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Author Topic: Is enemy AI moddable?  (Read 2528 times)

Talvieno

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Is enemy AI moddable?
« on: February 18, 2012, 01:41:10 pm »

I'm a hardcore fan of messing around with AI for no reason other than to make it smarter than the person playing against it.

Anyway, my question: Is the AI for enemies in DF moddable? Or is that all hard-coded in?
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UltraValican

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Re: Is enemy AI moddable?
« Reply #1 on: February 18, 2012, 01:44:00 pm »

I'm a hardcore fan of messing around with AI for no reason other than to make it smarter than the person playing against it.

Anyway, my question: Is the AI for enemies in DF moddable? Or is that all hard-coded in?
You can influence creature behavior with tags, but thats about it.
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Minnakht

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Re: Is enemy AI moddable?
« Reply #2 on: February 18, 2012, 02:20:00 pm »

Pretty much. Enemies will always do their main going in the way they do. However, they can flee faster, or they can get enraged and attack... they might actively pick fights, they might stay away from them, they might never retreat.

Something like that.
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Reelya

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Re: Is enemy AI moddable?
« Reply #3 on: February 18, 2012, 02:27:06 pm »

Fun tags to add to goblins for more challenge, i'm not 100% sure what all of these do, but adding them can't make goblins any weaker :-

[TRAPAVOID] - will not be caught by cage or weapon trap, you'll need to be more imaginative.
[AT_PEACE_WITH_WILDLIFE] won't fight with local wildlife - so might focus on attacking your dwarves more.
[BUILDINGDESTROYER:1] or [BUILDINGDESTROYER:2] so goblins can smash their way in.
[LOCKPICKER] - supposedly lets the creatures open forbidden doors in fortress mode
[MEANDERER] - random movement additions, might (possibly) make the goblins stand around motionless, less often.
[MISCHIEVIOUS] - goblins will pull levers to try and screw you, they spawn hidden and start with ambusher ranks.
[NATURAL_SKILL] - goblins can be made to inherently have a minimum skill level in anything, so make them innately better fighters, kickers, biters, dodgers etc.
[PRONE_TO_RAGE] - might make them a bit scarier.
[TRANCES] - make goblins have martial trances.

I'm not sure what you can add to the entity_default.txt to make them more effective, maybe someone else will be able to advise.

Jacob/Lee

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Re: Is enemy AI moddable?
« Reply #4 on: February 18, 2012, 03:39:38 pm »

Martial trances are scary. I was a weak dwarf adventurer and I bisected 4 bogeymen at the waist with an axe when I entered a martial trance.

Talvieno

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Re: Is enemy AI moddable?
« Reply #5 on: February 18, 2012, 03:40:47 pm »

Hmmm... It's not quite AI, but it's pretty cool stuff, I guess. I was hoping to make them seem a lot more intelligent. :P Thanks for the help, though. :)
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Meph

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Re: Is enemy AI moddable?
« Reply #6 on: February 18, 2012, 07:01:15 pm »

You guys forgot about the AMBUSHER, SIEGER, SKULKING tags in the entity file. This changes the AI. First sents invisible ambushes, second camps for a few months outside your fort and even starts campfires, skulking tries to steal your stuff and only sieges after they stole 3 items
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Reelya

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Re: Is enemy AI moddable?
« Reply #7 on: February 19, 2012, 12:15:26 pm »

Thx Meph, though i didn't "forget", read the last sentence i wrote in my post.

Hugo_The_Dwarf

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Re: Is enemy AI moddable?
« Reply #8 on: February 19, 2012, 12:22:37 pm »

SKULKING im not sure but it doesn't make them steal, that's [ITEM_THEIF]

As far as I know SKULKING only changes the messages you get 'Skulking Filth!" and the like. It probally does more, but Im not too sure.

It probally goes hand in hand with the [ITEM_THEIF] like meph said, steals 3 items then sieges. Wonder if it has the same effect with [BABYSNATCHER]
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GreatWyrmGold

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Re: Is enemy AI moddable?
« Reply #9 on: February 19, 2012, 02:00:54 pm »

I think that skulking civs live in caves.
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Hugo_The_Dwarf

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Re: Is enemy AI moddable?
« Reply #10 on: February 19, 2012, 03:02:29 pm »

I think that skulking civs live in caves.
No that would be [DEFAULT_SITE_TYPE:CAVE]

So does really SKULKING just change how ambushes and sieges pop up by the civ?
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Meph

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Re: Is enemy AI moddable?
« Reply #11 on: February 19, 2012, 03:23:16 pm »

Skulking changes the siege behavior. The entity will ignore other triggers (wealth, trade and population) and only siege/ambush after 3 thefts have been succesful.
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