Companions not fighting
#1
Posté 15 mars 2011 - 06:31
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
Posté 15 mars 2011 - 08:11
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
Posté 15 mars 2011 - 08:20
Modifié par XOGHunter246, 15 mars 2011 - 08:22 .
#4
Posté 15 mars 2011 - 08:25
#5
Posté 15 mars 2011 - 09:15
#6
Posté 15 mars 2011 - 09:20
#7
Posté 15 mars 2011 - 10:08
#8
Posté 15 mars 2011 - 10:59
#9
Posté 16 mars 2011 - 12:16
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
Posté 16 mars 2011 - 12:19
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
Posté 16 mars 2011 - 12:33
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
Posté 16 mars 2011 - 01:24
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
Posté 16 mars 2011 - 07:38
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.





Retour en haut







