Creating parties that go meet the player

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Blankin

Squire
I had an idea some time ago, that the player can go to villages and towns to recruit men and mercenaries, however some people also go after him to join his army. I saw something in module scripts and in module troops about a messenger, that I imagine that in earlier versions went to talk to player. If anyone knows something about their command to go meet the player, please let me know.
 
1  Check Jik's Tutorial

2 I think there is an ai command you can shove in party tempates (it's in the tutorial and its certainly in header_operations) that makes the party relentlessly hunt you down and initiate an encounter. Check it out.
 
From what I understand from Twan's writings about the AI, you cannot only set that party slot value: you must call through a script to set AI behavior for a stack, otherwise it acts in broken ways.  There's multiple things that have to be set when setting the AI, so there is a script for that very purpose (you'll have to look at the scripts module to find it, I don't recall the name).
 
You know how sea raiders and forest bandits and enemy parties have different dialogue options? Well maybe if you get whatever party you're talking about to chase after the player like those parties do, then just have some kind of dialogue that doesn't initiate combat. If you just give them the best spotting possible and make everyone else like them so they won't get distracted.

Probably stupid, but its just an idea.
 
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