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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
After all this years, it's good to start a new thread
![]() Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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#2
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
I've finished my refactoring.
I've started testing monsters yesterday, beginning with bears. 2 major problems: - movement speed, didn't seem to match P&P speed with my current formula (P&P Speed * 0.75 round to floor). So I changed it to P&P Speed * 0.8 round to ceiling. For example, bear has 12 in P&P, they are supposed to be as fast as human. Previously they had 9 in game but were a bit slower than human. Now they have 10, they can still be outrun a bit, but 11 is too much, they are faster! - script problem, without adding ActionListEmpty() trigger to most blocks, I encounter a problem when some attack block are evaluated too often. When my creature was running to melee range, it would stop every 3 meters before running again. Obviously, it was really bad and totally not acceptable. ActionListEmpty() on most blocks (including targetting blocks) perfectly solve this issue. I've also added bit 24 on flags for all druid polymorph forms weapons so they can't be dispelled. (thanks to TobEx) I should finish my tests this evening, of course I am not testing all CRE (there are 32 for bears), just one of each sort (black, brown, cave, grizzly, mountain, and kaldran in durlag tower) |
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