Hi duck, have a look at this thread:
http://www.blitzbasic.com/Community/posts.php?topic=43523it might give you some ideas, look further down the page at my bobs code, it's based on the behaviours I saw on Craig Reynolds' page. He's the guy who did the original flocking algorithms.
Also look up reactive behaviour models as this is the whole theme behind boids and in my case bobs.
the behaviours I have implemented are 2d but could be adapted to 3d (like anything) also consider how you might incorporate A* with reactive control to find best paths AND get there while dealing with dynamic objects (players, other AI bots etc)
If I find any good tutorials I'll be sure to try and remember to post them here as its one of my fields of interest too.
Luke