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(...) so presumably the same is true of shield blocking

good to know <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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With the next gen game being done from scratch, there should be much better AI.

i hope so. it is needed. (see below)

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(...) there should be a way to tell party members not to rush off alone to attack strong opponents

exactly! (see above) (..but i hope they implement MORE) <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" /> so it seems we have similar issues there..? i wonder if most others feel as strongly as we do about this? maybe a poll?

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I don't know about automatically switching weapons (could be useful, might result in mostly the computer playing itself)

yeah i hear what you're saying.. maybe in the trophy section, they could implement a switch for it? (use best weapon Y/N)
- or have some type of AI determine it? (due to a personality trait perhaps?)

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I would rather have base settings for weak, equal or strong opponents than assign various threat levels to individual monster and weapon types.

hmm.. when an opponent type is first encountered, compare average player LVL to opponent level and generate THREAT RATE from that? (there's a decent BASE SETTING method?)
..but allow the player to MODIFY this THREAT RATE in the trophy section (i would rename that to the "beastiary" or something, but meh?)
- trophies (to me and some others here) seems to imply something different?
..i would rather spend less time clicking buttons if possible, this is my concern here - continually micro-managing an archer and/or mage (as you also describe) is frustrating to say the least, and detracts from the game experience. these types are not suited for melee.
- it is near inexcusable that they act the way they do.

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Observing opponents is a good idea.

agreed. but only if they expand on its applications (doing the things we describe there, otherwise.. its only function seems to be a temp version of the WISDOM exp bonus skill) ??

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I remember an option in an old console game to have the computer automatically fight for you

rings a bell for me also.. you must have been playing RPG's at least as long as i have, if not, longer.. <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> ..these types of 'quick' options sometimes overlook tactics etc (i would never use the quick battle option for a fight in Jagged Alliance 2, for example)
i see what you are getting at where the computer starts taking over from the player, but again, my beef here is the continual mouse clicking etc.. (micro-managing)
- AI routines like i mention DO seem to take these matters out of the players hand.. but if the combat engine was 'fleshed out' * a bit more - it would still be fun to just *watch* these combats happen (not to imply that you the player cannot do anything in combat) [but] even if AI is taking over certain actions, the AI would only be doing what you told it to do anyway, so in that sense it is you doing what you would have done expect you don't have to click like a maniac and use pause so often etc..?? i am trying similar methods in my little RPG test engines with some success <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

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Unique and set items loose their special status when changing acts

this just raises further questions for me.. i'll leave that alone..

thanks for the advice on the files there.. hope to be swapping ideas with you again soon.

* FLESHED OUT COMBAT ENGINE.
knockback effects, a tough monster that swats you aside (or you can even do some swatting if powerful enough?) how about a grapple and/or throw move? unarmed combat? disarming opponents, using cover and terrain, keeping away if non-melee (a must!), taunts and other combat dialogue options (such as surrendering or accepting a surrender, so surrendering to an enemy is bad you say? - how so? just make each monster type have a known home base area or a town area etc, or generate a small map for the purpose! throw in a jail, cooking pot, guards, what have you, and offer the player some methods of escape? it's not too hard.. lessen the work by defaulting to death if surrendering to undead and other types etc)
oh. some new types of weapons would be nice.. but not essential.. something like a net, or bola to incapacitate enemies (capture them etc) - then have bounties on some enemies, or components that can gotten from slain or captured opponents in this way, etc..

well.. this could go on for a while.. your thoughts? i'm after the rolls-royce of RPG's, where i can actually LIVE and EXIST in the game world.. i'm trying to develop one myself, but i don't need to tell you this is a slow, painstaking journey <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />

i hope they do well with their new game.. <img src="/ubbthreads/images/graemlins/cool.gif" alt="" />


my name was ben. enjoy the journey. facehatguy: (death knight) "this Tea is delightful!" unknown: "the troll you spare today could be burning villages tomorrow" (heh. trolls and fire do not mix)