I've noticed that in the random encounter with the mage taking 2 apprentices to Redcliffeand being attacked by darkspawn, if you killed Wynne in the tower, the apprentices both die. If you don't kill her, they both survive. Intentional?
Consequences in DA
Débuté par
MalcolmM
, févr. 11 2011 05:13
#1
Posté 11 février 2011 - 05:13
#2
Posté 11 février 2011 - 08:24
Huh? I always thought that was more: if you help them effectively both live, otherwise both die. I have only ever killed Wynne in the tower once (and yet still chosen to ally the mages), and yet I have seen those apprentices die at least 4 or 5 times.
Modifié par Pro_Consul, 11 février 2011 - 08:25 .
#3
Posté 11 février 2011 - 10:21
The outcome of that random encounter has nothing to do with Wynne. More often than not, I see the acolytes stupidly running into their own AoE spell and dying of their own accord. I practically had to FF them in order for them to live through the encounter.
#4
Posté 11 février 2011 - 10:26
I recently saw the older mage run off the hilltop then fireball everyone on the hill, including the apprentices. Obviously a party dispute between the Libertarians and Loyalists.
#5
Posté 11 février 2011 - 11:49
The computer AI controlling the mages is not the sharpest tool in the shed and they will happily nuke themselves... I drop an 'Earthquake' at the front of the hill.
#6
Posté 12 février 2011 - 03:30
Arggh I hate that encounter because the mages are so stupid.
#7
Posté 12 février 2011 - 05:48
ussnorway wrote...
The computer AI controlling the mages is not the sharpest tool in the shed and they will happily nuke themselves... I drop an 'Earthquake' at the front of the hill.
Never thought of doing that...
On the other hand, THEY seem to like casting Earthquake on the whole area when I have an all-melee party.
Still not as bad as when I decided to side with the mage against Sophia Dryden in Warden's Keep. That guy likes Fireball just a little too much. Nowadays I kill them both every time.
#8
Posté 12 février 2011 - 11:34
mousestalker wrote...
I recently saw the older mage run off the hilltop then fireball everyone on the hill, including the apprentices. Obviously a party dispute between the Libertarians and Loyalists.
lol friendly fire to the extreme!
#9
Posté 13 février 2011 - 12:25
All the mages in game are tards as far as teh auto ai is concerned. Ive seen mages run itno melee range then start casting spells......sigh
Its one of the reasons I feel the Templars are so much more staisfying though incredibly hard to justify that choice.
Its one of the reasons I feel the Templars are so much more staisfying though incredibly hard to justify that choice.
#10
Posté 13 février 2011 - 02:43
Last Darkness wrote...
All the mages in game are tards as far as teh auto ai is concerned. Ive seen mages run itno melee range then start casting spells......sigh
Its one of the reasons I feel the Templars are so much more staisfying though incredibly hard to justify that choice.
Have you figured out why they run into melee? Are you sure they are set to "ranged?"
The only time I see behavior like that at all for characters set to "ranged" is around corners and such, when a target moves out of sight, and the mage (or archer) has to move in closer to target anything at all. If the battlefield is especially cramped, the choice even a player-controlled mage has is to either hang back and watch, or to move in and find a target to fight. It would actually be rather difficult to have a script that judges whether it is safe to get closer in order to target the guy who just moved out of line-of-sight. Not undoable, but difficult, and difficult to do right.
Remember that not so long ago, path-finding algorithms were remarkably awkward, often causing half of your team to leave the battle because the short way to a given target was temporarily blocked, and the much longer path to go back through several halls and doors and enter the room from a different doorway is unblocked.
As far as the mage AOE AI, yeah, it could have been done better, though perhaps not with their current scripting system. I would like to see something like the existing "clustered" criteria, but with the corollary parameters, e.g., where "no more than X allies are in the area." Or where "<fragile party member> is not in the area." Thus the fireball would go off and hit 5 bad guys, and only 1 good guy, and the healing can make up for that friendly fire.





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