Closed GoogleCodeExporter closed 8 years ago
When the AI can distinguish monster types, plants and mushrooms default to not
allowing skill. They're also defaulted to 1 priority level below other default
monsters.
The problem is that mercenaries are unable to distinguish types of monsters, so
RAIL
cannot tell if the monster is a plant, a baphomet, or a poring. Since you are
using
both homunculus and mercenary at once, you can set the UseMobID option (in both
state-files) to true, and the homunculus will begin communicating monster types
to
the mercenary. This should prevent your archer from double-strafing the
plants/mushrooms.
After testing with UseMobID enabled, please respond with your new findings.
Original comment by faithful...@gmail.com
on 28 Mar 2010 at 8:14
i tested with UseMobID enabled. It works!
good job!
but it would still be a problem with players without homunculus right..
Original comment by the.God5...@gmail.com
on 28 Mar 2010 at 4:34
Players can generate a MobID file using a homunculus, and use that file for
characters without a homunculus. The problem is the possibility for confusion
on maps
other than the one that the MobID file was generated on, so this isn't
supported
better.
Other AIs attempt to prevent mercenary-only SP waste by not attacking monsters
which
stand still. This isn't a good solution because it limits effectiveness. In a
best-
case scenario, all "good" monsters will be moving when they enter the screen.
In a
worst-case scenario, the AI will not target anything. For example, archer
mercenaries
on geographer map would be made useless because geographers never move.
Until I can think of a better mechanism to avoid this behavior, I'm marking
this
issue as WontFix.
Original comment by faithful...@gmail.com
on 28 Mar 2010 at 5:15
Original issue reported on code.google.com by
the.God5...@gmail.com
on 28 Mar 2010 at 7:53