Suggestions Thread

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The_Righteous
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Re: Suggestions Thread

Post by The_Righteous »

Coaan wrote:As for the quest idea, I can write up a summary of how the quest ought to go, but I fear I'm not a very good scripter. Willing to try, but it may be best to get someone that's actually competant to do it.
Why not just use the scripts from TSM? Change npcs and items.
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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

THe owner and proprietor of the Friendly Arm Inn should sells magical trinkets or ex-adventure(r) stuff. BTW is there even a sorcerous sundries?! I can't find it.
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Re: Suggestions Thread

Post by jmecha »

It is located in Lower BG, not far from the entrance to the Elf Song Tavern.
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Rotku
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Re: Suggestions Thread

Post by Rotku »

HATEFACE wrote:THe owner and proprietor of the Friendly Arm Inn should sells magical trinkets or ex-adventure(r) stuff. BTW is there even a sorcerous sundries?! I can't find it.
I've played for 5 minutes and even I know where it is :P
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Vendrin
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Re: Suggestions Thread

Post by Vendrin »

Put some commoners out on the streets and the taverns. Make the city look a bit alive.
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hollyfant
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Re: Suggestions Thread

Post by hollyfant »

This is going to come back and bite me, but...

Could the "detection range" of the monsters be increased? Right now, armed and armoured PC's can clunk around, see the beasties, gather up, make plans and then attack without any creature ever even noticing them. Even the monsters that wander up close seem to be blind and deaf.
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Ithildur
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Re: Suggestions Thread

Post by Ithildur »

hollyfant wrote:This is going to come back and bite me, but...

Could the "detection range" of the monsters be increased? Right now, armed and armoured PC's can clunk around, see the beasties, gather up, make plans and then attack without any creature ever even noticing them. Even the monsters that wander up close seem to be blind and deaf.
We always spot them, they never spot us. :shotgun: :lala:

I've posted about this in the TSM forums; seems like this is an alfa wide standard; for some reason monsters have become nearsighted, hearing impaired, and dumbed down compared to alfa1. Players become used to this, and default to using tactics that would've been suicide in alfa1.
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Re: Suggestions Thread

Post by HEEGZ »

It is not an ALFA standard. There is a problem with the AI morale scripts. One suggestion has been to remove the morale scripts, however, there are a few folks working on a fix, as far as I can tell.
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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

Why not use the wicked Storm of Zehir AI?
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Re: Suggestions Thread

Post by HEEGZ »

We are using it. However, it broke our morale scripts (I think).
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Ithildur
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Re: Suggestions Thread

Post by Ithildur »

Heegz, I'm quite certain what Holly and I are refering to is not related to morale scripts. The mobs stand there clearly unaware of unstealthed PCs, even though the PCs are close enough to see them. When you get closer, then they notice you and attack, or at times, flee.

Especially when it's sharp eyed/hearing/scent endowed creatures we're talking about, this seems off; wouldn't a wolf easily be aware of a fighter in full plate clanking up towards it at the very least the same time/distance as the fighter is aware of the wolf? While this is a bit more 'friendly' towards the style of play where you can explore around solo even if your pc has the stealthiness of a Harley Davidson, it doesn't seem like it fits ALFA's general approach to making mobs seem more aware/intelligent/not to be taken lightly, as well as encouraging group play and making scouting necessary in dangerous areas.

An examination of say, a wolf's sight/awareness range and the module setting for PC's sight range should shed some light on this, I would think.
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Re: Suggestions Thread

Post by HEEGZ »

Ah, well I have no idea how sight range works. Is it a NWN2 thing that is different, or is it the BG module in particular?
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Teric neDhalir
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Re: Suggestions Thread

Post by Teric neDhalir »

AFAIK the perception ranges are found in ranges.2da, and the default perception range that creatures use are found in appearance.2da.

What this boils down to is PC perception range (seen) = 50 metres.
Medium perception range (most mobs) = 20 metres.
Long perception range (giants, dragons etc) = 35 metres.
Long ranged attack = 50 metres.

Spot the problem? I'm sure I've seen it mentioned that giving monsters the same perception range as players causes major crashes, but I'd be interested in having that confirmed. It also explains the strange behaviour apparent in the morale scripts when mobs run away and then stop where they can be picked off with ranged weapons. I guess it's the way the OC is designed - you always get the drop on a static enemy.

I am happy to be corrected on any of the above.

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HATEFACE
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Re: Suggestions Thread

Post by HATEFACE »

Sounds like the morale scripts are a touch too sensitive.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
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Teric neDhalir
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Re: Suggestions Thread

Post by Teric neDhalir »

HATEFACE wrote:Sounds like the morale scripts are a touch too sensitive.
The morale scripts (if they're even using them on BG) fire off the OnPerception event. The question is at what distance can mobs "see" players. I've just made a little test mod with markers every 10m and a wee goblin standing about. As I posted above when you get 50m away he becomes visible (= within Perception Range Player). He doesn't actually "see" you and attack until you're 20m away (= within Peception Range Medium).

So the question for the tech and gameplay boffins is:
Can the perception range of creatures be set to the same as players and if so is that considered "fair".
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