My simulation’s NPCs keep clashing with the game’s economic system because their personalities make irrational choices. I’m using a community behavior library but need to adjust emotional responses without breaking core mechanics. Any tips for modifying these shared behavior trees in Godot? Specifically, how do you maintain consistency while allowing character flaws?
Think of personality traits as multipliers rather than absolute values. A ‘reckless’ character might have a 1.3x weight on high-risk decisions in your existing logic. That way, the base simulation stays intact but characters express themselves through risk tolerance.
Use Godot’s animation trees to layer personality modifiers on top of core behavior logic. Separate personality parameters into a dedicated resource file for easy tweaking.
The community wiki has a great guide on ‘Personality Masks’ that let you override specific decision nodes without altering base behavior trees. Maybe start there and see if that approach fits your needs!