Squidmaster wrote...
You know, I think I remember mages being too easy. Maybe I should try that. Will they come prebuffed if I sneak up though? My main character is a stealthier and it would be a shame to penalize that. I'm not sure about the better AI. How far out of the way will monsters go to target mages? Part of the game is obviously to keep them attacking your tough guys, and if that is impossible I wonder how fun that would be, or if you could even use archery for instance.
The readme doesn't say it, but when you come to that component you can choose 1 of 4 options: 1. mages have BG2 spells and pre-buff, 2. mages have only BG1 spells and pre-buff, 3. mages have BG2 spells but don't pre-buff, 4. mages have only BG1 spells and don't pre-buff. (WARNING: those numbers aren't accurate- just read the actual command prompt choices- my memory isn't that good.) I choose BG2 spells but no pre-buffing. It just seems unrealistic that they walk around pre-buffed. If I tried that I'd waste all my spells before I actually ran into anything.
As for AI, I've only played with SCS once, and it wasn't so bad but then I had no pure mages. Everyone was dual or multi-class mage. They may target a mage, but if your mage goes invisible they have to retarget. Or if they're a melee fighter and your mage casts Blindness on them (or Sleep or Web, etc etc), well... not so smart an AI anymore. They don't always go after mages, but for sure archers may try to disrupt spells, and what Humanoid_Taifun was saying about thief enemies going into stealth and sneaking up on low AC chars is also true. But mages aren't defenseless! Mirror Image is a lifesaver... as is Invisibility...
The advantages of archery for BG1, however: still viable. Ranged weapons... don't leave home without them. And just because they're trying to target mages or a lower AC guy like a kensai or monk doesn't mean your own tank can't rush an archer and force them into melee or rush a cleric and smack the spell out of their hands. Oh, and not all enemy AI is the same either. A heavy melee fighter might just try to plow through anything in front of them. Or a mage might target a tank in order to disable them (the same way you'll be targeting theirs).
The one comfort in all of it is that they can't do anything that you can't do. The mod Tactics gives enemies unrealistic advantages, spells, and abilities. SCS simply makes them smarter, more realistic opponents, or adds specific advantages that make sense for the type of creature or opponent they are.
As so sayeth the Wise Humanoid_Taifun, however, it all depends on the challenge you prefer. Nothing is unbeatable (obviously) but some people don't seem to like the kind of challenge that makes you sit up in your chair on occasion, puzzling and fretting. I do, so I go advocating lots of mods and willy nilly SCS components. You may be content simply with "Better calls for help." I just like it to stay interesting...
Modifié par Bhryaen, 20 février 2011 - 01:21 .