leave it up to the player to decide if he/she like's to make all combats more difficult (that's what installing either of those mods would do, right?). I'm not really looking to make Amber a tactical mod, with frustrating* combats. However the standard scripts are sometimes a bit goofy, but that's what I use if I find no other solution.



*from my non-strategy gaming orientated point of view


How in-depth and challenging do you want it? Having some sort of an instant-messenging program to get your requirements would help.

I could give you a toned down version of the party battle scripts for my tactical mods, but I'd need to know exactly what you want.

Sorry, for the late reply, I was out of town for couple days.

A toned town party script from a tactical mod sounds good. I don't know if it helps, but most of all I'd like the enemy party to function as a group, supporting each other. They're not stone cold killers that would leave a friend dying. Or worse yet, blast him into oblivion with an area spell. I would be nice if the party member would not be exact carbon copies of each other, ie. even if they might have similar spell or weapon selections they would use them little differently. (Within reason, though, there's no need to go overboard with individuality. :) )

The battle should require being pre-prepared, but I would not like to force the player to do multiple reloads in order to find out the 'right' solution. I hope this helped, if there's (and I'm sure there is) anything I can do to clarify. I'd be happy to PM you more details of the characters involved, although I'm unsure how much details you need.


How about the size of the enemy party and what classes they are?
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#11 Meira

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Posted 07 July 2008 - 12:27 AM

I'm sorry, I thought listing them in the first post would be enough. I probably should have quoted them when I bumped the thread. :)


A lawful good aasimar paladin (a party leader)

A neutral good moonelf wizard

A lawful good fighter / cleric (of Tyr)

A lawful good monk

A lawful good fighter, kit wizard slayer

A lawful good elf mage / cleric (of Tyr)


Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#12 Rastor

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Posted 10 July 2008 - 12:47 PM

I'm sorry, I thought listing them in the first post would be enough. I probably should have quoted them when I bumped the thread. :)


A lawful good aasimar paladin (a party leader)

A neutral good moonelf wizard

A lawful good fighter / cleric (of Tyr)

A lawful good monk

A lawful good fighter, kit wizard slayer

A lawful good elf mage / cleric (of Tyr)


How much variety do you want? For instance, if those three mages each start off with a timestop and a couple of horrid wiltings, it'll destroy the player almost instantaneously. But coding up three half decent mage scripts that use totally different spells will not happen overnight unless I just randomize their casting...
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#13 SirLancelot

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Posted 10 July 2008 - 02:15 PM

The question is how much HP the enemies have. (level)
Where men gather, a bustle of chaos ensues. I would save them all, if I could.

#14 Meira

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Posted 14 July 2008 - 01:25 AM

How much variety do you want? For instance, if those three mages each start off with a timestop and a couple of horrid wiltings, it'll destroy the player almost instantaneously. But coding up three half decent mage scripts that use totally different spells will not happen overnight unless I just randomize their casting...


I'd like to have more variety than that. And I would not like the player to be destroyed instantly, preferably the player should be able to survive the battle without countless re-loads (one or two is okay, I guess). ;) The enemy party leader is a paladin, she probably would not enjoy the mages stealing all the limelight. The focus should be in the martial combat, although the mages can and should do their deadly share in bringing the player down.

It doesn't have to happen overnight, although I would not like to ask you more time than you're willing to give (of course). :)
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#15 Meira

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Posted 14 July 2008 - 01:38 AM

The question is how much HP the enemies have. (level)


The leader paladin is on level 30 and the moonelf wizardess is on level 25. The others probably will be around 25 too. Do you think the levels are alright? Should they be on higher level?


Is there a way to calculate the XP value for high level enemies or should I just thrown in something similar that other ToB enemies seem to have? That's what I did in SoA and I don't think anybody has questioned them so far.
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#16 SirLancelot

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Posted 14 July 2008 - 04:12 AM

The question is how much HP the enemies have. (level)


The leader paladin is on level 30 and the moonelf wizardess is on level 25. The others probably will be around 25 too. Do you think the levels are alright? Should they be on higher level?


Is there a way to calculate the XP value for high level enemies or should I just thrown in something similar that other ToB enemies seem to have? That's what I did in SoA and I don't think anybody has questioned them so far.


If the battle is not inmediatly before the end, that is, when the party is at level 35+, the enemy levels are allright. If it is, raise your babies level to 35-40 or they will probably lose any and all Remove Magic level confrontation, thus being an easy prey for antimagic waves. (offensive, defensive or disabling)

On the other hand, if you want Remove Magic be the only way to defeat your babies, then do the opposite.

I find that your method to assign XP is fine. :)
Where men gather, a bustle of chaos ensues. I would save them all, if I could.

#17 Miloch

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Posted 14 July 2008 - 07:21 AM

Is there a way to calculate the XP value for high level enemies or should I just thrown in something similar that other ToB enemies seem to have? That's what I did in SoA and I don't think anybody has questioned them so far.

There is a calculation table if you want to use PnP resources. This is roughly what the game uses, though it's pretty far off in some cases. But you should be ok estimating from existing game values if you have a few you can use as guidelines.

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#18 Meira

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Posted 18 July 2008 - 11:31 PM

I't likely that I'll be unable to log in here for the next two weeks. I'll check this thread out if I can, but if I can't, see you in August. Thanks everyone. :)
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3

#19 Meira

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Posted 03 December 2008 - 12:43 PM

*BUMP* :)
Ihmeellinen meri

Kummalliset kalat liukuvat syvyydessä,
tuntemattomat kukat loistavat rannalla;
olen nähnyt punaista ja keltaista ja kaikki toiset värit -
mutta ihana meri on vaarallista nähdä,
se herättää tulevien seikkailujen janon:
mitä on tapahtunut sadussa, on tapahtuva minullekin.

- Edith Södergran


Amber - The BG2 NPC Mod Project Now released!
Amber's discussion forum at Gibberlings 3