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Rogue Management


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#1
nickan1022

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I have a set of tactics for Merrill which should help the AI more effectively manage rogues.  Unfortunately, I think the "Select nearest class" condition isn't working.  That, or there's a problem with my tactics.  Would anyone be so kind as to look at this and give me feedback?  Merrill totally ignores rogues.  She will use Chain Lightning and she will run lines 14-20 on Lieutenants and higher that I have targetted.  Even if she's standing on a rogue, she'll ignore them.  I tested this script in the Smuggler's Cut.

1.    Self: Health < 50% —> Deactivate mode: Blood of the First
2.    Self: Health > 50% —> Activate mode: Blood of the First
3.    Self: Health < 25% —> Use item: Health Potion
4.    Self: Being attacked by Melee —> Use ability: Mind Blast

5:    Enemy: Nearest visible class: Rogue —> Use current condition for next tactic
6.    Enemy: Status: Unable to attack —> Jump to tactic 10
7.    Enemy: Nearest visible class: Rogue —> Use ability: Petrify
8.    Enemy: Nearest visible class: Rogue —> Use ability: Horror
9.    Enemy: Nearest visible class: Rogue —> Use ability: Crushing Prison

10.    Enemy: Status: STAGGERED —> Use ability: Chain Lightning
11.    Enemy: Status: DISORIENTED —> Use ability: Stone Fist
12.    Enemy: Target of party member: Hawke —> Use current condition for next tactic
13.    Enemy: Rank: Normal or lower —> Attack
14.    Enemy: Target of party member: Hawke —> Use ability: Petrify
15.    Enemy: Target of party member: Hawke —> Use ability: Crushing Prison
16.    Enemy: Target of party member: Hawke —> Use ability: Horror
17.    Enemy: Target of party member: Hawke —> Use ability: Hex of Torment
18.    Enemy: Target of party member: Hawke —> Use ability: Misdirection Hex
19.    Enemy: Target of party member: Hawke —> Use ability: Winter's Grasp
20.    Enemy: Target of party member: Hawke —> Attack


Also, is there a definitive list of conditions which changes targets vs. evaluates current targets?  I've seen a couple of those lists around but my confidence in them isn't strong because they seem to be ported in from DA:O.  Has Bioware weighed in on this yet?

Modifié par nickan1022, 06 avril 2011 - 03:55 .


#2
Jack-Nader

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Yeh. I attempted something similar to this a while ago. I couldn't get it to work either. Instead I do this

self: health >= 75% activate blood of the first
self: health < 25% deactivate blood of the first
self: health < 25% ust item: health potion

enemy status : staggered : chain lightning
enemy lowest health : winters grasp
enemy lowest health : spirit bolt
enemy lowest health : attack

etc :)

I will set the tank to
enemy target :elite or higher.: shield bash
enemy target : elite or higher : scatter
enemy target : elite or higher : assault
enemy target : elite or higher attack

Almost always I find that the tank will break off and attack boss rogues first doing this.

#3
nickan1022

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I should add that I also tried disabling tactics 5 & 6 completely, figuring that even if I was overlapping the disabling effects with the spells, it would be better than not disabling the rogues at all. It turns out that even with 5 & 6 disabled, she still won't target rogues using the simple logic of "Enemy: Nearest visible class: Rogue". She'll take a target based on Hawke's current target, but simply won't pick out rogues. This feels more and more like a bug, not a error in the tactics script. Has anyone else gotten this condition to work at all?

#4
Running_Blind

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Have you tried changing it to targetting warriors or mages to see if those lines trigger?

#5
nickan1022

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Yep, that's a great idea. I tried changing it to warrior last night, and still nothing. I don't have a mage mob handy to test the mage, but at this point I'm calling shenanigans on the criterion itself. Even if my compound criteria don't work together, the singular ""Enemy: Nearest visible class: Rogue" should.