Custom Mob AI combat stealth
#1
Posted 18 July 2012 - 02:33 AM
Getting mobs to use stealth before combat so they are stealthed when you come up to them is working fine but I cant seem to get them to use it in combat. Would be nice so such things could be done as ranged mobs stealthing and running before reengaging when their hp gets low.
#2
Posted 18 July 2012 - 07:12 PM
Q: What does 'asymmetric rules system' mean ?
The goal behind Dragon Age: Origin's rule system was to create a fun and challenging video game experience first and foremost.
We describe the rules as 'asymmetric' because a subset of the game rules treats player controlled characters and monsters differently, which is a deviation from pen and paper rule design that often require player and opponents to be treated exactly the same.
Notable Examples:
Party members never die permanently (get shattered, etc.)
Differently ranked creatures (including party members) get affected for different durations by effects
In limited situations in the game, we apply benefits to the player to overcome greater odds than they would usually be able to.
Some abilities will work diferently when deployed against the party (although the visual results might be identical).
Elimination of instant death situations (not fun!) against players but not against monsters (fun!).
Sustained abilities only work for players (the overhead is not justified for monsters that won't ever reappear after they die).
#3
Posted 19 July 2012 - 11:46 AM
I really need to figure out how logging works, this would have been like a 5 minute figure out with that enabled me thinks.



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