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Exterminatus - Rival Species 2 => Contributions => Topic started by: Eltharyon on January 24, 2006, 02:39:12 AM



Title: Got them to go kill each other
Post by: Eltharyon on January 24, 2006, 02:39:12 AM
Had a little fun with the AI tonight:

I made myself a little spawn button to spawn my Tyranids (currently using the HL2 Antlion Model as no Tyranid models are animated ), set them to hate each other and then made them fight for my love. Thought I'd share  :twisted: :


(http://www.henkys.de/rspecies2/newtestlab0000.jpg)


Title: Got them to go kill each other
Post by: The Vastator on January 24, 2006, 11:25:14 AM
what a mess :D


Title: Got them to go kill each other
Post by: Alhaus on January 24, 2006, 04:36:50 PM
I notice your spawning "female" bugs :P  twice the fear


Title: Got them to go kill each other
Post by: Shadowdragoon on January 24, 2006, 06:16:56 PM
you should use that for when the larger nids are killed to represent the break in communication


Title: Got them to go kill each other
Post by: LoC on January 24, 2006, 08:00:23 PM
I think thats a good idea. :)


Title: Got them to go kill each other
Post by: migb on January 24, 2006, 08:11:26 PM
So, are you actually working on the AI or just playing?  :?


Title: Got them to go kill each other
Post by: Eltharyon on January 25, 2006, 01:30:54 AM
good question. I think a little bit of both is involved here :)

female bugs? I didn't even know they had male and female versions? wtf are you on aboutt Al :)


Title: Got them to go kill each other
Post by: ChromeAngel on January 25, 2006, 09:07:43 AM
I think he's been reading the messages at the top of the screen, which probably relate to Eltharyon's player model.


Title: Got them to go kill each other
Post by: Eltharyon on January 25, 2006, 03:54:35 PM
uhh, yeah, got me... was a female rebel model at the time.

The default HL2MP from the SDK has some resource bugs like that missing  gesture message


Title: More pics
Post by: Eltharyon on January 26, 2006, 04:07:42 AM
Some more pics from today's testing:

I've now got them to kill my enemies :). Basically the bugs now recognize team members and fight enemy bugs & players. Colour coding for tracing purposes, as you can see, things can get quite messy:

(http://www.henkys.de/rspecies2/cooptest0000.jpg)


Title: Got them to go kill each other
Post by: Rebellion on January 26, 2006, 05:28:31 PM
Heh, Gonna need a regiment of janitors to clear that up.


Title: Got them to go kill each other
Post by: Alhaus on January 26, 2006, 06:46:57 PM
So when will they stop killing each other and go for humans so DW can do his last stand and i can use Raz as as shiel- uh, help Raz fight the swarm


Title: Got them to go kill each other
Post by: Wolf on January 26, 2006, 06:54:52 PM
hehe last stand FTW ^^ typh finished making my last stand map yet?


Title: Got them to go kill each other
Post by: migb on January 26, 2006, 08:02:22 PM
That's nice.
So, I guess we got the basic AI now, that can be used to make an early internal alpha, with rebels vs. bugs?
Do you have AI commands for having them keeping close to you, and attack-point?


Title: Got them to go kill each other
Post by: JEBUS on January 29, 2006, 10:24:28 PM
Good work.


But have you got their HP and DMG towards players coded?

The AI nids should have about 35% of the HP the player nids have(ALOT) and do around 30% of the dmg the player nids do. (ALOT)


But keep up the good work.


Title: Got them to go kill each other
Post by: Typheron on January 30, 2006, 01:11:37 AM
thats kinda something for the alpha testing, we will have to play with the values till we have something that works.


Title: Got them to go kill each other
Post by: Alhaus on January 30, 2006, 08:08:41 AM
Let us get them eating Typhs shoes before worrying about that yet :wink:


Title: Got them to go kill each other
Post by: Rebellion on February 01, 2006, 07:53:21 PM
Heh, you wish. Anyway, why give them only 30% of whatever? Would make it a lot more challenging at 70% or something....


Title: Got them to go kill each other
Post by: Alhaus on February 01, 2006, 11:25:47 PM
To some people. To others it'll make them cry because they cant win


Title: Got them to go kill each other
Post by: Razielk on February 01, 2006, 11:26:06 PM
Because by making it more challanging for one team it makes it easier for the other!


Title: Got them to go kill each other
Post by: Rebellion on February 10, 2006, 04:59:41 PM
Yeah, i guess. But it would make it more realistic.


Title: Got them to go kill each other
Post by: migb on February 10, 2006, 08:06:02 PM
Quote from: "Rebellion"
Yeah, i guess. But it would make it more realistic.

Have you run some maths on that?
I don't have the 40k rules or codexes, but I know how Warhammer works.

Say you have an attack at strength 3 and you'll need 3+ to wound a toughness 3 unit.
Then you got 4/6 chances to wound.
Then let's say that's the Nid, and that it also got 6+ armor save, meaning 5/6 wounds will kill. That's 4/6 * 5/6 = 20/36 = 5/9 chance to kill per s3 hit.

Now say a marine got 4 tough, meaning 4+ to wound = 3/6, and 3+ armour = 2/6 chances to kill, that would be 6/36 = 1/6 chance per s3 hit.
1/6 = 1.5/9

So the nid will have 5/1.5 = about 3 times less life than a SM, if the values were correct.
They are not correct, but someone with the proper codexes can perform the same maths and give the answer...  :wink:


Title: Got them to go kill each other
Post by: Eltharyon on February 11, 2006, 01:55:11 PM
lets not even go there. this is a PC game. Anyone who has seriously looked into game design can tell you that directly adopting values from a different game system into your design is a very bad choice. I think the team appreciates the 40K background very much, but when it comes to interpreting it, they have to have some leeway.

I'm very happy that the team has learned from RS1 and has made a very conscious pro game design decision for RS2.


Title: Got them to go kill each other
Post by: Tortured_Soul on February 11, 2006, 02:18:19 PM
I'm gonna put in my tupence here. As you either know or don't I'm on the UT40K team and we've used the actual gaming values for armour, armour penetration, damage, etc and incorporated them into our mod and they work fine.

Fair enough, we've tweaked the values for balances sake but they still work very well. We've used the 40k system for both infantry and vechiles and even incorporated extra rules such as "immobilised" and "weapon detroyed" for vechiles.

I think it adds a bit more realism to the game cause by using this system it means that you can't spray and pray a vechile or large nid and still take health from it at long-range with a bolter. Everyone knows that if a single marine was to fire on a Hive Tyrant or a Bio-titan that it would need a good few rounds before it done ay damage at all. but if you use normal game mechanics then a single marine could do a fair bit of damage given enough time and ammo.

if you want to know how we done it or if you've got any questions about exactly how it was done go to our forums and try and get our coder Silent_Bob to give you a quick run through.


Title: Got them to go kill each other
Post by: Rebellion on February 11, 2006, 02:32:34 PM
Quote from: "migb"
Quote from: "Rebellion"
Yeah, i guess. But it would make it more realistic.

Have you run some maths on that?
I don't have the 40k rules or codexes, but I know how Warhammer works.

Say you have an attack at strength 3 and you'll need 3+ to wound a toughness 3 unit.
Then you got 4/6 chances to wound.
Then let's say that's the Nid, and that it also got 6+ armor save, meaning 5/6 wounds will kill. That's 4/6 * 5/6 = 20/36 = 5/9 chance to kill per s3 hit.

Now say a marine got 4 tough, meaning 4+ to wound = 3/6, and 3+ armour = 2/6 chances to kill, that would be 6/36 = 1/6 chance per s3 hit.
1/6 = 1.5/9

So the nid will have 5/1.5 = about 3 times less life than a SM, if the values were correct.
They are not correct, but someone with the proper codexes can perform the same maths and give the answer...  :wink:


 :oops:  Umm...just to clarify, i dont actually play Warhammer models and such. I collect them, i read the novels and play the console games.
Heh....


Title: Got them to go kill each other
Post by: migb on February 11, 2006, 03:10:08 PM
Quote from: "Rebellion"
:oops:  Umm...just to clarify, i dont actually play Warhammer models and such. I collect them, i read the novels and play the console games.
Heh....

So maybe you shouldn't be the first one to shout up about realism  :wink:


Title: Got them to go kill each other
Post by: Eltharyon on February 12, 2006, 05:18:42 AM
^^
I apologise if my words seemed harsh... they are meant to be harsh, but they are not meant to be directed at an individual such as yourself.

I was stating what I believe to be should be the team's policy on this issue.


Title: Got them to go kill each other
Post by: Rebellion on February 12, 2006, 11:09:39 AM
I can shout up whenever i want :D. Anyway, you should put the SM and the 'nids health exactly the same. Now that would be fair. And you could have it like in RS 1 , with points to buy weapons, armour and vehicles.


Title: Got them to go kill each other
Post by: Wolf on February 12, 2006, 11:41:28 AM
so a tactical marine is going to have same hp as a carnifex???


Title: Got them to go kill each other
Post by: The Vastator on February 12, 2006, 01:02:15 PM
no, no, it doesn't make sense...


Title: Got them to go kill each other
Post by: Wolf on February 12, 2006, 01:08:38 PM
i know, i was being sarcastic  :)


Title: Got them to go kill each other
Post by: migb on February 12, 2006, 01:55:23 PM
I know that adopting the exact values from the TT game would make the game unbalanced.

But we really have no clue on what's fair values before we have playtested the game. Can anyone tell me if it would be more fair to have a carnifex with 1000 or 5000 health? No, you can't, not before it's been playtested.

So it would be fair to start out with values based on the TT rules, then modify them until we are satisfied with the balance.
And we might end up with totally different values from what the TT uses, but that is not a problem.