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TroloWiseEared

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  1. Hmm traps seem to be a problem *How would npcs recognise traps? *How would they avoid them?
  2. So now we have a cover system. What id like to try next is A.I. team tactics. How should groups rely off of eachother to best accomplish goals? A basic, yet valuable tactic is to Have Melee fighters actively guard Archers & mages. - This can be as simple as coding an Npc with a shield to crouch down <sneak mode> and raise his shield. Then a Mage or archer will stand behind him and use him as moving cover for long range engagements. - Post your ideas below :thumbsup:
  3. Vindasel Assassination- ---- Some form of enmasse zombie or horde scenario
  4. Hmmm are you proposing a 'sticky wall' system. (i hope you know what that is becaus ei cannot explain it well) What would make adequate cover yet still yield them the ability to fire there bow? Would this be applied to spell flinging mages as well? This just calls for explosive barrels.... I don't know the system/mechanic under such a name (though I admit I don't know what it would be called other than a cover system), but I would guess you mean that a set of parameters is programmed so that an entity or wall that is at least x amount in height and y amount in width can be used to activate a cover animation, and a key can be bound to do the activation. And yes! Taking cover, looking around the corner and shooting some arrows, or some lightning/fire/ice, setting a trap, throwing a bottle of toxic gas or a small bomb...anything goes. I would download this in a heartbeat. This isn't AI I've realized...I'm a little sleepy. But it came up, and it has potential. I mean, of course warriors, mages and thieves would have to take cover...good implementation would really breathe life. Extremely well said, I was dissapointed during Demo #2 were you Stealth kill one of the bandits at the front entrance & his companion just unsheathes his sword & sands there. Even if this had been fixed, his priority coding should be to 1:Seek shelter & analyse the threat 2:Douse the fire 3:If possible apply stealth and attempt to gain a visual upon the attacker. - Acover system would have fit 2 of the 3 perfectly!
  5. Well thats the trick, isnt it. Making opponents which can be deadly clever, but not apply cheap uncounterable tactics. -
  6. Hmmm are you proposing a 'sticky wall' system. (i hope you know what that is becaus ei cannot explain it well) What would make adequate cover yet still yield them the ability to fire there bow? Would this be applied to spell flinging mages as well? This just calls for explosive barrels....
  7. The scenario i described was just ment to be a visual playground for ideas, and a way to compare relatable Ideas. This is coming from another thread about the lack of challenge you find in A.I. intelligence. Things like Pathing to Poor Weapon choices, & easy ways to fool NPCS. Skyrim has touched on this with the revamped combat & most notably Coding Npcs to actively Flank you in combat. - What i am asking, is for you to share concepts and ideas as to what could be coded to make npcs deadlier in combat without touching upon statistics. - A mudcrab's fighting style is parrallel to an ogres, i want to see you change that
  8. - *When aggressive dog barks are heard, code npc to investigate the area - *Upwind, Downwind to be taken into account for detection from certain Scent relying creatures, most notably dogs. <Inclement weather disabled the scent scense> <So does being submerged in water> - *Skeletons to have a noticable weakness to 2 handed weapons. <this was refenced in OB by npc's, but never implemented>
  9. I think the topic we should be discussing is not how bad A.I. currently is, but how WE as Moders could improve them.In direct combat Atleast. - The Scenario: Escort mission: Map Layout:Cloud Ruler Temple 6 Guards. 2 mages/2 archers/2 Warriors Your companions:An archer and an unarmed V.I.P. (Escort) There ARE traps & Destructable Environments - You must get the V.I.P. into The main Hall. ------- Things like Equipment/Difficulty/and Mapping are up to you- design it how you like, but show us what tricks you would implement to make NPC A.I. more intelligent. GO.
  10. ......THIS IS A REALLY GOOD IDEA!!!!!!!!!!! i wonder why they didnt apply it for Oblivion.... :whistling:
  11. I hope for constantly or patterned changing maps. Icebergs sink & reamerge. Ships dock & leave. Snow over cave entrances melts and forms. - making content and adventures appear & dissapear in places is quite a nifty experience. - as per you post, i am most certain bethesda are going to make that area much more desolate & less content filled. seeing as thhe remainder of Skyrim is jamm packed with stuff, it can actually be a nice but dark change of atmosphere to find yourself stranded in the middle of nowhere, with darkness setting in. and the Volkihair vampires under the ice.....
  12. SMALL FAVORS ------------------------------------------------ ~Audio Inclusions~~ *'Pant' or Heavy breathing audio to be cued for npcs & the player when stamina is low *When you walk away from someone mid conversation, have them recognise it when you return "what was so important?" - *Identifiable Star Constellations(visible in the sky), & lore/books coorelating to their recognisation. <hopefully some parralel with the Perk Tree/Birthsigns> - *Some form of 'Strap' or harness visible on your back when you are equiped wih a two handed weapon/bow/quiver/stave <It was odd how things glued to you when they were sheathed - *Blood Spurt when you remove arrows from corpses - *The option to Pay or Bribe with Weapons & items <their base value> - *Torches to reduce their light emition and grow dimmer as they are reching their extinguishing point. *Varying time limits on torches. as well as Quality levels. - The Number of companions, Visual Quality of your equipment, Sheathed/ vs. non sheathed Should all be taken into account during an Intimidation attempt. - COMPANION COMMANDS *Leave for now, but return to me in :(_)hours - *Rumors to travel via person. not scripting. EX:You close the gate of kvatch. the people cheer. Now other towns will not find out for some time, <Now each member of the town carries a 'package'. that package IS the ability to tell the rumor they know. in this case, the Gate closing. Now whenever they interact, come in contact with, or overhear someone who is carrying the package. they now obtain the package. . It will have to be spread by travelers. So coming into an isolated little village they may not know of the affairs beyond the mountains, only their own occurences. This system stops the Instant & constant gratification. and somewhat delays the fact that your fame always precedes you.
  13. I WILL BE MAKING REGULAR EDITS TO THE SKILLSET TREE ABOVE BASED UPON YOUR IDEAS :biggrin: - P.S. please feel free to include any & all of your ideas into this post. --> http://www.thenexusforums.com/index.php?/topic/442944-small-favors/ That would be quite awesome
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