SbCl3 wrote:
The guards are pretty much coded at random...so it makes it very hard without going back as far as you want. For example, if you travel somewhere in a straight line, you may never see the gaurds change. But if you so something weird you can get around the guards. I'll have to look at the code to see how it all works.
5 rows? wow.
There's nothing random about the guards, but they are very dependent on movement order, because of the following:
A - Guards are always brained, so they will try going around obstacles.
B - Guards will not kill other guards.
C - Guards take two squares.
This makes guard movement hard to predict because unlike normal monsters, being blocked by another guard doesn't mean they don't move, it just means they don't move optimally. And guards can block each other in several ways - guard 1 can be in the way of guard 2, guard 1's sword can be in guard 2's way, or guard 1 can be in the way of guard 2's sword. This is of course compounded when more guards are nearby. The end result being that guards move a lot in ways that are designed to avoid other guards rather than directly towards Beethro.
Which wouldn't be so bad if the movement order was easy to determine, but obviously with unpredictable movement order this is even more confusing since the results can vary greatly based on who is in whose way. It's also worth nothing that two guards can effectively block each other from certain squares, making them both move in non-intuitive ways.
In other words, there's a lot of reasons guard movement is hard to predict. But it's not actually random.
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