[REQ] Townies and heroes Deciding when to flee

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[REQ] Townies and heroes Deciding when to flee

Postby BloffingHam » Sat Jul 07, 2012 5:35 am

Hey First time poster :D
was curious to if it would be possible to change when townies and heroes flee
forgot to close down towns and PC last night and it seems that all but about 4 townies died
started again this morning and realized that townies will only heal if they have actually killed the mob there fighting (or my townies just arnt living long enough to realize they need to heal :lol: ) it seems sometimes they will only run away when they are mortally wounded and sometimes they run away when severely wounded but decide to go back and finish the fight :roll: (don't know if that's a bug or not didn't think to look there till now) was wondering if it is possible to change how fast they flee could it also be changed so that civvies flee before guards and heroes flee last no idea if this project is doable or not

and thanks to anyone who has been patient enough to read this essay of a request :mrgreen:
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Re: [REQ] Townies and heroes Deciding when to flee

Postby YetiChow » Sat Jul 07, 2012 8:36 am

As far as we can tell, most of this is hard coded (or at least enough to make it practically impossible). It might be possible to ad an effect though, which causes townies to hit harder and more frequently when they reach a lower health level, to represent a desperate last push to defeat their enemy and gain freedom. Townies should always heal when they reach a certain HP, however outstanding/unfinished combat will prevent this; hence giving the townies a boost in the hopes they can finish combat soone.

Hopefully, the fear mechanic will sort all this out in the future, however fo rthe moment there's not a lot to be done unfortunately :(
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Re: [REQ] Townies and heroes Deciding when to flee

Postby BloffingHam » Sat Jul 07, 2012 1:08 pm

:D cant wait till fear is implemented currently in the process of trying to scavenge said ghost filled town managed to get my numbers up to about 8 :lol: so far i have vanilla towns but would defiantly be interested in modding the effect in you said about :D will have to learn a lot about the modding side because haven't played with it at all for towns :mrgreen: thanks for quick reply :D
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Re: [REQ] Townies and heroes Deciding when to flee

Postby Nemeca » Sat Jul 07, 2012 4:04 pm

heros should flee when they get lower health i dont see why they didnt code that for townies as well since they have it for the heros eh oh well they said they will be fixing it i think in the next patch
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Re: [REQ] Townies and heroes Deciding when to flee

Postby caprontos » Sun Jul 08, 2012 2:09 am

maybe try to give everyone the flee skill (idk if townies can use skills)..

Then when they are almost dead they will use flee and run away.
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Re: [REQ] Townies and heroes Deciding when to flee

Postby YetiChow » Sun Jul 08, 2012 11:46 am

Another option is to give Knights and Punchwood a modified version of the flee skill from the rogue at (used on every hit and at any health level, and make them learn it at level 2 if possible), and change their explore pct to 0 (perhaps a better idea would be to create a new kind of knight and punchwood with no requirements for this duty, so the regular ones still exist and can do their very important jobs). Why would this help? well, we know that heroes can have skills, and these two particular heroes will come to the aid of Townies in duress provided that they were idling when the townie got into trouble. The idea is that they sit around all day in a balcony near the dungeon entrance, and when the shout goes up they rush in, perform a suitably swashbuckling feat of derring-do which stuns the monsters for long enough that the townies can fight their way out, go straight back to town and are ready to do it all again almost immediately.

It doesn't totally fix the problem, however it should work as a band-aid solution until the Devs can sort out something better. Best case they should knock out any monsters stopping your townies from getting back to safety, worst case you at least have a knight who can get themself out of a sticky situation if they end up getting boxed in (which is the only real situation where Knights get pwned unless they're taking on really OP enemies).
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Re: [REQ] Townies and heroes Deciding when to flee

Postby Dwimmer » Wed Jul 11, 2012 3:11 am

Hats, hats for everyone. (And Firearms)
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Re: [REQ] Townies and heroes Deciding when to flee

Postby misterpython » Mon Nov 19, 2012 5:38 pm

I would like to see something like this very much.

I've been looking everywhere for a tag for flee percent or whatever. I just want my citizens to run away when they reach like half hp or something. Really I dont want my citizens fighting at all, that's what soldiers and hero's are for.

Maybe I can remove the "<hate>ENEMY</hate>" tag from citizens only, leave it on for soldiers. That might make them defend themselves when they get attacked but have them not engage an enemy that isn't chasing them. What do you guys think?
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Re: [REQ] Townies and heroes Deciding when to flee

Postby Inquisitor80 » Thu Dec 06, 2012 4:10 pm

misterpython wrote:I would like to see something like this very much.

I've been looking everywhere for a tag for flee percent or whatever. I just want my citizens to run away when they reach like half hp or something. Really I dont want my citizens fighting at all, that's what soldiers and hero's are for.

Maybe I can remove the "<hate>ENEMY</hate>" tag from citizens only, leave it on for soldiers. That might make them defend themselves when they get attacked but have them not engage an enemy that isn't chasing them. What do you guys think?


i have considered it myself, but have not tried it
have you tried it since this post?
if not i will try tonight
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Re: [REQ] Townies and heroes Deciding when to flee

Postby Wriph » Thu Dec 06, 2012 8:55 pm

The difference between soldiers and townies isn't available in the xmls unfortunately, they share the citizen entry.

One bandaid solution I tried to implement with my mod Fancy Hats is to make items that increase health, which should give them a bigger flee window.
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