Jump to content

Edit History

Please note that revisions older than 365 days are pruned and will no longer show here
warmer

warmer

1 hour ago, pApA^LeGBa said:

Bringing this back here as it is derailing the other thread. @theFlu

 

 

You maybe would be right if no rage wouldn´t be already in the game. But it is. On the lowest difficulty. 

So there is no problem here.

54 minutes ago, theFlu said:

All right, all right.. let's move:

 

 

How sure are you of this; I haven't seen the code, but I'd guess this is within a single AI function, perhaps a couple different variants, but essentially no more than ~3 injections in to the code of a setting-conditional multiplier for the odds calculation.

Each entity has different AI behaviors. I have searched every xml I can't find any values associated with rage except the destroy everything within a given radius which is not what you are asking about.

 

The point I was making is jars or no jars is a Boolean type scenario, not a much more complex AI modification. AI modification is CPU intensive vs. Something like a jar which isn't. If one which is much simpler and has had WAY more people complain about not getting fixed, I give something like this which requires a lot more work no chance. I am not against this. I am being honest about the chances of this getting fixed when it was implemented to solve a problem they perceived. I think people asking for fundamental changes to how the AI works will never get what they want. That is the position I am taking. Once a dev does this micro manage changing for player request it NEVER ENDS.

warmer

warmer

1 hour ago, pApA^LeGBa said:

Bringing this back here as it is derailing the other thread. @theFlu

 

 

You maybe would be right if no rage wouldn´t be already in the game. But it is. On the lowest difficulty. 

So there is no problem here.

45 minutes ago, theFlu said:

All right, all right.. let's move:

 

 

How sure are you of this; I haven't seen the code, but I'd guess this is within a single AI function, perhaps a couple different variants, but essentially no more than ~3 injections in to the code of a setting-conditional multiplier for the odds calculation.

Each entity has different AI behaviors. I have searched every xml I can't find any values associated with rage except the destroy everything within a given radius which is not what you are asking about.

 

The point I was making is jars or no jars is a Boolean type scenario, not a much more complex AI modification. AI modification is CPU intensive vs. Something like a jar which isn't. If one which is much simpler and has had WAY more people complain about not getting fixed, I give something like this which requires a lot move work no chance. I am not against this. I am being honest about the chances of this getting fixed when it was implemented to solve a problem they perceived.

×
×
  • Create New...