Create automated Human Player parties via Barracks #743

trollworkout opened this Issue May 18, 2016 · 2 comments


None yet

2 participants

trollworkout commented May 18, 2016 edited

I propose the ability for human players to create automated parties (similar to hero parties) using the same AI logic but created from the Barracks room instead.

Each creature gets a new variable called BARRACK_JOB which can be (these identical ai logic as the ones used by heroes in map scripting):
STEAL_GOLD = leader will go to enemy Treasure steal gold then attack dungeon heart
STEAL_SPELLS = leader will go to enemy Library steal spell then attack dungeon heart
ATTACK_DUNGEON_HEART = ldear will go and attack enemy dungeon heart
ATTACK_ROOMS = leader will go and attack enemy rooms
ATTACK_ENEMIES = leader will wonder about and attack any enemies encountered
DEFEND_PARTY = leader will wonder about and defend all it's followers

Leaving it blank will prevent the creature from becoming a leader (e.g. Skeletons, Hell Hound)

How to create a party:

  • Drop creatures in the Barracks.
  • After 200 game turns up to 7 creatures will team form a party and elect the most experienced creature as their leader
  • The leader's BARRACK_JOB becomes his objective and all other creatures will follow him
  • You can control the party's objective by dropping specific high level units as party leaders
  • Picking up and dropping the leader in a different part of the map OR possessing the leader will make his party mates follow him around
  • Creatures will temporarily no longer need to sleep or eat and will behave like heroes wondering about or fulfilling their goal.
  • A party leader's BARRACK_JOB overrides it's Primary and Secondary jobs
  • The party is broken up by giving the Leader any job including Hatchery or Lair or automatically after 1000-2000 game turns

Right now for possession this already works like this.

So you want these new things:

  • Be able to pick up the barracks leader to drop him somewhere and have the other creatures join him
  • Have the party stay together when they are not possessed
  • Be able to assign a specific job to the party - like STEAL_GOLD

The latter, how do you want the player to do so?

@Loobinex Loobinex changed the title from Feature Request: Ability to create automated Human Player parties via Barracks to Create automated Human Player parties via Barracks May 18, 2016
trollworkout commented May 18, 2016 edited


Add a new variable to the config for each creature call it PARTY_JOB or BARRACK_JOB

There are two ways to control the party job:

  • Combine low level creatures with a higher level specific creature that you know is gonna have a specific party job (ex Thief STEAL_GOLD, Warlock/Wizard STEAL_SPELLS, Orc ATTACK ENEMY, Bile Demon DESTROY WALLS etc)
  • Combine creatures that never become party leaders with creatures that do (ex Skeletons or Hell Hounds + Thief will always STEAL_GOLD)
  • A third method would be to possess a specific creature and if that creature has a pre-defined PARTY JOB then the party stays together when you exit possession otherwise breaks up

How leader is selected

  • Highest level creature WITH party job is chosen as leader
  • If two or more creatures are same level WITH a party job then one is selected randomly
  • If no creature has a party job then only possessing one you can make a party that breaks up when you exit possession
  • Or leader is selected by player via possession spell

To disband a party

  • Assign a new job to the leader by dropping him into a room and the party/group will break apart

The bolded options were edited in later and LIKELY the easiest way to implement this new mechanic.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment