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  • An idea for AIs

    Now, I don't know if this idea has been brought up before, but here it is:


    Make AI do more than the given set of commands.

    Examples:
    • Make AIs carry things (crates, bodies, etc).

      Open this door.

      Assume this exact position.

      Do not move from this spot unless a thief tries to step on your toes! They can use their xbow, but do not try to chase the thief.

      Have an AI use traps. Let them have a set or two of calrops and mines, and perhaps even a whistler. This one may seem a little unbalanced, but not all of the guards get these items, maybe just the captain and/or seargents get them.



    There are more I am sure you all can come up with, as this idea just came to me.
    Genius is a blink before a moment of insanity.
    "Dream is Destiny"
    Waking Life

  • #2
    Originally posted by Curunir
    Do not move from this spot unless a thief tries to step on your toes! They can use their xbow, but do not try to chase the thief.
    Then put the AI in the doorway to the exit's, and the you're a winner.

    Seriously, that's a lame tactic and will be misused if implemented.

    Comment


    • #3
      Originally posted by mOdEtWo
      Originally posted by Curunir
      Do not move from this spot unless a thief tries to step on your toes! They can use their xbow, but do not try to chase the thief.
      Then put the AI in the doorway to the exit's, and the you're a winner.

      Seriously, that's a lame tactic and will be misused if implemented.
      Ok, how about

      "Do not leave this area" The AI would not move from a defined radius of his current postion.

      I'm all for more detailed commands for AI, but perhaps they should be under a submenu labelled "advanced" it could daunt noobs with all the commands, but experianced players would still be able to access them.

      AND SHORTCUT KEYS! DAMMIT! keep frob for exit but give us some way of doing it quick!
      ~TuF~

      Comment


      • #4
        Originally posted by Curunir
        Make AIs carry things (crates, bodies, etc).
        I can only see limited use for this, it's probably too much of a hassle to code in too. I doubt the dev. team will do this.

        Open this door.
        See above.

        Assume this exact position.
        I like this one, this command should replace "Guard Here", but the name shouldn't change.

        Do not move from this spot unless a thief tries to step on your toes! They can use their xbow, but do not try to chase the thief.
        I like this one too, as it is now AI's guards are way too easily distracted... one sound and they leave their positions to run after someone who's not even in their range!

        You could make it so that they will only engage into melee combat when the thief is within 10 meters distance. When the thief is further away, they will shoot with the crossbow, but they wont persue him.

        As for abusing this technique, you can still make guards leave their points by flashbombing them or hitting them with a broadhead.

        This command would be called: Stand Ground.

        Have an AI use traps. Let them have a set or two of calrops and mines, and perhaps even a whistler. This one may seem a little unbalanced, but not all of the guards get these items, maybe just the captain and/or seargents get them.
        Hmm, once again this would be more than a hassle than it would be usefull. It would be kinda unfair to the thieves to... not to mention that you'd have to tell all the AI where to place the traps, which would take ages...

        ...

        I also like the shortcut idea... just a number system would suffice ATM, kinda like CS or TFC.

        Comment


        • #5
          Originally posted by -=V12US=-
          Originally posted by Curunir
          Make AIs carry things (crates, bodies, etc).
          I can only see limited use for this, it's probably too much of a hassle to code in too. I doubt the dev. team will do this.
          Have you ever seen me when I start my crate/body-stacking defense?

          Open this door.
          See above.
          This could solve one of many problems, and possible help the guards on Spiders.

          Assume this exact position.
          I like this one, this command should replace "Guard Here", but the name shouldn't change.
          Thank you. This was one of my more favorite ideas.

          Do not move from this spot unless a thief tries to step on your toes! They can use their xbow, but do not try to chase the thief.
          I like this one too, as it is now AI's guards are way too easily distracted... one sound and they leave their positions to run after someone who's not even in their range!

          You could make it so that they will only engage into melee combat when the thief is within 10 meters distance. When the thief is further away, they will shoot with the crossbow, but they wont persue him.

          As for abusing this technique, you can still make guards leave their points by flashbombing them or hitting them with a broadhead.

          This command would be called: Stand Ground.
          Good idea on the rename. I agree that it could be used by lamers, and that the "stay in this area" is a better idea.

          Have an AI use traps. Let them have a set or two of calrops and mines, and perhaps even a whistler. This one may seem a little unbalanced, but not all of the guards get these items, maybe just the captain and/or seargents get them.
          Hmm, once again this would be more than a hassle than it would be usefull. It would be kinda unfair to the thieves to... not to mention that you'd have to tell all the AI where to place the traps, which would take ages...
          I think it would be better for guards that are trying to keep a large area secure, ie the library on DE, or a whole house for that matter.

          I also like the shortcut idea... just a number system would suffice ATM, kinda like CS or TFC.
          Another good idea.



          I would also like AIs to become alert when a potion is drunken or when a thief steps on traps.
          Genius is a blink before a moment of insanity.
          "Dream is Destiny"
          Waking Life

          Comment


          • #6
            I would also like AIs to become alert when a potion is drunken or when a thief steps on traps.
            Yeah, about the same as when you cock a bow next to them, just that little extra.

            BUT, would the AI distingish between Theif potions and Guards?
            ~TuF~

            Comment


            • #7
              Distinguishing who made the noise isn't a big deal. Simply make a new noise(or copy the old one) and make a tag 'altert ai' on one and not the other...
              Kiech

              Comment


              • #8
                Ai already get infinit ammo for Xbow, can hear better (usually) than human guards, can sometimes track a thief incessently through dark areas, and have great ranged accuray and use fully charged melee attacks in under the charge time.

                Some good commands is okay but i wanted to point out advantages of ai over humans.

                BUT i wouldnt mind being able to give them a health potion that they would drink.
                How TuF are you?
                League of Legends
                Bloodbowl by Extensions

                Comment


                • #9
                  Whats that Agga? AI are BETTER than humans in some cases? Why, thats BLASPHEMY!!!
                  Kiech

                  Comment


                  • #10
                    Originally posted by Kiech Bepho
                    Whats that Agga? AI are BETTER than humans in some cases? Why, thats BLASPHEMY!!!
                    HA! I'd like to see YOU shoot with their accuracy. Personally, I think all the AI are using 'bots....

                    Comment


                    • #11
                      Perhaps vary AI loadouts... one can have sword and lots of tag bolts , an other one just bolts , their captain mace and firebolt...

                      Make the AIs always carry tools , so that they can repair broken things much like they relight torches.
                      Make them sensitive to light : they should try to move away from dark areas (triggered when lightgem value is 0%) and even run away when hearing footsteps if their flare reveals nothing.
                      Make them use firebolts in the dark when they hear 2 or more simultaneous thief sounds without seeing them.
                      Make them drop caltrops : near loot items when they're alerted , or when they face 2 thieves or more.
                      Make some of them use speed potions while chasing a thief with mace

                      I don't think any of theses ideas would be impossible to code.

                      Comment


                      • #12
                        Originally posted by Stakhanov
                        Perhaps vary AI loadouts... one can have sword and lots of tag bolts , an other one just bolts , their captain mace and firebolt...

                        Make the AIs always carry tools , so that they can repair broken things much like they relight torches.
                        Make them sensitive to light : they should try to move away from dark areas (triggered when lightgem value is 0%) and even run away when hearing footsteps if their flare reveals nothing.
                        Make them use firebolts in the dark when they hear 2 or more simultaneous thief sounds without seeing them.
                        Make them drop caltrops : near loot items when they're alerted , or when they face 2 thieves or more.
                        Make some of them use speed potions while chasing a thief with mace

                        I don't think any of theses ideas would be impossible to code.
                        I like some of those ideas, the 'sensitive to light' is one I asked some coders about already. But I am told it would either need to be FAKE fear (put a fear actor in an area) or simply to taxing on the system.
                        Kiech

                        Comment


                        • #13
                          Originally posted by Curunir
                          Assume this exact position.
                          I like this one, this command should replace "Guard Here", but the name shouldn't change.
                          Thank you. This was one of my more favorite ideas.
                          http://www.thieveryut.com/bb/viewtopic.php?t=573
                          {CTG} Softy Guildmaster
                          Contact details updated
                          I want more than 255 characters in this sig dammit!

                          Comment


                          • #14
                            Originally posted by Curunir
                            Have an AI use traps. Let them have a set or two of calrops and mines, and perhaps even a whistler. This one may seem a little unbalanced, but not all of the guards get these items, maybe just the captain and/or seargents get them.
                            The dev's are actually half-way through coding this one.

                            They mention it in the mapping documents & there are DefendPoints (I can't remember the exact name) where you can instruct AI to leave caltrops & mines. However, the support is still broken & after a while thieves would just expect to see traps in the same DefencePoints, hence the surprise value is lost.

                            It would be daft having a "Place traps here" order, since the player should just do that themselves.

                            Comment

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