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Author Topic: Monster/Enemy AI  (Read 5338 times)

Offline DragonBlaze

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Monster/Enemy AI
« on: May 13, 2006, 04:16:35 PM »
In a lot of games, monsters and enemies are just very stupid. They just attack random people and do random moves. Occasionally theres the smart one that'll heal themselves when their hp is low. But they never all gang up on one person to kill them, they never go after your healer in your party, they're just... dumb.

So anywayz, I'm working on differant AI settings for my customizable CBS, each monster will have an AI intelegence level 1 - 5, (1 being just random moves, 5 being a very smart stratagist).

So what are some stratagies you use when fighting enemies? What do you think enemy AI should be like?
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Offline ZeroKirbyX

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« Reply #1 on: May 13, 2006, 04:32:56 PM »
Some should be dumb and you fight them in large numbers, but then you have random enimies (Usually different colors of the dumber ones) that know who to attack. Maybe have those attack the weakest defense wise and such.
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Offline FFL2and3rocks

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« Reply #2 on: May 13, 2006, 04:39:56 PM »
Bosses should become smarter once their HP is running low.
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Offline Weerd Thing

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« Reply #3 on: May 13, 2006, 05:24:43 PM »
I think the weaker enemies should have less AI, but the predators (strong enemies) should be able to adjust their fighting strategy better. Bosses should be very, very smart.

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Offline Meiscool-2

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« Reply #4 on: May 13, 2006, 05:28:20 PM »
Well, as for AI, you need a lot of that in ABS. So, here's a few combinations I use:

Quick, Hard to hit, low HP, Semi-Smart AI (Meaning it will target you and attack you, but won't run from you or move toward you unless it's attack).

Strong, Easy to hit, Slow, High HP, Dumb AI.

Weak, Easy to hit, Slow, Low HP, Dumb AI, Normally grouped with other dumb AI.

Weak, Hard to hit, Slow, Magic or special weapon is required to hit it, Smart AI, Normally alone.

Slow, Uses magic, low HP, High area of damage, Normally placed in an out-of-the-way spot, Smart AI (It will run from you and specifically target you).

Slow, Using Healing, No attacks, Normally placed in an out-of-the-way spot OR two are placed in the same area, Smart AI (It will heal enemies that are low on health, and run from you).

As for Bosses, you should just make those as smart as you can. They don't have to be super powerful, but they should be smart, always targeting the weakest character, healing when needed, and using stat boosting spells before he attacks.

I know these don't help a whole lot because you're using a FF style battle system, but they might help some.
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Offline Shadowless1

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« Reply #5 on: May 13, 2006, 06:14:03 PM »
i think, the best looking ones should have most AI, and the ugly stupid looking ones have low
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Offline DragonBlaze

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« Reply #6 on: May 13, 2006, 06:31:11 PM »
Lol, the point isn't which monsters should be smarter or not, its what stratagies should smart enemies use :p Or basically what stratagies do you use when fighting enemies. I'll then adapt that to differant AI settings in the cbs. You can assign each enemies AI seperately, so I'm not too worried about which type of enemy should get good AI and which ones shouldn't :p

So yeah, I need ideas on what to base my AI setting on :)

When I fight enemies, I usually go for the weaker ones first, that way, they won't bother me when I go for the strong one, but if one starts to heal the others, I always focus my attacks on that one.

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Offline Meiscool-2

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« Reply #7 on: May 13, 2006, 06:36:02 PM »
Well, Healing enemies should be annoying. There could also be enemies that cause status effects (which are the ones I normally go for first). However, my stragety of fighting those kind of games is eliminating the largest threat first, then focusing on things I could care less about. Normally, something threatening to me is something that has the option to attack often, or in some cases, before I can attack.
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Offline X_marks_the_ed

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« Reply #8 on: May 13, 2006, 08:41:49 PM »
-An enemy should provide a challenge. The enemy should know what character can easily take them out, so they avoid them while attacking the others.

-Enemies should run if their health is low.

-Enemies should be able to kill and/or each other.

-One should be tougher than the rest, showing leadership in parties.

-All enemie parties should have some strategy. (For example, a strong monster that can only deal damage if the opponent is incapacitated, and a monster that can freeze, allowing the first monster to get in some massive damage and force the player to increase their defense.)

Italics = edit #1
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Offline Arcanagirl

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« Reply #9 on: May 13, 2006, 09:37:54 PM »
In games I play, I find it harder to beat monsters that heal themselves, know who to attack, like if I just revived a dead member, I hate it when bad guys attack the dying, then I have to go and revive them again.

some good ones would be every so often they plan super/special attacks.

You can make some characters picky on who they attack, like maybe a stuck up guy baddy who only attacks male characters, or AI of where the baddy only attacks the weak, or the strong characters..I have seen some games like that and it makes a good challenge.

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Offline Meiscool-2

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« Reply #10 on: May 13, 2006, 09:43:22 PM »
Quote
Originally posted by X_marks_the_ed
-Enemies whould be able to each other.


Indeed, enemies w(s)hould be able to.
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Offline Razor

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« Reply #11 on: May 13, 2006, 09:44:26 PM »
Quote
Originally posted by X_marks_the_ed
-Enemies whould be able to each other.

I think he means "heal" or "kill", but most likely the former.

Anyway, whilst giving AI to bosses, keep in mind that, if this guy is the boss of the brain dead retarded rat-monkeys, chances are he isn't that smart, or else he would have got a smarter bunch of goons, or at least changed their name.
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Offline DragonBlaze

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« Reply #12 on: May 13, 2006, 10:37:12 PM »
Thanks guys :) This is helping.

 
Quote
Anyway, whilst giving AI to bosses, keep in mind that, if this guy is the boss of the brain dead retarded rat-monkeys, chances are he isn't that smart, or else he would have got a smarter bunch of goons, or at least changed their name.


Lol yeah. This is for my customizable cbs, so people will be able to chose who gets to be smart and who gets to be dumb :p

You know, it would be cool to have enemeis that can kill eachother and can heal eachother. For example, there could be monsters or something on the field that could be placed as a monster, but really are fighting against the monsters

And having them go for the members who just got revived would be annoying as hell, but it'd be cool :)
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Offline Desimodontidae

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« Reply #13 on: May 13, 2006, 10:53:36 PM »
Hmm...

In my game, the enemies' are pretty fucken stupid. Their AI: "Move Towards Hero"... heh.

Bosses however are (in the process of being made) awesome. As FFL said, they get smarter (and harder) as their HP lows. They occasionally heal themselves, and stuff like that. One of them Im making like the boss from Eve of Extinction; the colour of the boss determines what weapon you should use. And then I have another one where you can't attack him, you have to alter the environment around you (whilst dodging attacks) to defeat him.

Yeah.. stuff like that. Its good to be innovative. And creative.

I have a whole bunch more ideas for bosses written down, and enemies, but I wouldnt want people to steal my ideas now would I?
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Offline X_marks_the_ed

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« Reply #14 on: May 13, 2006, 11:01:01 PM »
Quote
Originally posted by Razor
quote:
Originally posted by X_marks_the_ed
-Enemies whould be able to each other.

I think he means "heal" or "kill", but most likely the former.


I actually meant both. My bad. I like games where the monster's spells mess up and hit their allies by mistake.

-I would also like, if possible, to see grudges. For example, a hero/monster hits their ally by messing a spell/attack. The character/monster hurt then either:

A.ignores that allies' weak health and will not heal them.
B.refuses to group-attack with that ally.
C.goes insane and hits that ally right back until they die.
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