Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » NCTH: Weapons that Disappoint
Re: NCTH: Weapons that Disappoint[message #293519] Mon, 14 November 2011 17:12 Go to previous messageGo to previous message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Yah, it seems / I believe Birdflu is doing it by himself, he is very awesome, I wish someone would help him. I plan to work on his Web site, but that's about as useful as I am.

You told me about the AI experiences, I know it is not easy, but hey, we got NCTH working, mostly. This is not meant as an attack, I know how hard it was, and it took a long time to get it into the main. And it still needs some tweaking, its tough as heck.

Have you seen the improved interrupt system (IIS)? Something simple as that really had a huge effect on how the enemy behaves.

Well, other than it is currently not working, but the simple idea of allowing enemies to act during the player's turn, changed the feeling of the game significantly (and also broke some of the Sandro traits).

He, he, you know, allowing the computer to act during the player's turn, you know, like it was real time... :giggle: (sorry, couldn't stop myself)

I know you tried tweaking and it didn't work out, but maybe something small, like the enemy remembering stuff e.g. last known player positions across turns would make a huge difference.

I saw that the latest unstable writes out something like "enemy saw corpse", not sure what that is for, but it brings me back to my idea that when an enemy sees a fresh corpse, don't step on the same tile, it is just going to save me APs shooting him in the head again.

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