Aller au contenu

Photo

Caster enemies that refuse to cast?


  • Veuillez vous connecter pour répondre
8 réponses à ce sujet

#1
AstralPhenomenon

AstralPhenomenon
  • Members
  • 10 messages
Seen this one brought up a few times, but thus far none of the supposed solutions have worked for me. I'm trying to create caster mobs, but encountering an issue in which they simply refuse to use their spells or special abilities. I've tried setting the X2_L_BEH_MAGIC variable to 100 (as well as somewhere over 9000) to no avail, the monsters simply won't cast anything. I also attempted utilizing a custom AI script drawn from another module, which has seen some results (namely the enemies buffing up at the start of combat), but still doesn't achieve a 100% cast rate nor does it seem to encourage the use of more than one spell.

Enemies are using the default hostile faction, charisma values (these are warlocks) have been tested from normal to way-over-the-top, but nothing seems to get me the results I'm after.

#2
Shallina

Shallina
  • Members
  • 1 012 messages
Give them enought int or cha or Wiz depending on their class.

with 10 int, wiz won't cast anithing for exemple, and wih 11 only lvl 1 spell.

Modifié par Shallina, 15 juillet 2011 - 10:13 .


#3
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 598 messages
Double-check you are defining X2_L_BEH_MAGIC as an integer and not a string.

#4
luna_hawke

luna_hawke
  • Members
  • 88 messages
Some if it depends on the AI to.
If you give the casters a strong attack, the AI may still choose to use a melee attack as it will do more damage.
Or if you have immunities to spells.. again the AI will not use certain spells that your immune to.

The other thing to try just to base line a test is just let the toolkit build you a default wizard.
Choose a wizard package and use it.

Then test with that.
If that is not casting spells,.. then something might be wrong else where.

#5
AstralPhenomenon

AstralPhenomenon
  • Members
  • 10 messages
Thanks for the tips everyone, I did make sure X2_L_BEH_MAGIC was set as an integer. Int/wis/charisma also hasn't been a problem from what I've tested. I did create a wizard which functioned appropriately, at least as far as focusing on casting instead of trying to melee, although he didn't bother using anywhere near his full arsenal of spells before going into melee-mode.

Using the alternative AI script solved that problem, but led to extremely predictable casting (he'd use the exact same spells in the same order every time I spawned him).

I decided to try switching the blueprint over to a warlock. Utilizing the default AI, he sticks to trying to melee. Switching over to the alternative AI, he either stands still and doesn't attempt anything, or uses the same spell over and over (depending on which spells I've given him).

I'm starting to think NWN2 just doesn't like warlocks =(

#6
MasterChanger

MasterChanger
  • Members
  • 686 messages
Have you tried decreasing their melee capacity? Just as a test, for example, try dropping their strength to like 4 and see if that changes anything.

#7
Shallina

Shallina
  • Members
  • 1 012 messages
My casters have no problems using their arsenal.

#8
AstralPhenomenon

AstralPhenomenon
  • Members
  • 10 messages
Thanks MasterChanger, reducing strength helped a bit. I'm still encountering an issue where the same spell or two is getting used over and over though, I've tried tweaking X2_SPELL_RANDOM but so far no luck.

#9
MasterChanger

MasterChanger
  • Members
  • 686 messages

AstralPhenomenon wrote...

Thanks MasterChanger, reducing strength helped a bit. I'm still encountering an issue where the same spell or two is getting used over and over though, I've tried tweaking X2_SPELL_RANDOM but so far no luck.


Glad to hear it. When I've made caster enemies, it was almost always preferable to use memorizing spell-casters (wizards, clerics, druids) because the non-memorizing classes (sorcerors, favored souls, spirit shamen) would indeed spam the same spells over and over. If you're using warlocks then there's no alternative, of course.

I hadn't tracked down X2_SPELL_RANDOM myself so I can't speak to that.