Axx0 on 2/3/2006 at 10:01
They're not all the same. They all have thier unique translation, transformation and rotation matrix!
kingofthenet on 2/3/2006 at 11:37
Quote Posted by Myoldnamebroke
The sensible solution would be to have wildlife that probably wouldn't be attacking people not attack people unless you do something to upset them. 'Flee' in this case doesn't mean 'start a fight with then run off', it means 'just stay clear of them in the first place'.
For aggressive monsters there's the possibility of an aggro radius style system like WoW, where the distance you have to keep from a monster before you anger it into attacking you is proportional to the difference in level. So a level 50 would have to really bug a low level monster before it attacked them, but a level 5 would be in trouble.
I like that idea of an Aggro radius style system, anything has got to be better then as soon as your "detected" you are immediately charged by any Tom, Dick or rat...
cyrano on 4/3/2006 at 15:51
To set the AI of creatures based on the player’s level would seem to give creatures more insight than I think they deserve. But if you must, then I suppose you could create several versions of each creature in the construction set adjusting their fight/flight settings for the player’s level (Rat_00, Rat_10, Rat_20, etc.). Then you can edit the leveled lists so that when the player is 10th level and a rat is spawned you get the Rat_20.
Personally, I would not take that approach. I like what SabreGirl accomplished with her (
http://www.sabregirl.com/mods/creature.html) Morrowind Ecology Mod suite. The overall aggressiveness of creatures has be tweaked to be more realistic, and Solstheim in particular is not the ‘minefield’ that it normally is. She adds new (mostly passive) creatures. PumaMan also has a mod that reduces the aggressiveness of most creatures with (
http://www.endhome.com/Morrowind/Morrowind%20title.htm) Passive Healthy Wildlife.