I wrote the following because I wanted to give something back for the great enjoyment I have had playing this game, and also because I dislike micromanaging party members during battles. My goal is to get through the game on hard difficulty or higher without once having to micromanage a party member, as well as personally surviving myself of course.
I play Iron Man games.
Playing this way has given me a lot of enjoyment because it keeps the game fresh even on the easy sections.
I will micromanage of course if my survival is at stake during a battle, but I have found that if the battle has
deteriorated to that point that I have seriously erred somewhere or the party is outclassed by a wide margin.
If party member tactics are set correctly, if the battles are fought using tactics and terrain intelligently, and if the player has had a little experience (or a lot) on a particular quest, most of the battles even on hard difficulty are fairly straightforward.
But even then the PC can still be killed if he gets overconfident and starts playing too bravely.
I got surrounded and overwhelmed by the wolves on the deserted battlefield as a 2H warrior in light armor once, because I thought I had the game wrapped up. Overconfidence can kill you in an Iron man game.
Unless you are playing close to real time combat though, tactics aren't really even necessary; you can always use the pause button.
Ali's Korcari Wilds tactics behaviour
In general, he does everything you would expect him to correctly and relatively intelligently without
freezing or toggling weapons.
To use these lists as written you will need to have installed in your game
Advanced Tactics mod
Unlock 30 tactics slots mod
Both mods are available in the forums projects section and are easy to install.
beh = behaviour
nv = nearest visible
attk = attack
attkd = attacked
stam = stamina
deep mush = deep mushrooms
hp lp = health poultice least powerful
expl = self - game mode - exploration
rng = range or ranged
tgt = target
nmy = enemy
EorH = elite or higher
mag = magic
Disclaimer: Last time I tested these lists, they worked OK. YMMV
Ali's Korcari Wilds tactics list and template
1 self using rng attk jmp 10
2 self surr by no nmy beh Defensive
3 stam <20% deep mush
4 health < 20% hp lp
5 expl jmp 18
6 self surr by 2 beh cautious
7 self attkd by rng shield cover
8 tgt any shield pumm
9 tgt any shield bash
10 tgt uses rng mr to lr attack
11 tgt EorH attack
12 tgt using mag attack attack
13 self attkd by melee sw mel wpn
14 self most nmy using rng attk jmp 20
15 self 1+ nmy alive jmp 27
16 nmy EorH jmp 28
17 nmy nv mage jmp 26
18 self game mode expl beh default
19 game mode expl sw rng wpn
20 self 5 creatures dead jmp 25
21 self most nmy using melee attk jmp 25
22 self attkd by melee jmp 30
23 nmy using rng attk mr to lr beh ranged
24 self combat beh ranged
25 nmy nv attack
26 nmy nv mage attack
27 nmy tgt of control attack
28 nmy EorH shield bash
29 nmy attacking main chr shield bash
30 nmy attacking Ali shield bash
Jori Korcari wilds
1 health <40% hp lp
2 stam <20% deep mush
3 expl jmp 20
4 hero attkd mel jmp 6
5 self using melee jmp 12
6 hero attkd mel jmp 16
7 self using rnged beh rnged
8 tgt attacking main chr attack
9 self attkd mel beh passive
10 tgt using mag attack
11 self using rnged jmp 22
12 tgt using mel flank pomm strk
13 tgt any pomm strk
14 tgt rank norm higher sunder arm
15 tgt health <30% mighty blow
16 ally being mel attk beh defensive
17 ally being attkd mel sw mel wpn
18 self attkd mel pomm strk
19 self using melee indom
20 expl deac indom
21 expl default beh
22 expl sw rng wpn
23 nmy nv mage attack
24 nmy nv attack
25 nmy tgt of main attack
Jory will switch to melee weapons when an ally is melee attacked. He will not switch back to ranged
weapons until exploration mode is entered.
If using a bow, he will evade melee attacks until he makes the weapon switch.
Daveth Korcari wilds
1 self health <40% hp lp
2 self stam <20% deep mush
3 expl jmp 18
4 self being attkd mel 15
5 self using mel jmp 12
6 self using rng attk beh ranged
7 tgt sr pass beh
8 tgt using magic pinning shot
9 tgt using mel or rng pin shot
10 tgt attk main chr attack
11 tgt attk ali attack
12 self not att mel rng beh
13 self not att mel sw rng wpn
14 self not att mel jmp 23
15 self attkd by mel sw mel wpn
16 self attkd by mel beh defensive
17 self attkd by mel dirty fight
18 expl def beh
19 expl stealth
20 exp sw rng wpn
21 nmy nv mage attack
22 nmy attk main chr attack
23 nmy nv attack
24 nmy tgt main attack
25 grey
I have included these lists, because they were the ones I used while I was testing Ali's tactics.
QUIRKS OF THE TACTICS SYSTEM AND STUFF THAT'S GOOD TO KNOW (1.03)
Target rules only fire if an NPC already has a target selected, either from manual intervention, or from an entry on the enemy list. In other words, use a target rule when you want the NPC to take action on a target that he has already got selected, do NOT try to use the target rules to select a target from among a group of enemies.
For selecting a specific target from among a group of enemies, use the enemy command. For more than 1 enemy selection, be sure to place them in the order you want them selected. When the enemy command fires it will also set this enemy as the NPC target, and any appropriate target rules earlier in the list will now work next time the list is reset.
Behaviours should be mutually exclusive to work properly, in other words find a way to set behaviour such that both rules cannot be true at the same time, or you risk having the character toggle behaviours and appearing to freeze. If it's necessary to use different commands that are not mutually exclusive, try to think ahead and choose commands that are not likely to be true during the same battle at the same time.
Ranged behaviour causes the NPC to shoot at the PC target as soon as the yellow circles appear, but the character might not follow the PC correctly in exploration mode if you try to leave behaviour as ranged during exploration. Setting ranged behaviour in the book also causes an NPC to switch to ranged weapons
automatically if he was using melee weapons just before the rule fired. That works for warriors and rogues,
I can't say about mages at this point, it might be necessary to use a switch command as well as the behaviour
switch.
Passive behaviour works correctly when you want a bow or staff equipped npc to avoid melee encounters, but might cause problems when PC is shooting at distant targets. A passive NPC in this case will probably not shoot with the PC and wait until the target gets closer.
Aggressive NPC's can get your party killed. In general, the NPC's do not use game world positioning very well. They move too close to the enemy when ranged, and do not move far enough away from bosses when passive. Agressive warriors in particular will go chasing after enemies a long distance away, even if hurting, even if the rest of the group is in no position to support them. Use with care, even late game.
Defensive behaviour in my opinion is the best general behaviour for a warrior, especially dog. It will keep him from attacking most distant enemies, move him back towards the PC when his target is dead, and in general keeps him from stupidly getting himself killed and putting the rest of the party at risk.
**"Self: using melee attack" quirk**
A "self using melee jmp" only appears to work correctly the first time through, if the jmp is to a "switch to melee weapons" command.
In other words, you expect it to make the jump unconditionally if the warrior has melee weapons equipped and in most cases this is what will happen, EXCEPT to a switch to melee weapons command target.
If the jmp is to the command "switch to melee weapons", it will work as intended the first time through, because the sw to melee weapons effect can occur. But the second time through, the effect cannot occur because the character already has melee weapons equipped and the "self using melee attack jmp" fails and falls through to the rule next in the list.
BUT, if the jmp is not to a sw command, it usually works as expected and makes the jmp as expected.
This was the most annoying quirk in the entire game for me, and took the longest to understand, causing a lot of weapons toggling frustration. I expected the self using melee command to act unconditionally and it did not when paired with the sw to mel wpn target.
**List Algorithm, Behaviour toggling, weapon toggling**
You must take into consideration the behaviour of the list algorithm.
When tactics are good, it appears that the computer simply follows the list in order from start to finish, but it does not. It restarts the list each time a rule successfully fires.
When writing tactics it is usually good enough to place them in logical order,but you MUST realize that as soon as a tactic succeeds the list is reset to the beginning.
This means that if you have just changed behaviour and a behaviour change rule that is not mutually exclusive is earlier in the list, the NPC can toggle behaviours and appear to freeze and perhaps toggle weapons as well if both rules evaluate to true.
It appears that the presets (Defender, Archer, Scrapper, etc) have error correction built in so that even with errors in structure, the tactics for those will work more or less as expected, but this is not true for the custom lists. For those the structure MUST be correct if you want the list to work properly.
You learn something new every day
Custom 1,2,3 are available for each individual character, and as long as you use save preset, you will only have to write them once for each character during the entire game. This means you have at least 90 slots to work with to make your party members fight as intelligently as they can. You may have known this from the time you started the game, but I just discovered this today and I have been playing for months. I thought custom 1,2 and 3 applied to the whole group, not each individual member.
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Modifié par werwulf222, 04 août 2010 - 09:24 .





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