daemon_n
Posts: 4343
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24.08.2021 01:03 |
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Archer30
Posts: 1175
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24.08.2021 01:34 |
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daemon_n
Posts: 4343
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24.08.2021 02:22 |
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XEPOMAHT
Posts: 2356
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(24.08.2021 01:34)Archer30 Wrote: My question is about the player's flag of the object
Чтобы флажок красился в цвет игрока, потребуется поставить перехват на соотвествующий кейс. Ну или делайте по-старинке - заменяйте двеллинг с фантомным приростом для привличения ИИ/нулевым приростом, если ИИ посещать объект не должен.
А вообще, использовать тип 63 - плохое решение, например, в MoP это давным давно было убрано, все новые объекты там со своими типами/подтипами, а сам тип 63 - только пирамида и ничего более.
(This post was last modified: 24.08.2021 02:34 by XEPOMAHT.)
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24.08.2021 02:30 |
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Berserker
Posts: 16657
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30.08.2021 18:50 |
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Archer30
Posts: 1175
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30.08.2021 23:51 |
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Berserker
Posts: 16657
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31.08.2021 04:00 |
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Berserker
Posts: 16657
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31.08.2021 04:10 |
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Archer30
Posts: 1175
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Berserker, thanks! Didn't realise d:15 could work.
I wonder what fv overflow would do? Does that interfere AI behaviours?
A fact is that some scripts rely on fv to work, for example, henchmen - the exp per level is calculated by fv. In this case, it's safer only to change fv after entering battle, and restore upon exiting. But the priority of script changing fv needs to be calculated, maybe just execute at !?BR&v997=0 to avoid compatibility issues with other scripts.
But even with both fight value and ai value problems solved, there is still a chance to have damage overflowed with massive troops.
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 31.08.2021 06:14 by Archer30.)
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31.08.2021 05:59 |
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Berserker
Posts: 16657
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31.08.2021 06:43 |
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Archer30
Posts: 1175
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Quote:In battle FV overflow would lead to non optimal decisions
Do you mean AI hehaves strangely if FV is negative? But why don't they use AI values now?
I always get confused with fight value and AI value, they are very similar - think I have to do some research.
A question is, how do AI treat henchmen? Do the original av/fv of the creaute still be used? If yes - can something be done to improve AI behaviours?
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 31.08.2021 07:05 by Archer30.)
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31.08.2021 07:01 |
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Berserker
Posts: 16657
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31.08.2021 15:18 |
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Archer30
Posts: 1175
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Thanks.
A concern is that my method of dividing AI values of monster ignores the AI value of Heroes and Commanders (implemented by igrik's bug fix plugin).
A typical scenario - a high level AI hero with few troops will not hesitate fighting again a large army, as he belive his AI value of the hero himself is much greater than the total value of his enemy. But in reality, that's suicide.
I can do nothing with this case No idea about how to define AI value of hero and commanders.
Guess I will make this new AI value method optional, most likely via wog option
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 01.09.2021 13:50 by Archer30.)
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01.09.2021 12:27 |
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