I'm at the point in the OC where I have four party members, and I'm finding it difficult to command all of them, especially when trying to manage two spell casters. This isn't a bug, it's me not understanding the interface properly.
My AI settings: Using the "all" button, I have everyone on puppet. I have the "guard leader" option off, I have "use items" and "cast spells" off, everthing is off except "use healing items". I also have follow distance set to "far".
So, here's the problem: During combat, something I'm doing routinely clears the action queue for all party members. If I've instructed someone to drink a potion, they'll stop and doing nothing. The potion command will have disappeared from their menubar list of actions to preform. This happens for all types of actions: using items, casting spells, melee, you name it. I think what's causing it is switching party leaders (i.e. switching which character I have selected). To support this theory, I've noticed that when I unpause, the characters will not only drop what they're doing, but also run towards whichever character I have selected. If I pause the game with the PC as the selected character, issue commands, and then unpause it with Neeshka as the selected character, everyone except Neeshka will have their action queue cleared. Is that correct? Is there anyway to prevent this from happening? Will ensuring that I always have the same character selected at pause and unpause solve the problem?
Party Command Problems
Débuté par
TShandy
, mars 17 2011 04:07
#1
Posté 17 mars 2011 - 04:07
#2
Posté 17 mars 2011 - 05:00
When not using Puppet Mode, giving the Attack (VWE) command cures this. I don't know anything about Puppet Mode, though.
#3
Posté 17 mars 2011 - 08:23
Discouraging progress. I've been able to make action queues clear while paused. That seems to torpedo the whole "keeping leader consistent between pauses will fix it" idea.
#4
Posté 17 mars 2011 - 01:54
i've been using Puppet mode for everything except Follow. here's some tips :
- turn Puppet mode on and off a couple of times (to make the game get things sorted out).
- issue a generic command like Follow while not in Puppet mode, from your PC then from a Companion (switch to Puppet as soon as enemies appear *).
- use the Portraits on the partybar to switch controlled character, because if you click on a character that's already being controlled, it wipes his / her action queue.
For me, it doesn't have anything to do with 'consistent leader' and everything to do with keeping things simple
* cycle through them or they will continue to act on their last command ..
- turn Puppet mode on and off a couple of times (to make the game get things sorted out).
- issue a generic command like Follow while not in Puppet mode, from your PC then from a Companion (switch to Puppet as soon as enemies appear *).
- use the Portraits on the partybar to switch controlled character, because if you click on a character that's already being controlled, it wipes his / her action queue.
For me, it doesn't have anything to do with 'consistent leader' and everything to do with keeping things simple
* cycle through them or they will continue to act on their last command ..
Modifié par kevL, 17 mars 2011 - 02:12 .
#5
Posté 17 mars 2011 - 02:16
The problem is, when you have the whole group selected (or just more than one guy, I'm not really sure), sometimes when you click on another party member to take control of him, the game will interpret that click not as "take control of Khelgar", but "everyone move over to Khelgar and take control of him". To fix it, you must always disable group selection before you switch control.
EDIT: A few more things about puppet mode; You don't need to touch any of the other AI buttons you listed, just hit puppet mode and they won't do anything. Also if you use stealth sometimes, you should issue the follow command to your group (VEE) because for some reason characters will unstealth themselves at the end of every round if they're not in follow mode (since you're in puppet mode this has no other effect). You can also always use the F1-F12 buttons to switch control without the bug happening.
EDIT: A few more things about puppet mode; You don't need to touch any of the other AI buttons you listed, just hit puppet mode and they won't do anything. Also if you use stealth sometimes, you should issue the follow command to your group (VEE) because for some reason characters will unstealth themselves at the end of every round if they're not in follow mode (since you're in puppet mode this has no other effect). You can also always use the F1-F12 buttons to switch control without the bug happening.
Modifié par manageri, 17 mars 2011 - 02:27 .
#6
Posté 17 mars 2011 - 09:29
Okay, I'm going to only use the portraits to select who I'm commanding, and not going to group select until combat's over. Let's see if that does it. Thanks guys.
#7
Posté 17 mars 2011 - 09:55
hmm just spouting off the top of my head.
I just implemented a feature to support switching characters, which captures the click on the party bar and sends it to a script ( so i can do UI changes appropriate to the creature you are now possessing ).
If there is a ui function to "unselect all", you could chain it in front of the ui function that selects a character in the party bar. That should fix this behavior where "EVERYONE" runs over, it will only be one character selected when you try to possess. This assumes a lot of if's. Pretty easy change however.
I just implemented a feature to support switching characters, which captures the click on the party bar and sends it to a script ( so i can do UI changes appropriate to the creature you are now possessing ).
If there is a ui function to "unselect all", you could chain it in front of the ui function that selects a character in the party bar. That should fix this behavior where "EVERYONE" runs over, it will only be one character selected when you try to possess. This assumes a lot of if's. Pretty easy change however.
#8
Posté 18 mars 2011 - 02:38
painofdungeoneternal wrote...
hmm just spouting off the top of my head.
I just implemented a feature to support switching characters, which captures the click on the party bar and sends it to a script ( so i can do UI changes appropriate to the creature you are now possessing ).
If there is a ui function to "unselect all", you could chain it in front of the ui function that selects a character in the party bar. That should fix this behavior where "EVERYONE" runs over, it will only be one character selected when you try to possess. This assumes a lot of if's. Pretty easy change however.
hm interesting, Pain
i say because, one of the few things that interrupts my gameflow is when I spot monsters, click off AI, then have to cycle through my characters to prevent the Congregate function ....... (thinking) maybe if I capture that first click on the partybar .. send a ClearAll()
'course it would be nice if we had better docs on the UI_Functions, anyway.





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