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Recommended AI mods?

Started by beretta, February 27, 2010, 10:56:59 PM

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beretta

Hi,

I was wondering what AI mods anyone can recommend for  :ff: and  :ffvstr:?

I was hoping for something that would make teammates act more independently without me having to order them to do everything.

Also Hey everyone :D

ps, New to using FF mods ;)

GogglesPizanno

For FFvTR you should most definitely download FFX (not just for AI, but because it adds Soooo much more to the game). It includes M25's AI which should do what you are looking for.

http://ffx.freedomforceforever.com/

It includes a new rumble room mission that will set up the Improved AI for your hero files, but that can further be refined and customized by editing the individual AI files themselves so you can cater the AI to your own interpretation of the character. The FFX Manual has a whole section on M25AI that explains the specifics on customizing.

Oh, and hey right back 'atcha... welcome to the forum.


beretta

#2
Thanks  :)

Is FFX 2.0+ for FF and FFX 3.0+ for third reich?

stumpy

Quote from: beretta on February 28, 2010, 01:02:20 AMIs FFX 2.0+ for FF and FFX 3.0+ for third reich?

Yes. You will find the current version of FFX 3 (v3.3) at http://ffx.freedomforceforever.com/ and that's for FFvT3R. FFX 2.0 and above (I think version 2.6 gold is the most recent) for FF at DrMike2000's fundamentzero site (the second link in the Freedom Force section of the left side navigation frame).
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

beretta

#4
thanks for the links :)

Even with the manuel im still unsure about activating the new AI. for example Mentor just stands around if there are enemies nearby and i still have to manage there attacks.

Im using FFX version 2.6 with Freedom Force 1.3

Is the new AI only available in the danger/ rumble rooms because in campaign my teammates all stand around inless i command them.

DrMike2000

#5
Yeah, its danger room only.

There was never a mod which took control of the other three players on your squad because, if I remember correctly, you can't tell via script which character is currently selected by the player.

If we were going to do what you're talking about, it would have been through an ugly interface like MAKE PLAYER and MAKE AI commands on each character's menu.

I think. Its been a while since I delved into that.


Plus, ther's the whole gameplay ramifications of an AI using a power that consumes all your energy or affects other members of your squad adversely. Even blows up a mission objective as collateral damage. Its tricky to make sure that the AI doesn't lose the game for you in anything more complex than a Danger Room "defeat all" scenario, really.


Stranger Than Fiction:
The Strangers, Tales of the Navigator and Freedom Force X
www.fundamentzero.com

beretta

#6
The AI could kick in only at times, Such as if they get attacked they use their powers and if you order them to attack they would automatically attack with the correct powers.

Kinda like in other RPGs. order your companions to be Passive,Aggressive,Defensive (It could even be added as a kinda power that affects them in the said ways so that we dont need a ugly interface)

tommyboy

Quote from: DrMike2000 on February 28, 2010, 07:02:14 AM
Yeah, its danger room only.

There was never a mod which took control of the other three players on your squad because, if I remember correctly, you can't tell via script which character is currently selected by the player.

Not to contradict the good doctor, but;
In my LSH Mod I gave the option to the player to turn on AI for all teammates, to avoid the standing around "feature". Partly because missions often had more than four heroes on hand, partly because I just like watching AI characters fight.
Where the Doc is right is that the AI will often cause problems via "friendly fire".
But nonetheless it can be done as an option for the player, via FFX and m25AI.

beretta

Can LSH be run at the same time as FFX and in the original campaign also?


The feature LSH has is the exact feature ive been wanting :D

GogglesPizanno

I may be the one wrong here, but isn't that ability to turn AI on and off in FFX for just FFvTR?
My impression was that DrMike was referring to FFX 2.6 for FF.

beretta

Im still playing Freedom force currently. I have  :ffvstr: but havent played it yet. So FFX 3.0 for  :ffvstr: should have the AI im looking for?

tommyboy

Quote from: GogglesPizanno on February 28, 2010, 05:07:44 PM
I may be the one wrong here, but isn't that ability to turn AI on and off in FFX for just FFvTR?
My impression was that DrMike was referring to FFX 2.6 for FF.

I think that you are right. The LSH Mod is ffv3r.
Plus, v3r's native, built in AI actually does respond if attacked.

beretta

Better AI with FFX and  :ffvstr: better AI in general should be something to look forward to after finishing  :ff:


Thanks for all the info everyone.

beretta

FFX 3.0+ seems only for rumble room?

stumpy

FFX 3+ is not limited only to the Rumble Room. For instance, the version of the main FFvT3R campaign that comes with FFX includes FFX-enabled characters (like Alchemiss with the Illusionist attribute, Mentor has a beam attack with a telekinesis swap, etc.). As tommyboy mentioned, his LSH mod uses FFX in the campaign. In fact, I'd wager that most of the mods for FFvT3R use FFX 3+ in their campaigns.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

beretta

In  :ffvstr: FFX i have noticed they defend themselves fairly effectively now.