Personality System

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hansolo223

Regular
** Updated 23/02/2019 **
Now a post about personality system in general.

Inspired by Rimworld's psychology mod that gives diverse and rich personalities to AI https://rim-world.com/psychology-mod/
I doubt Bannerlord has time to do this but I wonder if the modding tools are easily capable of this kind of mod?
If all the AIs have unique personality traits, it would open up a lot of doors.
Suddenly certain mods like game of thrones mod can give traits to their characters to behave more in character. For example, we expect Tywin Lannister to be ruthless.
Also, you could randomise personalities of every AI in the game so that each playthrough will be unique and have amusing AI interactions. Maybe there is a lord that is afraid of the dark so he would not come out at night. Or someone that is gluttonous so he eats a lot, etc.
 
CKyHC 说:
Well, something similar is promised in bannerlorda

Yeah I'm pretty sure much of what he's suggesting has been confirmed. I think I remember hearing that personalities would be randomized each game though I'd rather them to remain static so you can learn individuals throughout your playthroughs.
 
The personality of the most notable NPCs, i.e. the rulers, has been described in the faction dev blogs. They should therefore have the same personality every time; maybe some other crucial characters as well.
 
Wait so we have more interesting NPCs now and not cookie cutter lords with a randomnized personality? Do you please have a dev blog or source confirming this?
 
whereisthedevblog 说:
[...]
Do you please have a dev blog or source confirming this?
Certainly.


Battania:
For example, the Battanian king Caladog is partially inspired by Gruffydd ap Llywellyn, who dominated much of Wales in the 11th century. He was a very colourful figure, ruthless yet possessed of a wicked sense of humour.
https://www.taleworlds.com/en/Games/Bannerlord/News/191


Khuzait:
nothing on current ruler
https://www.taleworlds.com/en/Games/Bannerlord/Blog/33


Vlandia
The world-weary Vlandian king, Derthert...
https://www.taleworlds.com/en/Games/Bannerlord/Blog/37


Sturgia
Raganvad, the current Sturgian prince, is cut out of the latter mould: he knows how to punish but not how to reward, and he'll put to the test the old dictum that it is better to be feared than loved.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/39


Aserai
Some were morally complex characters, managing their domains with a mixture of cajoling, threats, bribes, skulduggery, bravery, and shameless nepotism. The Aserai sultan, Unqid, is cut from this mould.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/41


Empire:
Immediately, Lucon convened a gathering of senators in his power base in the north and had himself declared emperor. Garios, campaigning on the Battanian frontier, stood before an assembly of his soldiers who cried out for him to don the purple. And Rhagaea emerged from the palace and addressed the throng [...] The crowd cried out that she should be the empress...
Not really anything on their character, but some of their background, which is fixed, and suggests that their character is too.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/45

 
I started playing Warband again with Prophesy of Pendor. I'm trying to beat the arena of 32 opponents in first person with an aggressive playstyle.
As I repeated the arena a few times I noticed the AI are clones of each other. They all fight the same way. They all move the same way. They parry the same. Their tactics are all the same. It's like humans controlled by a zerg hivemind.

In BL we know the lord's personality dictates how he gives orders in battles.
So I wonder, if personality also affect how a lord fights and their choice of weapons and armour?

Maybe a crazy Nordic lord likes to fight with a giant two-handed axe, with minimal clothes to inspire his troops.
A cowardly lord may cower behind a line of tower shield infantry with a crossbow and heavy armour.
A brave and heroic but competent lord may jump on a horse and go solo flanking enemy archers, like you see in movies.
A fat lord who eats a lot may not run far and may not move much in melee combat.

Do other characters have personalities other than lords? Can we see their personalities in close combat like in arena fights?
Would their personality affect their movement and attack pattern?
Maybe a cautious arena fighter would pick up a shield and turtle in a corner.
An aggressive arena fighter may do a lot of chained attacks and constantly chase you up close, with no breathing room.
A resourceful fighter may pick up a fallen bow, shoot it first, avoid combat then engage melee if necessary.
A cunning fighter may move up and down, do more feints, shield bashes or kicks to trick you.
A cowardly fighter may try and pickup a spear and spam thrust you from a distance and backpedal constantly.



 
+1 would be nice to see more personalities than just 5 basic cookie cutter ones like we have in warband so we can have a more interesting playthrough.
 
Our enemy, Ecarand, a Vlandian vassal, has a cautious personality. The personalities of characters in the game are defined by their traits, which are earned in a variety of ways and determine how characters react, are reacted to and can affect their behaviour.
The battle we engage in demonstrates how some of that behaviour translates to the battlefield. Ecarand, as the defender, takes position on the high ground and waits for us to act. Since the onus is on us to attack, as the aggressors, he is happy to hold the hill. However, some lords may choose to play aggressive, even as the defender

https://www.taleworlds.com/en/Games/Bannerlord/Blog/15

Personalities play a large role in the politics of Calradia; some lords may approve of your course of action while others may find it to be distasteful. Forcing the player to make conscious choices based on this creates an additional layer in the strategy aspect of the campaign and adds overall depth to the roleplay element of our games. Discerning between those who will offer support in times of need and those who are likely to cause issues is a relatively subtle part of our games, but those who pay close attention to their relationships and plan accordingly will often have an easier time when plotting their rise to power...

...In Bannerlord, we want players to feel immersed in the world and to become attached to (or despise) the different characters they will meet on their travels. We decided that one way we could achieve this would be to make a small addition to the conversation system to inject some personality into the characters.

In Bannerlord, an NPC’s behaviour is heavily influenced by their personality traits, but it is still somewhat dynamic in that it can be affected by their current circumstances. We developed a simple system which sets animations to the characters you are talking to based on their personality (among other things).

https://www.taleworlds.com/en/Games/Bannerlord/Blog/43
 
NPC99 说:
Our enemy, Ecarand, a Vlandian vassal, has a cautious personality. The personalities of characters in the game are defined by their traits, which are earned in a variety of ways and determine how characters react, are reacted to and can affect their behaviour.
The battle we engage in demonstrates how some of that behaviour translates to the battlefield. Ecarand, as the defender, takes position on the high ground and waits for us to act. Since the onus is on us to attack, as the aggressors, he is happy to hold the hill. However, some lords may choose to play aggressive, even as the defender

https://www.taleworlds.com/en/Games/Bannerlord/Blog/15

Personalities play a large role in the politics of Calradia; some lords may approve of your course of action while others may find it to be distasteful. Forcing the player to make conscious choices based on this creates an additional layer in the strategy aspect of the campaign and adds overall depth to the roleplay element of our games. Discerning between those who will offer support in times of need and those who are likely to cause issues is a relatively subtle part of our games, but those who pay close attention to their relationships and plan accordingly will often have an easier time when plotting their rise to power...

...In Bannerlord, we want players to feel immersed in the world and to become attached to (or despise) the different characters they will meet on their travels. We decided that one way we could achieve this would be to make a small addition to the conversation system to inject some personality into the characters.

In Bannerlord, an NPC’s behaviour is heavily influenced by their personality traits, but it is still somewhat dynamic in that it can be affected by their current circumstances. We developed a simple system which sets animations to the characters you are talking to based on their personality (among other things).

https://www.taleworlds.com/en/Games/Bannerlord/Blog/43

It's great to read this again. I'm probably most excited about the deeper character interaction and their long term relationships.
 
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