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Theothesnopp

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Posts posted by Theothesnopp

  1. RPGista explained it much better.

     

    and springheel, dont take what i write too literal seeing as my english is limited, i see what you mean though, i dont want to see TDM turn into a hack and slash game, but if a player is skilled enough in using tdms combat system to be able to take out 2 out of 3 guards the player should then be rewarded, this is my opinion.

     

    what i am trying to say is that TDM is in first hand a stealth game and should remain so, but i think the player should atleast have the choice too go on a bloody rampage (if she is skilled enough), and that there would atleast be some depth too it, and this without turning the game into dishonored (meaning combat should still be as difficult).

     

    even though its hard to take on multiple enemies it should still be some reaction too it, there will always be players that will try too push the games limit to see what is possible.

  2. For the record, when I was planning out how to do a Security Levels feature (AI react differently to the player depending on the security level of the current zone or the AI's individual status), I was thinking about building in some similar features for morale. But it's harder to deal with than security levels. (Security levels are a simple conditional if the AI goes on alert or not. Morale assumes the AI goes on alert but behaves differently once in it, which has to get you into all their behavior on alert, fighting and running after the player and such.) It's also not quite as vital. Ai already run when very hurt, which is a kind of morale mechanic, and that works pretty well. You have to think of the added value for each little thing you have to spend a lot of time coding in (when that time could be spent making the security levels feature better).

     

     

    There is not much i can say in terms of scripting, (especially ai scripting) are you saying it would be impossible?

    brb im in a hurry

  3. Ofcourse if the ai would "See" you tinkering with any equipment he would go to attack and if you would turn your back, he would immediately start to pursue you. i must say though when in combat, the ai just leaps forward constantly as if he is trying to hug you or something, it just looks silly. this would ofcourse vary depending on ai skill. and for shields i was thinking for the guards, although i like RPGista's idea, it would be really cool to block a sword blow with a crate or any hard enough movable.

     

    Ofcourse going up against 3 opponents is really hard, that is why if you manage to take 2 of them down, the last one should be feeling pretty damn intimidated.

    just because its hard to go against more opponents does'nt mean that players will not try (and succeed). i know about the ai running when you hurt them, that was not the question, what i meant was that if you hurt the ai's friend enoough (w/o getting hurt yourselves, the ai would see the situation as hopeless and probably make a run for it)

     

    Edit: the ai (when in planning mode) would go to attack when you have a smaller chance of blocking, i.e if you would turn around too look for an exit, etc.

  4. If this is posted in the wrong section please move it.

     

    I was just playing Enclave (really recommend this game) and noticed a very cool ai behaviour, when in a sword duel, if you step back and stand still while in battle, the opponent stands still and observes you (for about 5 seconds top), as if hes planning his next move, would you then step forward or take out your bow, he would go to attack and or pursuit.

    this really added a sense of life to the ai.

    (is this already implented?)

     

    Morale would also be a cool addition, lets say you are up against 3 opponents, and you attack one with suprise, that ai would then be wavering and in shock and perhaps perform worse in the fight (unless he is a diciplined fighter), if you then would take out two of them the third one would then be scared of and run (if he is of low rank). an observing officer would then shout something like "where are you running of too, stand and fight you useless coward" as running in the face of the enemy is a crime for a man of the law.

     

    another question, is there some way of adding relations between ai, lets say a ai finds a dead ai, whom has good relations with the other ai, would the reaction be "AAAAAAAAAARRGH NOOOOOOOO NOT BENNY! :-(" instead of "we have a dead body over here :-l".

     

     

    other things that would be cool (and wich have probably already been mentioned)

     

     

    Guard dogs, house dogs (that would not engage in combat and would probably only raise a minor alarm if alerted, or just come up and sniff your leg), cats, caged birds etc.

     

    others: Shields

     

    i must also mention that the 1.08 update is fantastic. its still the same, but it feels so different, really great job guys (that goes for the ladies aswell).

  5. Oh by the way there was one golden key in the Lord Theo's drawer, which I couldn't pick up no matter what I did. I tried shooting it with arrows, drop objects on it, jumping around it like a monkey, but just couldn't get it. Is it a bug, if so where should it open the door to?

     

    The key leads out of the room, you have to lean in to get it. I don't know why i dont update, it would be done in a couple of clicks and a dmap + test. im just so darn lazy :P

  6. Im working on a "mansion" mission.

     

    The mission takes place in your apartment, the neighbours have been partying all night and some are still at it.

     

    A suspicious man just moved in on the third floor, he looks familiar, and thats bad news.

    Your daughters birthday is tommorow, and you dont have a present.

     

     

     

    58464377.jpg

     

     

    29581422.jpg

     

    31533678.jpg

    • Like 2
  7. I might be able to help with some mapping, it's hard to finish a complete map, but i could at the very least put some stuff together and if i can't finish, someone else could take over.

     

    i also have some homemade ambient music tracks, very amateurs stuff but you might find something you like.

  8. Thanks for the nice mission. I had to turn off the music for that one, somehow it felt very loud when I was trying to concentrate on the footsteps. This is the first TDM mission to give me a real vertical feeling, I loved being able to use rope arrows at the start.

     

    It is true that for a castle, it feels a bit bare but I immediately justified that by thinking that Theo must not be as rich as he's made out to be -- that or he's stingy. If I can be immersed like that, it means the setting works!

    Architecturally speaking, it shows that this is your first mission but there are lots of good ideas. I would also suggest a higher ambient value for room lighting, some of the rooms absolutely need the lantern to navigate. Thanks again.

     

    Good guess, Lord Theo has no time for meaningless clutter, he must keep his mind on millitary means.

    I'm glad you enjoyed my humble fm,

    alot of people seem to think that the loss of furniture and clutter is a bad thing, i beg to differ :)

    allthough some areas were way too empty.

  9. Well, I completed the mission and just wanted to say thanks to the author! I'm definitely not considering myself a DarkMod expert yet, but I'm getting more comfortable with it as I play the FMs (I've only played a handful so far). Since I'm so new to TDM, I don't feel comfortable giving any criticism, as I don't feel I'm qualified or deserving to do so. But, I can positively and enthusiastically say without reserve that your mission helped me to learn the mechanics and my own play-style for DarkMod FMs. Thank you!

     

    I'm honored to have popped your tdm cherry, welcome to the community and keep your eyes open for my new incoming mission :)

  10. Hi, I'm trying out the DarkMod FMs for the first time recently, and this is my very first post on these forums. Please be gentle.

     

    My sincere apologies if this is one of those "newbie idiotic moron" questions, but this FM is one of the first DarkMod FMs I've played, and I can't seem to figure out a slight problem.

     

    Is there any way to either eliminate altogether or drastically reduce the background music for this FM? I find it extremely overpowering, and difficult to hear important other sounds to allow for more pleasant gameplay.

     

    Any advise, tips, or downright answers would be very much appreciated.

     

    Yes, go to settings, audio and then scroll down the ambient music slide.

  11. I have a problem

     

     

    Can't pickup the key to Theo's room from his drawer

     

     

    Thats apparantly a problem for alot of people, press hold "f" (to lean forwards) and then try to grab it, if that does not work, exit the same way you entered wait, i'll fix this in the update

    • Like 1
  12. I just played it again on easy which it's supposed to be easy but it was not at all. Some guards are just sharper than normal.

     

    Complexity (connection and design of rooms) of castle is amazing which makes it realistic. It's the best part of the mission imho. Another good part is difficult loot placement and lighting. They kept me stressful many times. :)

     

    Bad parts are; same ambient music became boring after a while. You should mute and change it time to time. Texturing was bad in some corridors but that's not big deal. I couldn't frob a yellow key in the drawer not sure if it was crucial.

     

    I haven't found all loots actually I was recording a walkthrought it in just my second attempt! but some sharp hear b*tch AI screwed it. Maybe I'll try again later.

     

    Thanks for the big effort. I enjoyed mostly. :)

     

    Im trying to figure out how to play around with the ambient music, pauses, custom music and change of tracks etc.

     

    would be cool to see a walkthrough, seeing as i know pretty much where everything is, i can't be suprised by a guard and whatnot.

    cool to see how others play my mission.

  13.  

    Where is the King's Gold? I guess it's on the third floor, but i dont have the key to open the two doors. Where do I get the key to open the doors? And what's behind the first door you face after you go to the first floor by elevator, near the armory? I also can't open it, because of not having a key for it. Help would be greatly appreciated! :)

     

     

     

    you need a key to get to that room, and the keys for the doors in the third floor corridor, can only be found inside the rooms.

    find an alternate way in.

    About the gold and first floor room, come back to me once you've gotten yourself into the other rooms first *hint hint*

     

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