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SI AI

Posted: Thu Apr 18, 2002 12:41 am
by Eric
I think the fighting AI still needs a little brush work. The fighting itself is okay, I'm just talking about when the characters go to attack eachother. Instead of directly attacking one-another they go to where they first saw the character that they're attacking. Then the two fighting characters do a little dance until they finally meet up with one-another and exchange blows.

Also, theres a bug where sometimes (only for certain stairs) if you walk down the stairs (actually down a level, like into a basement) you can't walk back up. The only two ways back up the stairs is to either stack an object (like a crate) at the bottom of the stairwell and then walk up or to use the teleport cheat.

Re: SI AI

Posted: Thu Apr 18, 2002 1:27 am
by Mark
yeah it needs some work and because of this glich my poor shamino was slain and dupre knocked into a coma...

Re: SI AI

Posted: Thu Apr 18, 2002 3:39 am
by Dominus
as for the stairs: we need exact location for those certain stairs to do something about it.

Re: SI AI

Posted: Thu Apr 18, 2002 9:23 am
by drcode
Yes, I know about the fighting problem. They should check at least when they're half-way to their original destination to see if they need to pick a new spot.

This is part of our general pathfinding/followers problem, which I plan on addressing after the 1.00 release.

Re: Stairs

Posted: Thu Apr 18, 2002 10:47 am
by Eric
Okay, that'll be a work in progress. I'm playing through SI right now so I'll make a list of which stairs don't work. As well, I'll jot down any tile/building glitches that I notice in the game.

Re: Stairs

Posted: Thu Apr 18, 2002 11:18 am
by Eric
Uhmmm... ... I tried the buggy stairs again. They do actually work, it's just some of them are a little trickier to get up than others. These were all in Fawn. But I dunno, maybe screw the idea of a stairs bug as they do seem to work. I'd just focus on the pathfinding AI and List Field quarks.