Search found 709 matches

by akortunov
04 Jun 2017, 07:51
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

If player casts fire damage spell, NPC should cast Fire Shield etc.
Looks interesting, but I do not know how we can implement this case.
by akortunov
03 Jun 2017, 10:14
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

SILENCE, BLIND AND SOUND Silence and sound are useful only when an enemy casts spells, blind - only when the enemy attacks with weapon (since this effect affects chance to hit). What we can do: 1) Check the enemy draw state (weapon, spell) If the enemy is ready to use spells, AI will cast silence o...
by akortunov
03 Jun 2017, 09:01
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

UNDERWATER CASTING

Combat AI tries to use range spells (e.g. fireball) under water and these spells obviously do not work.
Maybe we should modify MWMechanics::getSpellSuccessChance() to return 0 in this case.

EDIT: IMPLEMENTED
by akortunov
03 Jun 2017, 08:40
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

AREA OFFENSIVE SPELLS Combat AI does not bother to check if area spells will kill not only a target, but friendy actors too. It is easy reproducible in Balmora Guild of Mages. To fix this issue we need somehow to take in account difference between count of enemies and count of friendly actors in sp...
by akortunov
03 Jun 2017, 08:22
Forum: General Development
Topic: What should I work on?
Replies: 7
Views: 2176

Re: What should I work on?

Please join to discussion in this topic.
by akortunov
03 Jun 2017, 08:20
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

BOUND ITEMS If NPC has a bunch of bound weapons spells, he will cast them all, but obviously will use only one weapon. What we can do: 1) Rate bound item and current item and modify spell priority to take the difference in account. In this case NPC will cast only one bound weapon, with higher prior...
by akortunov
03 Jun 2017, 08:04
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Re: Combat AI: spell usage improvements

SHIELD EFFECTS Try to attack Marayn Dren in "Balmora, Guild of Mages". He casts all available shield spells in combat (shield, fire shield, etc. until his magicka ends) If NPC has 10 different shield spells, he will cast them all. I suggest to add three checks: 1) Check if an enemy is using weapon ...
by akortunov
03 Jun 2017, 07:53
Forum: General Development
Topic: Combat AI: spell usage improvements
Replies: 20
Views: 6574

Combat AI: spell usage improvements

I suggest to discuss here problems with AI spell usage and ways to fix it.

Some work available here and here.
by akortunov
02 Jun 2017, 20:39
Forum: General Development
Topic: What should I work on?
Replies: 7
Views: 2176

Re: What should I work on?

I was thinking more about combat AI
In this case you can try to improve spellcasting by combat AI (aicombataction.cpp). There are some issues with spells priority. I already started to work on these issues and have some ideas.

I will create a separate forum thread with list of these issues.
by akortunov
02 Jun 2017, 19:34
Forum: General Development
Topic: What should I work on?
Replies: 7
Views: 2176

Re: What should I work on?

Hello, urm!

Welcome to OpenMW forum. You can look at list of AI issues here. As you can see, the main problem is pathfinding AI. You can try to improve it, if you wish.