I have an iron golem and have added the poisonous gas ability. I have two questions …
Is there something about the AI that makes the iron golem “slow” to attack? i.e. It only appears to attack every other round now and then. It can even go past a few rounds before deciding to act … is there a setting I am missing?
It never appears to use its poisonous gas ability. Again, any reason why?
here’s my personal interpretation of a rumor … tony did the SoZ ai (what happened before that i have no clue) but my guess is that he didn’t consider it finished (or he was so indepth in it by release that he knew there was more he wanted to do to it). ergo the Companion and Monster AI 2.2 was released as a mod add-on …
not required. From what I’ve seen they are very similar. The major difference Tony added is to the companion behaviors on the character sheet. (but have noticed other tweaks also)
what i meant is that the delta between 0.1 (stock) and 10.0 is “insensitive”
but since the delta between 0.1 and 2.0 is enough to cause an apparent change in behavior means that adjustments to EffectWeight are “more sensitive that previously attempted” – i mean, who knows, changing the value to 0.5 could be all that’s needed
and the rubric is, make the smallest change that causes the desired result,
the X2_L_BEH_* variables are for DetermineCombatRound and afaiaa do zero zip nadda if HenchDetermineCombatRound() takes the call instead. So … nop, I don’t know if it works for abilities: if nwn1 DCR is called when I’m playing, bright magenta letters appear in all caps and i put a stop to it pretty fast.
(don’t get me wrong – the Nwn1 ai is pretty darn good and there are thousands of players who can and no doubt would vouch for it – but working w/ 1 ai at a time is quite enough for yours truly)
Ah … so that variable may have been a spin off when I was experimenting with DetermineCombatRound a long while ago and I did not realise it no longer had any bearing after switching back to HenchDetermineCombatRound. Thanks for clarifying. I will do a quick search and some more modifications before releasing v2.93 then.
one thing I don’t know offhand (but would like to look into) is whether or not there is a probability inserted between consideration of EffectWeight and the decision to cast or not. At the moment it seems too deterministic to me … so i’d like to insert a probability, based on EffectWeight …
That would be very good to have indeed, as I believe that X2_L_BEH_MAGIC was supposed to do something like that and is why I had it 100 (%) to ensure spell casters did cast spells at the time.
By the way, (and this is totally outside of my knowledge, but just something I “noticed” in passing/searching) … I noticed “EffectWeight” shows up in a search in the compiled version of “hench_o0_ai” (well my different named copy of that file anyway), but does not show in the NSS version, which I guess is where is gets added somehow.
Anyway, I have no idea how that works, but just thought I’d mention it, even though I suspect you knew that already.
Also, just out of interest … Is there any reason why the chat window would NOT display every creature attack?
e.g. I have a party attacking the golem, but not every creature’s attack appears to be shown.
EDIT: Actually, I think I noticed my mistake on looking here … It seems that if a PC/henchman is doing something special (like “Power Attack”) it places that before the name and so I was missing the PC/henchman action for the round … I think. E.g. Sebastion (power attack) and Myara (off hand).
ALTHOUGH … I do note that the golem does not appear to have attacked every round … Do we know if it has been programmed to be slowed if hit by an electrical attack? (One PC has an electrical weapon and I know there are rules about golems being slowed by electric, but this would be hard-coded by the looks of it as I cannot see why else the golem would nto attack on a given round.)
UPDATE: Don’t worry, I found it … I had not applied a check to see if the golem was already in combat, so it kept resetting attacks!
NOW THAT’S THE NASTY I REMEMBER! Muwuaha! Sorry, got a little carried away there.
The bad ass is back in form and fighting like he should!
It’s all part of the fixes being made for v2.93 … the ones that I always wanted to look at, but never did through fear of messing something up. But, I really did want to sort this one out … and glad I did, thanks to your help … again!