Timiditas on 8/3/2011 at 17:01
Hi forum folks
While watching Lythas walkthrough of Lord Baffords Manor on YouTube (btw. thanks for uploading these, Lytha) I had a random thought come to my mind.
Would it be possible to use DromEd to create an AI script that RANDOMIZES guard patrol paths? You'd never know where they are, it would introduce a completely new feeling to it.
I never used DromEd before but I guess Thief levels have waypoints for the AI right? So a script could theoretically dynamically create new patrol paths.
Well aside from that (this is not the editing forum right?) what do you think about this if this would be possible?
SlyFoxx on 8/3/2011 at 17:36
It's entirely possible and easy too. It's just a check box on each AI that has been assigned a patrol route. It will then patrol between its points in a random manner.
Thing is, well designed patrols are generally better for game play than random ones. But yes, it is possible.
Garrett on 8/3/2011 at 17:51
I think in Calendra's Legacy Mission 3 the Keepers down in the Library behave that way.
Azaran on 9/3/2011 at 04:06
Quote Posted by Garrett
I think in Calendra's Legacy Mission 3
the Keepers down in the
Library behave that way.
Yeah I'm sure that's what it is. I played it countless times and still have a hard time sneaking around there because of that
Timiditas on 9/3/2011 at 18:26
I just wanted to hear ummmm read some opinions on this topic, not how to do it. Thats why I didn't post this over there.
Legacy missions (the storyline, no FMs) with randomized AI paths.
I mean come on, when you played through the vanilla missions on Expert in every thinkable way and know the guards routes like you were a traffic guidance system , this could make them interesting again.
The next level above this would propably be randomized loot locations.
demagogue on 9/3/2011 at 18:51
I think most people's opinions are going to be that it's a good idea. For that matter, why stop at randomized patrol paths ... like you say, randomize loot placement, you can add more AI, different types of AI, put in some variation in the architecture so you run down a hallway but it doesn't go where you expect, add some new doors and keys. And then you should add the "difficulty mod" which ramps up the difficulty of all the AI (makes them faster, see & hear better, have more HP, etc...); search the forum for that link.
If there is an OM you love but really know by heart, I think it's a great idea to add all sorts of things that make it fresh and alive again.
I think the reason why people put the Editor's Guild link was because as long as you're talking about it, it's just speculation. But if you actually went into Dromed and made some changes, then you could already be playing it.
I think it's worth noting if you did change an OM, I think you could distribute it because it's still technically an FM, there's precedence, and you still need a working copy of T2 to play it. So if you did it, everybody wins. We all get to play our favorite OMs with more challenges.
Goldmoon Dawn on 9/3/2011 at 18:52
Quote Posted by Timiditas
I just wanted to hear ummmm read some opinions on this topic, not how to do it. Thats why I didn't post this over there.
Oh no, I completely agree with you. I apologise, I misunderstood this: "Well aside from that (this is not the editing forum right?) what do you think about this if this would be possible? "
But yeah, if someone made a "patch" or something that randomized all the patrol routes I would be the first in line to give Dark Project yet another play through!