JarlFrank
I like Thief THIS much
Play KotC2Apart from that I can't at the moment think of any CRPGs with decent AI.
Play KotC2Apart from that I can't at the moment think of any CRPGs with decent AI.
Play KotC2Apart from that I can't at the moment think of any CRPGs with decent AI.
I agree that both KotCs are good in that regard, however at least part of the perceived competence of AI in those games comes from very well designed encounters not the AI itself.Play KotC2Apart from that I can't at the moment think of any CRPGs with decent AI.
KotC1 also has good AI.
i cant think of a single turn based game where anything close to this ever happens, except maybe wizardry 8This problems aren't that bad in Rt/RtWP games, but when you have 666 mobs in the screen, waiting each one of them to do the same 5 second animation or to walk into the obvious deathzone
Pool of Radiance has several notoriously and obnoxiously long encounters because it's dozens and dozens of basic enemies who all have to take their turns and you don't have Fireball yet. The Sokol Keep encounter makes the average Wizardry 8 encounter feel brisk.i cant think of a single turn based game where anything close to this ever happens, except maybe wizardry 8This problems aren't that bad in Rt/RtWP games, but when you have 666 mobs in the screen, waiting each one of them to do the same 5 second animation or to walk into the obvious deathzone
thats true but I wasnt really thinking that far back in history. on a related note I once discovered a trick to reducing the size of the random encounter groups was to have a less than max group sizePool of Radiance has several notoriously and obnoxiously long encounters because it's dozens and dozens of basic enemies who all have to take their turns and you don't have Fireball yet. The Sokol Keep encounter makes the average Wizardry 8 encounter feel brisk.i cant think of a single turn based game where anything close to this ever happens, except maybe wizardry 8This problems aren't that bad in Rt/RtWP games, but when you have 666 mobs in the screen, waiting each one of them to do the same 5 second animation or to walk into the obvious deathzone
AI in those games comes from very well designed encounters not the AI itself.
AI should "understand" its surroundings and player actions and react to them accordingly.
Orcs in Wizard's Crown are smarter and more resourceful than the whole Mulmaster Beholder Corps in Curse of the Azure Bonds. Exploiting the non-existent AI I managed to defeat the Corps without even using the Dust of Disappearance. While in WC I tried to barricade my party in a room, but the Orcs didn't take the bait, but instead had their archers find the optimal LOS and shoot into the room.
What kind of topsy turvy world are we living in where Orcs outsmart Beholders and Drow?!?
You are supposed to stare in awe at the beautiful animations, shockingly smooth and pretty even after the 100th time!when you have 666 mobs in the screen, waiting each one of them to do the same 5 second animation
AI in those games comes from very well designed encounters not the AI itself.
Well, in a part of kotc1, I casted fire wall to damage enemy undead, one of the skeletons moved my cleric to my own fire wall, knocked her down and pinned her into the ground. I never saw any other CRPG where enemies do something similar.
"I agree that both KotCs are good in that regard(=AI), however at least part of the perceived competence of AI in those games comes from very well designed encounters not the AI itself"