Development Cycle Archive
Thread: Test Center Update Notes (#2) Mar 31, 2004
Instead of warping the creature, couldn't they fix it so that, depending on the creature(i.e. Kryat), it is tall enough it will walk over the oblect. and in the case of the NPCs(nightsisters, tuskens), couldn't they be made smart enough to know "Hey this thing is in my way, I'll just walk around it" AI Pathing should take into account "solid" objects and make the AI "walk" around it.
This would be a better fix and you "should" have "stupid" NPCs that can't fight their way out of a harvester, it all goes back to getting a feeling of being in the world, I haven't seen anyone jump over a house just because it was in the way.
Spinalflaps shouldn't get stuck on harvesters as they are flying over them. This has to be one of the funniest things I have seen.
Rogue_5 wrote:Here are the notes for the latest update.AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.Thanks!
Could we get this for PC pathfinding? Every time I look up at the screen on a long ride I seem to be stuck on a tree or building.
Rogue_5 wrote:
Here are the notes for the latest update.
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
Corellian Corvette: Neutral corvette should no longer flag anyone overt.
Please post here if you see any issues with these new changes.
Thanks!
You guys tried that a while back and enemies were seemingly just warping right on you for no reason, regardless of their "stuckness", I hope it's been "fine tuned" since.
getting stuck for several seconds. I hope this is the key phrase that will prevent this.
I used to fight Kimos about 6 months ago that would warp 200m onto me and db me before I could blink...is the size of the creature taken into account, because I'm sure a Kimo doesn't need to warp 200m because its behind a personal harvestor or a rock.
Mark my words, it will be borked.
Rogue_5 wrote:
Here are the notes for the latest update.
AI pathfinding: AI will now avoid structures such as harvesters and large rock formations when trying to close in on a target in combat. In cases where the AI still gets stuck in this situation, AI will now warp to the desired location after getting stuck for several seconds.
Corellian Corvette: Neutral corvette should no longer flag anyone overt.
Please post here if you see any issues with these new changes.
Thanks!
Good update.
Personally, I couldn't care less if the Krayt pops from behind the harvester and uses a giant pogo stick to jump up and down on every attacker. How about player AI? Are they too stupid to realise a Krayt is heading towards a harvester and lead it somewhere else?
It's not like this issue effects the average player anyway. Go out with a bunch of people, attack a Krayt and you will be ganked, KS ed and left in the dust as every exploiter, power Guild whatever beelines straight for your Krayt. No honour or respect whatsoever as the only rule is, 'If you can steal it off somebody else, it's fair game as it should only be looted by those with the largest numbers and best weapons (even if they are multi-sliced or exploited)'.