nicked on 23/3/2007 at 09:01
in reading through this thread, it's really exciting, and reassuring to see that you guys really have got the right idea - I see loads of people suggesting things that would make the game more realistic, but I'm glad to see that what you're focussing on is what would be fun and challenging to play. For example, this idea of guards not batting an eyelid about a rock moving in the garden, but raising the alarm if they see a ransacked bedroom is a really good idea that could make some significant and fun gameplay situations.
But getting totally anal about making things strictly realistic would bog down the mod and delay release, so everyone just think about that before posting ideas! ;) I, for one, would be perfectly happy not to have fancy noise-masking doohickeys if it meant the mod got released earlier!
Keep up the good work guys!
Jeshibu on 23/3/2007 at 12:00
I'm sure you've already thought about this, but are there going to be limits to what an AI considers "moved" for say, a chair? I'd hate it if I bumped into a chair and moved it less than an inch only to have the entire house on alarm because someone was moving their chair.
Thelvyn on 23/3/2007 at 12:52
Quote Posted by Jeshibu
I'm sure you've already thought about this, but are there going to be limits to what an AI considers "moved" for say, a chair? I'd hate it if I bumped into a chair and moved it less than an inch only to have the entire house on alarm because someone was moving their chair.
I am fairly sure he means things that you frob. Frob a door to open it or frob a drawer to open it, frob loot items to take them that kind of stuff.
Just bumping into a chair should not be any cause for alarm after all.
sparhawk on 23/3/2007 at 13:10
Actually we have planned that AI can also detect things being moved around, but it depends on the AI itself. An elite guard in a high security area should notice it, if suddenly a chair stands differently than on the last round, but a servant might not bother in a normal area. We will see how this turns out as it has to be implemented and playtested. :)
Eshaktaar on 23/3/2007 at 15:54
I presume the FM designers will be able to adjust these settings, too, so they can determine which objects become more suspicious when they are moved and who will notice them?
Ishtvan on 24/3/2007 at 04:44
Quote Posted by Jeshibu
I'm sure you've already thought about this, but are there going to be limits to what an AI considers "moved" for say, a chair? I'd hate it if I bumped into a chair and moved it less than an inch only to have the entire house on alarm because someone was moving their chair.
Yes, in the cases where they do get alerted by moved objects, the objects will give off a varying alert depending on the change in position and orientation from the original state.
mazzortock on 27/3/2007 at 00:57
It's there any news about The Dark Mod?
I've seen the Website always stopped at the febrary news.
I spot the site all the days to have some new screenshot or news, but nothing it's moving on, apparently.
New Horizon on 27/3/2007 at 01:37
Quote Posted by mazzortock
It's there any news about The Dark Mod?
I've seen the Website always stopped at the febrary news.
I spot the site all the days to have some new screenshot or news, but nothing it's moving on, apparently.
We'll have one soon. We've just been too busy to update the last few weeks.
Briareos H on 27/3/2007 at 07:36
Quote Posted by mazzortock
It's there any news about The Dark Mod?
I've seen the Website always stopped at the febrary news.
I spot the site all the days to have some new screenshot or news, but nothing it's moving on, apparently.
That'll sound stupid, but there's nothing more frustrating than checking a website everyday and seeing it doesn't update often.
I suggest a RSS feed for the Dark Mod website to that effect.
clearing on 27/3/2007 at 08:09
Last news was Mar 25th, 2007 (though yesterday was not yet).
Cool new screenshots :wot: spider, belchers etc