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Development::Bots Forum for bots. |

07-29-2007, 04:58 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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You could use the "guard" comment to get your bots to stand back from you. This is how I got out of my monk standing on my face.
As for multiplayer, Mag has said a number of times this is not yet supported. I cannot find the post, but yes I saw the exact same thing.
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07-29-2007, 12:57 PM
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Forum Guide
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Join Date: Sep 2003
Location: California
Posts: 1,474
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As promised, eqitems editor now supports the ability to equip your bots via manual equipping and via saved profiles. If let's say you have a high level warrior, select the high level gear for a warrior and it's auto equipped. You can also create custom profiles. My other tool NPC editor will quickly create BOTS. I use these tools all the time and they save much time.
GeorgeS
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07-29-2007, 10:36 PM
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Discordant
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Join Date: Jun 2003
Posts: 345
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Good stuff, Georges, thank you.
Mag
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07-30-2007, 05:07 AM
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Sarnak
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Join Date: Jul 2007
Posts: 30
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Quote:
Originally Posted by GeorgeS
As promised, eqitems editor now supports the ability to equip your bots via manual equipping and via saved profiles. If let's say you have a high level warrior, select the high level gear for a warrior and it's auto equipped. You can also create custom profiles. My other tool NPC editor will quickly create BOTS. I use these tools all the time and they save much time.
GeorgeS
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That will be a time saver, I spent about an hour equiping 23 bots for raiding..lol.
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07-30-2007, 05:34 AM
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Discordant
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Join Date: Jun 2003
Posts: 345
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Important stuffs about EQoffline.
As I'm actually working on the next update wich will have 3 important changes, I would like to have your advise.
1/ The mana regen.
As you ve probably noticed, some fights are really easy in raid. That's because the bots do exactly what they have to do under certain situations. But that's because, also, of their mana regen. To give more fun, more challenge, I could drastically remove the mana regen of the bots. But that will mean that we will have a real downtime instead of the actual version wich is more arcade.
2/ The bot melee's damage.
Actually, if a bot uses a crappy weapon or a very good one, the damage output is the same. STR/AGI/DEX etc... are not criteria for the melee output in the actual version of EQoffline.
Looks like some peeps want to keep the melee damage like it is right now while others would like to make it so it will force the player to equip his bots with the right stuff.
I think it could be more fun to make the melee dps depending of the stuff, caracs and buffs...
3/ Bots managment
In the next update, you won't be able to spawn two times the same bot in a zone.
Also, someone asked me to make the command "#bot spawn" unavailable if we're engaged. What do you guys think about that ?
Mag
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07-30-2007, 08:32 AM
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Sarnak
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Join Date: Jul 2007
Posts: 30
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Quote:
Originally Posted by Magoth78
Important stuffs about EQoffline.
As I'm actually working on the next update wich will have 3 important changes, I would like to have your advise.
1/ The mana regen.
As you ve probably noticed, some fights are really easy in raid. That's because the bots do exactly what they have to do under certain situations. But that's because, also, of their mana regen. To give more fun, more challenge, I could drastically remove the mana regen of the bots. But that will mean that we will have a real downtime instead of the actual version wich is more arcade.
2/ The bot melee's damage.
Actually, if a bot uses a crappy weapon or a very good one, the damage output is the same. STR/AGI/DEX etc... are not criteria for the melee output in the actual version of EQoffline.
Looks like some peeps want to keep the melee damage like it is right now while others would like to make it so it will force the player to equip his bots with the right stuff.
I think it could be more fun to make the melee dps depending of the stuff, caracs and buffs...
3/ Bots managment
In the next update, you won't be able to spawn two times the same bot in a zone.
Also, someone asked me to make the command "#bot spawn" unavailable if we're engaged. What do you guys think about that ?
Mag
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I would suggest a command that can turn these features on, or off. Maybe something like:
#bot regen low
#bot regen high
Or
#bot use item damage on
#bot use item damage off
I think this would work well, then if you did not want to use these options you wouldn't be forced to 
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07-30-2007, 09:12 AM
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Fire Beetle
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Join Date: Apr 2007
Posts: 10
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Well I for one would love to see the management/itemizing of the bots to be a part of the offlne experiment.
What else would I do with all the stuff I find 
As for the manaregen rate. Sure its a bit too easy now. But then again it shouldnt be boring either. Need to tune it. Lets try low for a patch and see...
Spawning as in combat is too a bit easy. Sounds fair to have it removed/unavailable as you are engaged (witha DE female at least  )
Spawning same bot isnt realy a problem if you choose not to have them gear dependant. But IF you do. Then suddenly they can become too powerful in masses if you get your hands on some uber gear for a specific type of character...
I vote for not being able to spawn same bot over and over again. ut in the same time. Needing 40 or so bots equipped for a major raid just seems stupid... Maybe raids could limit it to 3 or so per botnpc?
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07-30-2007, 09:54 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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I think you should make them all rules and let the server op decide. Botregen and a value, botstrictcombat true or false, spawnlimit and a value, and canspawnincombat true or false. Something along those lines.
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07-30-2007, 11:46 AM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Quote:
Originally Posted by Magoth78
1/ The mana regen.
As you ve probably noticed, some fights are really easy in raid. That's because the bots do exactly what they have to do under certain situations. But that's because, also, of their mana regen. To give more fun, more challenge, I could drastically remove the mana regen of the bots. But that will mean that we will have a real downtime instead of the actual version wich is more arcade.
2/ The bot melee's damage.
Actually, if a bot uses a crappy weapon or a very good one, the damage output is the same. STR/AGI/DEX etc... are not criteria for the melee output in the actual version of EQoffline.
Looks like some peeps want to keep the melee damage like it is right now while others would like to make it so it will force the player to equip his bots with the right stuff.
I think it could be more fun to make the melee dps depending of the stuff, caracs and buffs...
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I would definitely like to see a bot benefit from enhancing it's gear. If it's using a rusty dagger, or an Ifir, the Bot should be far more effective with the latter. Loading your bots up with stats gear makes them more effective fighters, or should right? This would inspire the player/bot owner to continually upgrade their bots with new stuff.
As for regen and strict vs lazy bot melee rules, I agree with cavedude - if they were rules, the server admin could decide globally.
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08-01-2007, 10:11 PM
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Discordant
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Join Date: Jun 2003
Posts: 345
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Updates:
--------
For a best challenge, I've done some changes.
1/ Items, stats and buffs became very important criterias for the melee damage output. Better will be the stuff of your bots, better will be the dps. The buffs will seriously augment the DPS of your bots, also.
2/ Spawning bots while engaged (you or your group) isn't allowed anymore.
3/ Spawning the same bot in a zone isn't allowed anymore.
4/ The bot's mana regen has been reworked. Engaged, their mana regen will be slow. Not engaged, it will be very fast.
5/ As asked, the way the bots are following their leader has been reworked. No more bots in front of the leader wich caused targetting issues.
Window's Binaries: http://eqoffline.free.fr/Build.rar
Source's package: http://eqoffline.free.fr/EQEmu-EQOffline.rar
G'day,
Mag
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08-01-2007, 11:49 PM
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Hill Giant
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Join Date: Dec 2002
Location: Nottingham!!
Posts: 217
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/grovel
I bow before thee.

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