|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
Thanks to Maximus at Vaultnetwork for letting us know that NWVault has published an 15 questioninterview with BioWare, graciously contributed by world site, A Land Far Away. Some highlights of the interview include specific memory requirements of the modules, and a detailed scripting example. Here's a bit:
Question 6 Factions:
What is the default monster AI aggressiveness? Do monsters attack only PCs, do they attack other monsters, is it set via a drop down menu? Is it a faction (MonsterFaction) set to be hostile to any member not in the faction?
In Neverwinter Nights, the faction system is very powerful and customizable. When a faction is created, a two-way relationship (how faction A feels about faction B, and vice-versa) needs to be defined between that faction and any other faction by declaring a value between one and 100. To explain these values, let us use the example of a player faction and how the player faction relates to the other factions established within the module. A value of 90 through 100 in an entry indicates an ally who will protect the player faction against the attacks of hostile creatures. 11 through 89 is a neutral range, and members of factions set to this range will not attack unless attacked, nor come to the aid of the player if the player is attacked. If a faction is set to zero through ten, members of that faction will be hostile and attack the players' faction on sight. By default, players come in with the player faction and have their values set by the module. After that, the player can change any of the values through his/her in-game actions.
You can have as many factions as you wish in a module, but we have found it is best to keep the number of factions to a minimum, as it quickly becomes confusing. |
|
|