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Re: improve monster movement

Posted: Fri Jan 06, 2012 5:53 am
by phydeaux
rofl! that would be hilarious!

Re: improve monster movement

Posted: Fri Jan 06, 2012 6:06 am
by Pyrizzle
nyktos wrote:i would be HIGHLY amused if a monster broke away from combat & ran away

ohhh no mr. mob (chases it down) there is no escape!
:lol: +1

Re: improve monster movement

Posted: Fri Jan 06, 2012 6:11 am
by Tomcat
phydeaux wrote:rofl! that would be hilarious!
Monsters do run away sometimes in Nethack....

Re: improve monster movement

Posted: Fri Jan 06, 2012 6:36 am
by phydeaux
I don't remember ever having a monster flee from combat in nethack... course, it's been a few years since I've played it.

Re: improve monster movement

Posted: Fri Jan 06, 2012 12:49 pm
by Tomcat
phydeaux wrote:I don't remember ever having a monster flee from combat in nethack... course, it's been a few years since I've played it.
Only certain ones were coded to, and even then they often didn't ..tended to be intelligent, fast, and only when badly wounded.

Re: improve monster movement

Posted: Sun Jan 08, 2012 5:10 pm
by phydeaux
Holy cow, when did nethack go graphical?

Re: improve monster movement

Posted: Tue Jan 10, 2012 4:13 am
by Tomcat
phydeaux wrote:Holy cow, when did nethack go graphical?
It went tiled fifteen years ago at least, though you can still play in text. No real animation, however, as far as I've seen.

Re: improve monster movement

Posted: Tue Jan 10, 2012 4:34 pm
by nyktos
back on topic...

mobs that cluster before charging our hero?

:twisted:

Re: improve monster movement

Posted: Tue Jan 10, 2012 5:09 pm
by phydeaux
Clustering would be a kewl attribute, hehe, you'd start seeing everyone scrambling to up their cleave skill, which is both op and not op, as it takes 12 levels for each upgrade, but each upgrade is a 3 ap return... lol, everyone I see someone complaining about why they added skill points to hard hit and/or weapon accuracy I think to myself, it's because you were going for cleave! Of corse, allowing mobs to move during battle sequence would also give reason for cleave... Especially if some of them had a trumpet/call for help ability, something that would call all mobs on map into the battle..

Re: improve monster movement

Posted: Wed Jan 11, 2012 1:35 am
by Tomcat
phydeaux wrote:Clustering would be a kewl attribute, hehe, you'd start seeing everyone scrambling to up their cleave skill, which is both op and not op, as it takes 12 levels for each upgrade, but each upgrade is a 3 ap return... lol, everyone I see someone complaining about why they added skill points to hard hit and/or weapon accuracy I think to myself, it's because you were going for cleave! Of corse, allowing mobs to move during battle sequence would also give reason for cleave... Especially if some of them had a trumpet/call for help ability, something that would call all mobs on map into the battle..
Yes, that would rock! I'm trying to think through the code changes that might make that possible...