Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding AI  (Read 533 times)

greedymex

  • Escaped Lunatic
    • View Profile
Modding AI
« on: June 14, 2012, 07:39:16 am »

Hi folks!

The game is a wonderful simulation sandbox for experimenting with game AI. Is there the way to add new behaviors for creatures, NPCs or dwarves? Write AI scripts for them? I have not found any information on this topic. Is it possible?
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Modding AI
« Reply #1 on: June 14, 2012, 08:39:25 am »

Depends on how deep you want to go into the code.  Most of the modders here work by editing the raw files, which unfortunately don't let you modify the AI directly.

Tierre

  • Bay Watcher
    • View Profile
Re: Modding AI
« Reply #2 on: June 14, 2012, 08:41:14 am »

No. I never heard of anything like this. You can add interactions, but no AI staff. It is all hardcoded into executable.
Logged

GreatWyrmGold

  • Bay Watcher
  • Sane, by the local standards.
    • View Profile
Re: Modding AI
« Reply #3 on: June 14, 2012, 10:23:48 am »

There's a few tags (like LIKES_FIGHTING or NOFEAR) that modify a creature's behavior, and altering personality does some stuff, but that's about it.
Logged
Sig
Are you a GM with players who haven't posted? TheDelinquent Players Help will have Bay12 give you an action!
[GreatWyrmGold] gets a little crown. May it forever be his mark of Cain; let no one argue pointless subjects with him lest they receive the same.

Cheesoburgor

  • Bay Watcher
  • [NO_SLEEP]
    • View Profile
Re: Modding AI
« Reply #4 on: June 16, 2012, 03:00:54 pm »

Is there the way to add new behaviors for creatures, NPCs or dwarves?

Cut down booze supply  :P

but seriously you should ask Toady One for that
im not sure if he reads private messages but you can always try  ;)
Logged
Im alive again after a 4 year break!

King Mir

  • Bay Watcher
    • View Profile
Re: Modding AI
« Reply #5 on: June 16, 2012, 04:19:32 pm »

Toady has previously said that he does not want to support AI scripts, and that approximate extent of AI support planned in the game is exemplified by the ability to use poisons correctly. I believe this is from Fortress Talk.