Uncontrolling all four characters?
#1
Posté 24 novembre 2009 - 09:04
0
Is there anyway to un-control all four characters and
let the tactics settings take over. Can
do that for three but not all four… I always have to have control of at least
one. Don’t want that but I am probably
stuck with it.
Thanks for your input.
#2
Posté 24 novembre 2009 - 09:05
Modifié par chiliztri, 24 novembre 2009 - 09:06 .
#3
Posté 24 novembre 2009 - 09:08
No. Sadly they didn't inlcude this option.montana_boy wrote...
Is there anyway to un-control all four characters and let the tactics settings take over.
I haven't seen any game allow this since the original Dungeon Siege.
Designing the tactics and equipping the characters is playing it.chiliztri wrote...
Are you intending to watch the game or actually play it?
#4
Posté 24 novembre 2009 - 09:10
#5
Posté 24 novembre 2009 - 09:30
Basically unlock all 25 tactic slots on every party member right away (instead of spending skill slots), and enable AI on the current selected character, where normally it gets disabled to let the the player control it.
I believe he was able to kill the first boss on nightmare running it in full automatic mode.
I'll see if I can get Robin to provide the mod to the website (or hand it to me to post), so people can try it out.
#6
Posté 24 novembre 2009 - 09:33
#7
Posté 24 novembre 2009 - 09:35
Avispex wrote...
AWESOME!
Seconded.
#8
Posté 24 novembre 2009 - 09:36
Dungeon Party Simulator! Buy yours today!
#9
Posté 24 novembre 2009 - 09:37
#10
Posté 24 novembre 2009 - 09:39
Skellimancer wrote...
Yes, play the game for us
*Falls out of chair laughing*
#11
Posté 24 novembre 2009 - 09:41
. . . just when I'm in the middle of a battle and need to go to the warshroom
#12
Posté 24 novembre 2009 - 09:41
#13
Posté 24 novembre 2009 - 09:41
Conall Cameron wrote...
sounds interesting, but it's not something that I'd want to use all the time
. . . just when I'm in the middle of a battle and need to go to the warshroom
Isn't that what "pause" is for?
#14
Posté 24 novembre 2009 - 09:45
That's kind of what AI programming is all about and its an interesting field if you're into that kind of thing. It becomes a different kind of game at that point - more of a puzzle game to work out the best assortment of tactics to defeat the encounter, rather than worrying about each individual action on a smaller scale.
That's my take on it, anyway.
#15
Posté 24 novembre 2009 - 09:49
Robin's hobby is AI programming and his goal was more of a "Can I do this using just the Tactics system?"
#16
Posté 24 novembre 2009 - 09:50
Bibdy wrote...
I think it would be kind of interesting to play the 'Tactics' game, developing a set of tactics which allow your party members to defeat encounters with a pre-defined set of rules to follow.
That's kind of what AI programming is all about and its an interesting field if you're into that kind of thing. It becomes a different kind of game at that point - more of a puzzle game to work out the best assortment of tactics to defeat the encounter, rather than worrying about each individual action on a smaller scale.
That's my take on it, anyway.
I agree. It would provide a different kind of challenge.
Don't get me wrong, I love the game the way it is but a mod like this would definitely provide an alternate way to approach the combat system.
#17
Posté 24 novembre 2009 - 09:52
#18
Posté 24 novembre 2009 - 09:53
#19
Posté 24 novembre 2009 - 09:53
It isn't going to hurt your game if someone else wants to do this.
#20
Posté 24 novembre 2009 - 09:59
You can focus more on macro.
#21
Guest_Schoft_*
Posté 24 novembre 2009 - 10:24
Guest_Schoft_*
The summoned pets only use 2 skill options, thats how i finished the last 40% of the game, pure laziness
Just make sure u time your health potions right, or even better , make sure u got ALOT of them.
#22
Posté 24 novembre 2009 - 10:38
AWESOME!Brian Chung wrote...
Actually, Georg Zoeller helped Robin Walker (of VALVe) make a mod like this, so Robin could try out a fully AI driven party just to see if he could play the game like that.
Please do.I'll see if I can get Robin to provide the mod to the website (or hand it to me to post), so people can try it out.
#23
Posté 24 novembre 2009 - 11:17
Brian Chung wrote...
Obviously, a better system would be to override the core DAScript AI for the followers so you can actually do conditions and have them communicate with each other ("I'm casting Fireball!" "I'm getting out of the way!").
Robin's hobby is AI programming and his goal was more of a "Can I do this using just the Tactics system?"
It's this sort of thing that leads to the next generation of AI and possibly gaming as well.
... I wonder what happens if I do this ... poke, poke ... oh, hey what happened ? ... poke, poke ... ah ha, hmmm, so if I did this ... poke, poke .... unusual, I wonder if that can be incorporated into a gaming system ... poke, poke ... oops! .... etc, etc
#24
Posté 24 novembre 2009 - 11:24
I lol'd
#25
Posté 24 novembre 2009 - 11:35
What FF12 lacked was the constant pause-and-order mechanic in DA:O. In an ironic way, I have come full circle and am sort of playing an old ATB Final Fantasy game where I stop and choose everyone's commands every couple seconds.
Also is it just me or is it impossible to select a "When Ally is using (attack type)" tactic? The only time that appears is if you set a mage to Supporter and they have a buff spell like heroic attack, and that is one of the default ones, but it's not on the menu so you can't set it yourself to have them auto-buff. I've had to resort to having wynne buff 'closest warrior' and 'closest rogue' with it instead.
Modifié par Evkun, 24 novembre 2009 - 11:37 .





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