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CF: Re: Monster AI for version 1.0 CF



Brian Thomas (thomas@astro.psu.edu) wrote:

> 	think a more open round of disussion might help to jell/distill 
> 	any plan for programming the AI. Comments?

Well, one of the basic things seems to be that monsters should
adopt their spellcasting according to what they see. For example,
a reasoably equipped player is immune to fire, so the monster
might decide not to use firespells. If the player is wearing a mithril
chainmail of winter, casting cold spells doesn't make much sense.
Maybe just assume that the monster knows all items (or maybe
balance this a bit --- intelligent monsters might know all the
items, lower level monsters might only know the standard items).

The problem with this approach, however, is that monsters only cast
electricity spells, because very few players are immune to that
(you need the cloak of magic resistance... and the three pupland
items seem very hard to find (I suppose... I didn't find them yet,
but that's just me... maybe I'm too stupd)).

So, how about some tactics? "Lure" the player into a room full with
monsters... try to "split" a group of players... but then, I don't
really have an idea how this could be done.

The most obvious thing that needs to be done (IMHO) is to prevent
monsters from casting useless spells such as "marking rune", "detect magic"
etc. just because they happen to have a spellbook of foo. In addition,
it might be a good idea to try to make monsters act as a "team" ---
currently it seems monsters don't cooperate at all.

Maybe "watch" the player --- does he run away from fire spells?
If the player casts spells --- cast counterspell, and adjust tactics.

Hm... all this isn't very useful, I know. Just some thoughts I had.

Christian


-- 
Christian (Icho/Gandhi/Ribald @sunbroy53.informatik.tu-muenchen.de, 13326)
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