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Companions not fighting


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#1
Trellame

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Since getting to the deep roads, one or more of my companions just stands around during fights. I've tried changing their tactics, it doesn't seem to make a difference.

I've also noticed (maybe this is intentional?) that the combat menus never go away since coming to the deep roads. My companions follow very far behind, requiring me to pull monsters to them, and their status keeps changing to "halt," then they follow a bit (still very far back), then it changes back to halt.

I can't get past the deep roads boss now with companions not fighting, please fix this or does anyone have a work around?

#2
Rune-Chan

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What happens when you switch from character to character? Does Hawke stop moving, for example?

I have experienced two vaguely similar things:

- Varric refusing to fight, walking on the spot while saying "moving". Fixed by switching to him and moving.
- Anders not using tactics. Fixed by changing him from Ranged to Deafult.

Modifié par Machines Are Us, 15 mars 2011 - 08:27 .


#3
XOGHunter246

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Happens to me too just manage them yourself tactic seem to suck to me they never do what I set them to do so I manage them myself. You sure they not set on hold that might be why they drag behind.

Modifié par XOGHunter246, 15 mars 2011 - 08:22 .


#4
StoneyKing Oj

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I had the same problem, but it was just Anders not moving so i reloaded and change his tactics (from cautious to default) and it seemed to fix it

#5
Luke Barrett

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Certain behaviors in the tactics cause this. There is a hotkey on consoles that will automatically turn off AI assistance so it's possible you hit that by mistake. Simply change the behavior to default or any of the other ones that sound offensive :)

#6
Heather Cline

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The cautious tactic pretty much makes any character with it turned on not fight at all. Cautious would be more of fight but be smart about it and don't take any unnecessary risks.

#7
MeanStreets

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I had the same problem and I was about to write: "I'm now at the deep roads dragon fight and allies just stand there like idiots. What hot key, what "certain behaviors"? I tried changing tacticts and - nothing. I'm getting the feeling more and more this game is a bust blah blah..." BUT then I realized it's the issue with enable/disable -button on tactics -menu - just enable the tactics, I had them accidentally disabled. Though it makes me wonder why there is an option to disable them in the first place, for masochists perhaps? :)

#8
Glaive Monkey

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This sounds like you have the party set to hold position. Simply change it to move freely in the combat menu.

#9
Adhin

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MeanStreets: It's there so you can move them to locations and keep them in specific areas. You can turn it off, move the whole party at once and they're behavior base AI wont stop moving and attack back cause they get pelted with an arrow. Can also do a full party select and tell them to all attack with that on. It only turns off the base behavior part, the actual tactic skill use you set in it is still used funnily enough, so its not the full 'ai toggle' it was in DAO.

Personally I think there base behavior presets are a bit weak. Default is nice, but I would of liked a second ranged version of that. Which they used to kind of have with I think Caution or Passive in DAO but they don't work quite the same, or least don't seem to be. Basically they have a few behavior's covered but not the 1 I want for ranged characters.

Default - useful for not having your ranged companions starting fights before you get there.
Aggressive/Ranged - same thing but Ranged will run away from things if they get close.
Tank - like aggressive but makes sure they go for higher value targets first.

and then you get to the other 3 which really kinda seem to do the same thing.

Passive - Wont attack unless it gets attacked, runs away if melee gets to close (like ranged).
Defensive - Wont attack unless it gets attacked, doesn't run away from melee.
Cautious - Wont attack, period, and constantly runs away from everything.

Kinda feel like they could of done a few of these things based off the type of weapon being used. Also not sure why passive is the defending ones self and cautious is the scared girl, seems an odd wording. Passive should be doesn't attack and runs away, Defensive should be only attacks if attacked. Ultimately I think they should of combined certain things and had it based off weapon type.

Default - How it is now but if using bow/staff backs away from enemies.
Aggressive - Same as it is now but backs away if using bow/staff (no need for 'ranged' AI type).
Tank - Same
Defensive - Same but based off weapon
Passive - doesn't do a damn thing but run away like scared child.

Also the running behavior checking to see if its picked location is in the middle of an enemy pack woulda been super.

#10
Luke Barrett

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MeanStreets wrote...

I had the same problem and I was about to write: "I'm now at the deep roads dragon fight and allies just stand there like idiots. What hot key, what "certain behaviors"? I tried changing tacticts and - nothing. I'm getting the feeling more and more this game is a bust blah blah..." BUT then I realized it's the issue with enable/disable -button on tactics -menu - just enable the tactics, I had them accidentally disabled. Though it makes me wonder why there is an option to disable them in the first place, for masochists perhaps? :)


Personally, I enjoy using it to play the game and manually play all companions. That said, I'll put in a suggestion for some sort of warning pop-up when you hit this button so you don't accidentally do it without noticing.

#11
1Nosphorus1

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Just to post my own experience on the matter.

Companions follow tactics until I use revive as a spirit healer mage, when they get back up they end up having unlimited health/stamina, but they refuse to enable sustainables or use cooldowns, even after activating said sustainables they still refuse to use cooldowns, or sometimes forget to attack completely.

#12
Drussius

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I've said elsewhere, but I'll say here in case the devs are watching this string, the Revive ability (and Anders's version and the revival potion) are bugged. They essentially cause the revived character to behave like combat is over. Warriors and Rogues might attack a little, but will frequently break off their attack and walk away. No revived character uses their tactics, and they won't enable their abilities, but they constantly regenerate their health and mana like the fight is over.

When this happens, if you pause, go into the character menu, choose the tactics menu for any character, and then back out and return to the combat, it seems to reset the AI so that they get back in the fight nine times out of ten. I use this as a workaround until the abilities are fixed.

#13
Asch Lavigne

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1Nosphorus1 wrote...

Just to post my own experience on the matter.

Companions follow tactics until I use revive as a spirit healer mage, when they get back up they end up having unlimited health/stamina, but they refuse to enable sustainables or use cooldowns, even after activating said sustainables they still refuse to use cooldowns, or sometimes forget to attack completely.


I've had the problem where they revive and then just walk back over to me and stand around, didn't notice the other stuff.