CombatAI v0.0.0 pre-alpha: showcase
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- Опубликовано: 16 окт 2024
- Some battles Player -- NPC, with different stats
Vanilla AI is just a random. Everywhere. If you think that NPCs thinking, you are wrong. All available "AI" mods either just tweaks combatstyles or forcibly perform actions, on top of vanilla random behavior.
Time for change!
Installed mods:
CombatAI
Stamina matters (tweak stamina consumption): www.nexusmods....
CoolStaggers (my stagger system -- staggers depends on weapon weight & attack angle): www.nexusmods....
I know 0 about animation, so while dodging I just say NPC where to go and buff speed for small period of time. So it looks a bit odd.
Great stuff... keep it coming Fenix! Is AI going to be taking into account their allies as well? Like their stats and positioning? It would be very cool to see a distinction between "Duel" AI and "Teamwork" AI
Yeah, great idea. I'll think about it soon.
But what's the difference? :)
@@fenixphoenix3768 Well I was thinking "Teamwork" AI could be more positioning focused in that sense that they'd use their numbers to try and make it hard as possible to fight them all. For example, if the NPC detected 1 ally NPC you could have 1 of them constantly attacking from the front and another NPC pressuring from behind. And if there were enough NPCs they'd constantly try to circle around you. Does that make sense?
@@velerus3620 oh yes
I'm curious as to whether or not you intend to do this with long range characters as well, as in if an NPC has a bow they keep to a maximum distance to make use of them. Vanilla AI have a tendency to constantly walk towards you, regardless of whether or not they have a bow or are using spells. In combination with a mod like 'Realistic Movement Speed Reduction', it would be interesting to see NPC's stop shooting at you for a moment in order to get to cover at a safe distance.
Yeah, I noticed this problem too
Definitely I'll will fix that