My variant development journal
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www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder. -
I'm working on changing places in the code that checks for resist true/false to using numerical resist values.
In most cases it's clear what to do, but I'm not sure about AI part.
At what value should a monster start to consider it non-productive to use that kind of attacks against a player. 50% resist? 67% resist? 75% resist?
It is usually productive to use breath weapons/spells that either damage inventory, or have a noticeable chance of immediately killing @ , regardless of resistance or lack thereof. (of course, having the AMHD always choose the breath weapon that kills you immediately in AI cheat mode is a problem -- but then again, Zaiband's attitude is to remove that "I shouldn't have survived that" experience....)Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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Since I'm not going to touch the AI routines at this time, it seems from the responses that setting the limit high is better than low. I'm probably going to choose 80%, since once I make resistance additive it would add in steps of 20%, and a limit of 60% seems too low.Comment
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