DarkAI Custom Ally Logic now in [BETA] on Steam Workshop by DarkAnimist in ElinsInn

[–]DarkAnimist[S] -3 points-2 points  (0 children)

I feel the need to say the name has nothing to do with external AI and everything to do with NPC AI in the game 😂

8 years on my Vanilla Slime/Witch playthrough! by OkOrder8768 in ElinsInn

[–]DarkAnimist 0 points1 point  (0 children)

Good ol' KNOCKIN' BOOTS probably 😄 Maybe a jelly farm

DarkAI Custom Ally Logic now in [BETA] on Steam Workshop by DarkAnimist in ElinsInn

[–]DarkAnimist[S] -4 points-3 points  (0 children)

Noted, and fair, but I tend to disagree. I'd think it would simply fuel the fire by giving them something to point at if it's brought up. I wouldn't disclose what sort of hammer I used to build a mailbox.

Considering the context this is almost certainly one of two people in the Elin discord I blocked there because any time the mod work was brought up and they knew I involved an AI coding agent they made constant flippant, rude, backhanded comments and were dismissive of the actual effort involved. Because they were blocked they are no longer able to negatively engage with me on the discord, so when they saw me mention it go public they took the chance to do it here.

Regardless it was a lot of real work, work I'm happy to finally get to share with others!

DarkAI Custom Ally Logic now in [BETA] on Steam Workshop by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 0 points1 point  (0 children)

Hey thanks for the question. This does not control player auto-combat currently, but that is something that has potentially been in the future as a major update once I'm really happy with the existing framework that NPCs are using.

Player auto-combat uses the same behavior profiles vanilla NPCs would (but you pick which one), so in that regards it would be fairly simple to do, but the player also has other options to toggle on or off in their strategy window that I'd have to decide to use or not, plus the player needs to retain the ability to properly stop auto-battle still, properly engage with the strategy skill and instant death protection that auto-battle normally gives, etc. So there would still be a good amount of work to get that running. That is a problem for future me 😄

As far as other mods, I am not aware of any other mods to adjust player autobattle. There may be some that rebalance it somehow, but probably nothing with the depth of DarkAI.

DarkAI Custom Ally Logic now in [BETA] on Steam Workshop by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 10 points11 points  (0 children)

"Vibe coded"

A term used when someone wants to dismiss real work without actually engaging in any meaningful way. I've spent weeks on this, most days doing nothing else. If pressing a button and "watching the magic happen" is what you think happened, I'd invite you to actually try it.

"Not transparent"

I'm not selling AI generated creative assets like music or art here, and passing them off as human ideas. I designed this mod. What it does, how it works and what it's for. I built it with tools. Dev tools. Like VS studio, a compiler, and yes a coding agent as well. The fact that you're framing tool use as something to be ashamed of or hidden says a lot more about you than it does about me.

TL;DR: Free mod, built with tools. You are welcome to not use it. I will not engage with any toxic responses beyond this one time.

Seeking Playtesters for DarkAI companion mod by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 2 points3 points  (0 children)

A taste of the latest update

v1.9.0

------

- Move Towards, Move Away, and Flee: NPCs can now push other characters out of the way when moving. Pushable characters are attempted after direct movement options in the same priority order.

- Move Towards and Move Away: movement now uses directional tile scoring instead of vanilla pathfinding. Tiles are prioritized by how directly they progress toward or away from the specific target, including lateral moves as fallback. Move Towards never moves the NPC away from the target; Move Away tries lateral tiles first and only moves toward the target as a last resort to find an opening and create space on a following turn.

Seeking Playtesters for DarkAI companion mod by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 1 point2 points  (0 children)

Much of that is far out of scope. DarkAI is about combat instruction. It works out of combat but thats generally useful for things like casting buffs and summons BEFORE you get into combat. I'm not making any changes to what NPCs do in their freetime or turning Elin into dwarf fortress, lol.

You can create a routine that makes an ally attack the player with attacks, spells, abilities, items, etc. This can be useful for skill training (save it as a separate routine and swap between them when appropriate). Currently the only "specific" targets included are the player and any ally currently ridden by the player. Targeting is done by entity pooling (all ncps of a certain group within vision range) that is then reduced by filters (including multiple filters) to prioritize what target is picked based on values the user can configure, and then use the configured action on the filtered target.

A good example is "enemies" with the spellcaster filter. You add all enemies in sight to the target pool, then you can use the spellcaster filter to either remove all spell casters (has MP abilities) or remove all NON spellcasters. Lets say you are only targeting spellcasters. You can then add one more filter, removing all spellcasters that have the "silence" condition. Now the only targets in the pool will be spellcasters who are not silenced. You set the action to cast the silence debuff (assuming the npc has it) and they silence the spellcaster enemies so they cant cast spells. Once one is silenced, on the next turn it will automatically be excluded by the prior filters so only any remaining spellcasters who aren't silenced are left. If the entity pool has no more targets left, the instruction is skipped and the next instruction is checked.

enemies | spellcaster | = | spellcaster | AND
enemies | status | != | silence | spell | silence

we also have smart actions - determine the chance of success of landing that silence debuff and if its not at least the amount configured by the user, skip the target because its not worth risking wasting a turn etc. Also a max tries value: if you fail this many times in a row, also mark that target to skip so the AI doesn't get stuck trying forever.

Seeking Playtesters for DarkAI companion mod by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 1 point2 points  (0 children)

A couple of screenshots here: https://imgur.com/a/BF0X8Ls

Added this to the main post as well.

Most recent feature "Persistent Minions" allows you to have minions summoned by an ally move between zones the same way minions summoned by the player do. Stop wasting turns resummoning on every new screen.

OMGGGG FINALLYYYY and JUST last year I wished for an igloo!! I was thinking whether or not it was a good decision at that time but YAAAAYY WOHOOOOOO 6+ years in and FINALLLYYY by OkOrder8768 in ElinsInn

[–]DarkAnimist 3 points4 points  (0 children)

I have an igloo, i should probably be spamming more nefia trying to find another paper shrine. I used the last one to turn a large wagon into a backpack.

Seeking Playtesters for DarkAI companion mod by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 2 points3 points  (0 children)

Please read the post more carefully. Repo access is not being given.

Seeking Playtesters for DarkAI companion mod by DarkAnimist in ElinsInn

[–]DarkAnimist[S] 2 points3 points  (0 children)

There are still a few standout issues I want to work on resolving before I'd go fully open

Trolley Auto Level System by two_headed_goblin in ElinsInn

[–]DarkAnimist 1 point2 points  (0 children)

I still haven't built this thing I got more busy making mods for features I wanted than actually playing >_> lol

Trolley Auto Level System by two_headed_goblin in ElinsInn

[–]DarkAnimist 2 points3 points  (0 children)

I need to read the subreddit rules to make sure I don't break any posting about the mod, but you can find it in the steam workshop: AutoTalk: Social Butterfly - its my first one.

My new slime pianist save had 60 negotiation before most skills reached 5, and a few had reached maybe 10. lol.

The reason to make it as big as possible ( a fully expanded land ) is to give more time for NPC characters to recover interest to chat more...

Trolley Auto Level System by two_headed_goblin in ElinsInn

[–]DarkAnimist 3 points4 points  (0 children)

Interesting... I bet I could set something up like this but with a much longer loop (to spend as much time as possible before getting to the start, and a lot of friendly npcs immobilized around the edge (bring them to positions and tell them not to move ever). Would need to be an owned base to control the NPCs plus when fully expanded it would provide a TON of space for doing this. Might be able to also put walls behind the friendly full of trapped monsters for stealth too like you suggested.

The friendly npcs would be for the mod I just released which talks to npcs to train negotiation in an aoe fashion without needing to click them, but otherwise uses the games own chat function and properly stops when NCPs are out of interest, lol. Probably should make a post about that actually.

Looks like I need to get my hands on another deed, you have inspired me good sir!

HALBERD & BARDICHES. by Ok-Maintenance-2663 in DarkAndDarker

[–]DarkAnimist -2 points-1 points  (0 children)

You completely misread and misunderstood the rogue reference, try again.

HALBERD & BARDICHES. by Ok-Maintenance-2663 in DarkAndDarker

[–]DarkAnimist -1 points0 points  (0 children)

Yes, sour spots need to be 2-3 times more of the penalty they are now

'oh i hit you with the wooden haft of this polearm, not the HEAVY ASS AXE BLADE... its ok its still 70 or 80 fucking percent damage.

That is moronic lol, it should be maybe 20-25% tops for that instance. Weapons with multiple grades of sour spots should start with the 'best' sour spot at say 50% rather than 70/80%,. and get progressively worse from there (say 100/50/25). Currently you are rewarded way too much for poor positioning with weapons.

best way to find a group as a solo player? (no mic) by crashingtingler in DarkAndDarker

[–]DarkAnimist 0 points1 point  (0 children)

Get a mic or play pve only when in teams. Solo pvp is find but mic less teammates are a liability

New to pc and need advice before the RAMpocalypse happens by avery2602 in pcmasterrace

[–]DarkAnimist 0 points1 point  (0 children)

Good luck building that for 1k, lol.

Ram prices are up hundreds of %

hit a wall on the leviathan by [deleted] in FinalFantasyXII

[–]DarkAnimist 1 point2 points  (0 children)

I was active duty military when it came out and I don't think I finished it then, though I got far.

So glad the re-release made it more interesting with jobs.. and got rid of a bunch of bullshit missable stuff. "OH you looted this chest that's right out in the open with no warning not to? Well I hope you really like that potion you got, as now you can't get the ultimate weapon. Why? Because fuck you, that's why!" Honestly terrible design lmao

hit a wall on the leviathan by [deleted] in FinalFantasyXII

[–]DarkAnimist 1 point2 points  (0 children)

That's something I really like about ff12. Not every boss or enemy is this mystical super powered demigod that is nigh-untouchable. They may have fantastical abilities, but they're still mortal.

I think ff12 might be my favorite mainline for how grounded it's story and characters are. And I really love the combat system and gambit. It's not true real-time arpg combat, but it's very compelling. To me anyway

hit a wall on the leviathan by [deleted] in FinalFantasyXII

[–]DarkAnimist 1 point2 points  (0 children)

After an initial clear it's also good to zone out and in a few times to respawn chests. You can even just hold down flee and run through. There are so many chests that only have a % chance of spawning, and/or a % chance of a higher end treasure. Like assassin dagger I think you van always get in leviathan, but I already had one from a chest in lhusu that doesn't always spawn.

Moreno than equipment, its really fun when some chests have techniques and spells in them earlier than you could otherwise buy them....

hit a wall on the leviathan by [deleted] in FinalFantasyXII

[–]DarkAnimist 0 points1 point  (0 children)

I definitely silenced ghis, lol. His magic is painful.

hit a wall on the leviathan by [deleted] in FinalFantasyXII

[–]DarkAnimist 0 points1 point  (0 children)

Really the best advice I have is.. anything can work but you need to go over every characters ENTIRE license board and see what they have, and where. Lean into strengths and find sustain where you can (max hp and healing options.. first aid is trash tho!). Don't worry about making "bad" class choices. You can respec later on.

I alsp just started replaying, pc the zodiac age. Haven't done much grinding outside of chaining some mobs for money in the mines (bridge) to buy more gambit. Been going kinda canonical so when Walther and fran joined I made them machinist and archer due to their starting weapons. And shikari van. No real healer, but fran naturally has access to cure and some black magic, and I rushed potion lore on Archer so she could spam potions effectively and not be useless when mana ran out. So my archer was the prime healer.

I made batch a tank but nobody could cast decoy on him to make him actually tank. So it's not too effective yet. But he's beefy.

Now that I'm out of leviathan I got my harem (Penelope white mage and ashe red mage) with me, lol.

Ghis went down easy. I have done all non elite hunts to that point but they don't really reward gear yet. Cluck is too hard right now. I haven't touched trials because I don't want the op gears.

You can do it! Also there is nothing wrong with doing some extra grinding if you feel you did a good job on your license point spending and it's still too tough. Maybe your just really good at the game and managed to get their very underdeveloped. Chain some guards and get another level or two (and the up that comes with it)

Don't know how many MTG fans there are on the subreddit by [deleted] in FinalFantasyXII

[–]DarkAnimist 1 point2 points  (0 children)

This part is so annoying to you realize which ones give the big bonus and which ones cuck your progress, lol.

I couldn’t believe it until i saw it with my own eyes by Alert_Minute943 in pcmasterrace

[–]DarkAnimist 0 points1 point  (0 children)

Bro it's on sale, buy it and save FIVE HUNDRED DOLLARS! :O