just written an enemy ai for dungeon crawling which will help determine what the enemy does , this is relatively system independent
Here you go see what you think
universal skirmish AI
each figure has a level value and a size value and if it is considered intelligent
level is the level of the figure in game terms ( you might have to fudge this depending on the game )
size is the number of 1” by 1” squares it occupies on the table ( based on 28mm figures )
sequence of play
play using the standard game rules then at the end of the turn determine noise for each of your figures
during the game a player character will generate and remove noise every turn , this noise value will be used to determine what how the enemy will respond to that figure , if more than one figure has the same noise then the closest figure will be the target of that enemy
the noise values are
doing nothin -1
in cover -1
shooting 1
insight of any enemy 1
walking 2
running 3
fighting 4
charging 5
calculate each figure on your sides awareness rating for the turn
to see if a figure is visible add its size to its awareness value and multiply by 2
so a 1“ X 1” base character who is fighting in melee will have a awareness value of 12 and will be noticed up to 12 squares/inches
if a figure is out of sight the awareness is halved for only those figures that cannot see this figure
this means that an enemy is aware of this figure and will determine what it will do with its reaction
we use these values to determine what this figure will do
to find the enemies reaction
each enemy will be stated as a shooter , support or melee type
take the figure level factor and size as a base number
and modify by the following
is this figure wounded -1
each enemy that can be seen by this figure -1
each full move from the nearest visible friendly figure -1
so a level 4 figure on a large base ( 2” X 2” ) will have a base value of 16
take off and negative points
if this value of the figure is greater than the nearest threat the figure will act as its primary goal , each point lower than the target moves the option 1 stage to the right
an unintelligent character will use its primary function if its value is more than half that of the enemy
characters will always try to
a shooter type will try to do these actions in this order
shoot / support / move towards / move away / melee
a support type will try to do these actions in this order
support / shoot / melee / move towards / move away
a melee type will try to do these actions in this order
melee / move towards / support / shoot / move away
Shoot = move into range an shoot , if in range aim and shoot
Support = using the figures best ability , this may mean joining a combat with a friend or buffing a friendly figure ( buffing is always primary
Move towards = take a full move to get closer to a weaker enemy
Melee = move towards nearest enemy and engage in combat
Move away = Move away from as many enemies as possible and take cover
No comments:
Post a Comment