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Shout
Mar 22, 2005 8:08:44 GMT -5
Post by Kilarin on Mar 22, 2005 8:08:44 GMT -5
A feature request for 2.0. One that I'm certain has already been considered and rejected, but, I'm gonna make it anyway! ;D I think it would be cool if the generic black brain ai had a "shout" feature. Any warrior who goes into attack mode would "Shout" and every other black warrior within a specified range (who wasn't standing a fixed "post") would come running. Now I am NOT saying that the black warriors should know where you ARE, just that they come to the shout and start looking around from there. This would make cities even MORE terrifying. Especially if you allow warriors who have recieved a shout to also shout, resulting in a terrifying chain reaction. You make one mistake and suddenly half the city (or more) comes roaring down upon your head. whoow! Like I said, I'm certain Xaa has already considered this and rejected it for game balance reasons. BUT, just in case he rejected it mainly because he thought it would intimidate the players... I'm adding my vote for making the difficulty levels: HARDER HARDER HARDER It's intimidating, but I LIKE being intimidated. ;D P.S. It would also add interesting possibilites for a "Silence" spell.
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Shout
Mar 22, 2005 10:07:08 GMT -5
Post by Xaa on Mar 22, 2005 10:07:08 GMT -5
A feature request for 2.0. One that I'm certain has already been considered and rejected, but, I'm gonna make it anyway! ;D I think it would be cool if the generic black brain ai had a "shout" feature. Any warrior who goes into attack mode would "Shout" and every other black warrior within a specified range (who wasn't standing a fixed "post") would come running. This already happens - the limitation is that they can't attack you if they can't see you. But, once one enemy sees you, it tries to get all other allies it can see to help.
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Shout
Mar 22, 2005 10:17:18 GMT -5
Post by Kilarin on Mar 22, 2005 10:17:18 GMT -5
Well, that's interesting. Because just last night I was detected by someone in QR8. The barkeep saw me, came running out the door and got whacked, but only one of the other people in the tent came out to join the fray, and that was only a bit later. Hmmm, I'm guessing its because I was outside the tent door and they couldn't quite see me through the door? That makes sense. In which case, would it be feasable to make the nearby warriors who have been alerted that there is a fray actually run to where the caller is? Something similiar to the "Follow" command for Mantri and crew? probably not. And its obviously a rare enough situation that last night is the first time I've run into it. So hardly an important issue. QR8 down, taking on Kali next...
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Shout
Mar 22, 2005 10:30:26 GMT -5
Post by NARAYAN on Mar 22, 2005 10:30:26 GMT -5
This is really bad for them since players can easily see them just by rotating camera angles.Then enemies have nothing to stop lightning spell.This spell can attack through the walls also.This also makes game easier.I wish that enemies also have facility to see players through walls.
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Shout
Mar 22, 2005 13:23:17 GMT -5
Post by Xaa on Mar 22, 2005 13:23:17 GMT -5
Well, that's interesting. Because just last night I was detected by someone in QR8. The barkeep saw me, came running out the door and got whacked, but only one of the other people in the tent came out to join the fray, and that was only a bit later. The barkeep is not in the same 'group' as the warriors. He can't be - NPC's who are in a group cannot sell to the players. Thus, the effect is that the other NPC's literally don't care if the barkeep trots off to fight someone. No, see previous answer. NPC's follow and fight alongside their friends because they make groups - this is simply how DS works. NPC's automatically create groups the moment they see other NPC's around them (I.E. shortly after they load). And an NPC who is in a group cannot sell items - if you click the "store' button, nothing happens, the coversation just crashes and your compass disappears until you click somewhere to actually end the conversation. Thus, none of the NPC's who are merchants are allowed to group with anyone - they respond because they see an enemy, not because they see others fighting. Similarly, other NPC's who are grouped don't care about NPC's who aren't in their group. They don't respond if they see them fighting, they only respond if they see an enemy. I have tried to set things up so that NPC groups will be flexible and give them the best responses, but merchants simply cannot group. If they do, they can't sell things - even if there are no enemies around, an NPC in a group cannot use the 'sell' portions of the game's hardcoded behavior.
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Shout
Mar 22, 2005 13:30:00 GMT -5
Post by Kilarin on Mar 22, 2005 13:30:00 GMT -5
Ah! That explains the strange behavior I encountered last night then. Thank you for your patience! We fans often ask questions and make suggestions that really just show off our ignorance of whats going on in the DS engine. I appreciate you taking the time and effort to answer them.
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Duo
Full Member
Billy Shears
Posts: 51
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Shout
Mar 22, 2005 17:21:05 GMT -5
Post by Duo on Mar 22, 2005 17:21:05 GMT -5
If they do, they can't sell things - even if there are no enemies around, an NPC in a group cannot use the 'sell' portions of the game's hardcoded behavior. Is this what happens with T'Kazi T'Malin, the renegade leader in LoH? She groups and no longer can sell to you?
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Shout
Mar 22, 2005 20:35:41 GMT -5
Post by Xaa on Mar 22, 2005 20:35:41 GMT -5
Is this what happens with T'Kazi T'Malin, the renegade leader in LoH? She groups and no longer can sell to you? Sort of. What happens with her isn't that she groups with anyone, it's that she gets into "attack mode" and then the others group with HER, and then she can't sell anymore. I eliminated this problem in Mageworld by changing how grouping works - however, a lot of NPC's are also trainers, and once they move to attack someone, they can't train anymore because they're not in the right spot.
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