Aller au contenu

Photo

Combinational Tactics


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
nimzar

nimzar
  • Members
  • 235 messages
Alright, I was fiddling with the Tactics menu earlier and what would be a potentially interesting set-up came to mind, but I didn't have a chance to test it. (It was on my game clear save and I've done all the DLC) .

My idea for a tactic is when a mage's mana is below 10% and health is over 75% to either use Dark Sustenance (from Warden's Keep) or activate Blood Magic (if Blood Magic is used I'd have to have a third tactics slot to turn off blood magic when HP fall below 25%).

The thing is I'm not sure it is possible to set up such a tactic in the system as it is.

There is the Go To Tactic action but I'm concerned that it could lead to an infinate loop of inaction. The idea for go to option would be:

1 - Self: HP < 10% :: Use Weakest Healing Item
2 - Self: MP < 10% :: Go To 10
3 - Self: HP < 25 % :: Deactive Blood Magic
...
9 - Enemy: Lowest HP :: Attack
10 - Self: HP >= 75% :: Activate Blood Magic

I'm afraid, however, that what would end up happening is when your MP is less than 10% and your HP is less than 75% but greater than 10% that your character would do NOTHING. The AI would follow the tactics like this

1 - Not Met goto 2
2 - Met goto 10
10 - Not met... end of tactics goto 1
1 - Not Met goto 2
2 - Met goto 10
10 - Not met... end of tactics goto 1
...
...

Maybe the Bioware and/or the modding community could implement a combinational action (AND NEXT / OR NEXT) That would force the 2 tactics to be read as 1

1 - Self: HP < 10% :: Use Weakest Healing Item
2 - Self: MP < 10% :: And Next
3 - Self: HP >= 75% :: Activate Blood Magic
4 - Self: HP < 25 % :: Deactive Blood Magic
...
10 - Enemey: Lowest HP :: Attack

Where the AI would not read 3 unless 2 was met.

EDIT:

The solution to the GOTO method occured to me just after posting.

1 - Self: HP < 10% :: Use Weakest Healing Item
2 - Self: MP < 10% :: Go To 9
3 - Self: HP < 25 % :: Deactive Blood Magic
...
8 - Enemy: Lowest HP :: Attack
9 - Self: HP >= 75% :: Activate Blood Magic
10 - Self: Any :: Go To 3

Still not sure if it would work. It depends on if the Go To commands disable the normal tactics traversal behavior (if the condition after Go To is not met does the AI continue down the list?) If this works it is still less than ideal (extra tactic slot required)

EDIT AGAIN:

DAMMIT! After the last edit I remembered seeing in game that you can only set Go To actions to things further down (you can not Go To 3 from 10) this was probably set up this way to AVOID infinate loops :P (Oh Irony, you are a bitter mistress indeed) So I guess this is still a request (to either Bioware or the Modding Community) to either implement true combinational logic or at least allow go to commands to go up as well as down.

Modifié par nimzar, 24 novembre 2009 - 07:15 .


#2
Nodrak

Nodrak
  • Members
  • 144 messages
Many people are miss understanding how the tactics system functions. It is not the sole factor in determining your party member's actions. While in your first example, if the following is true: 10% < HP < 75% and MP < 10%, your character will not just freeze and sit there. The behavior settings will also determine how your character acts, as well as any previous actions. When the tactic system fails to resolve a possible action, it will just re-run itself. (It will also que up your character to attack the nearest enemy if it is in combat and without target) Due to how auto attacks work, if you are already in combat, and your character is attacking something already, the above 'freeze conditions' will not freeze the character at all, and the character will just continue their last command/action, (moving or attacking current target or holding position).

In terms of what you want to achieve:

1 - Self: HP < 10% :: Use Weakest Healing Item
2 - Self: HP < 25% :: Deactiveate Blood Magic
3 - Self: MP >= 10% :: Go To X (X being 5-10 or whatever, just not 4)
4 - Self: HP >= 75% :: Activate Blood Magic
...
10 - Enemy: Lowest HP :: Attack

Should work fine.

Modifié par Nodrak, 24 novembre 2009 - 08:49 .


#3
nimzar

nimzar
  • Members
  • 235 messages
auto attack is better than inaction but it still prevents the rest of the tactics from being followed (which is a problem).

Edit: Just saw your edit....

clever solution... I feel silly for not having thought of it.

Modifié par nimzar, 24 novembre 2009 - 08:51 .


#4
Nodrak

Nodrak
  • Members
  • 144 messages
Yea, I added a sample tactic that should work fine for your needs.  Although I have not tried turning 'off' a sustained ability, so I am not even sure if that is possible lol (via tactics).

Modifié par Nodrak, 24 novembre 2009 - 08:53 .


#5
RoninTX

RoninTX
  • Members
  • 155 messages
well actually you are making it way to hard for yourself like that.
You can do it way easier.

1 - Self: HP < 10% :: Use Weakest Healing Item
2 - Self: HP < 25% :: Deactiveate Blood Magic
3 - Self: MP < 10% :: Activate Blood Magic

this way your mage will also activate Blood magic below 75% hp which I presume  ou want him to do so, else he would be doing absolutely nothing if he is below 10% mana and below 75% HP.

Modifié par RoninTX, 24 novembre 2009 - 09:00 .


#6
nimzar

nimzar
  • Members
  • 235 messages
The thing is, RoninTX, that I want my mage using Blood Magic only when he is low on MP AND high on HP...



Your set up would (i think) constantly have my mage switching Blood Magic on and off when he is low on mana and hp....





When 10% < HP < 25% and MP < 25%



Round 1: Activate Blood Magic

Round 2: Deactivate Blood Magic

Round 3: Activate Blood Magic

....