Hi All,
OK, as some will know, I intend to include TB combat options within my campaign for those that like to play that way. (i.e. It can be completely ignored if you don't like to play using TB combat methods.) I have already included the following options:-
ALL SETTINGS OPTIONAL:-
1) Game pauses automatically every heartbeat (6 second round of action).
2) Game automatically pauses on sight of enemy.
3) Game pauses on trap sight/triggered. (Work in progress. May work slightly different to this.)
Now, I know there were a number of other options in the likes of Baldur's Gate, but I am not sure many would be worth implementing, unless I hear some solid reasoning.
For instance, I do *NOT* intend to implement:-
A ) An exact "end of round" pause because this tends to pause the game very frequently as every PC has an end of round slightly different to every other, meaning the pause would occur many times for just one complete six second round. Hence my own implementation of every six seconds as in "1" above.
B ) Any pausing on damaged, for the same reasons above.
C ) Any pause on death, due to other gaming mechanics.
D ) Any item un-useable.
Before I ask my question, I would also like to point out that using TB combat automatically switches all party members (PCs and companions, but NOT henchmen, summoned or familiars, etc.) into "puppet mode", which means the player must direct the PCs actions. However, I have also included a one switch button (which will be attached to the main hotbar) that switches the AI for these on or off, which means TB combat can be used with AI if the player prefers ... or, the player can switch AI on or off for PCs individually as normal.
So, the question ... are there any other "combat" options (around TB combat - or pausing - in particular) that you would like me to consider?
Many Thanks,
Lance.
Turn Based Combat - What Options?
#1
Posté 23 septembre 2014 - 01:14
#2
Posté 23 septembre 2014 - 11:22
There's a turn based mod out there, are you just implementing it? I don't know where it is on new vault, but on old vault it was http://www.ign.com/w...h.Detail&id=417
#3
Posté 23 septembre 2014 - 11:32
The turn-based mod on the Vault is a conversation-based battle system with preconfigured "cover" and other locations to move to.
#4
Posté 24 septembre 2014 - 10:00
There's a turn based mod out there, are you just implementing it? I don't know where it is on new vault, but on old vault it was http://www.ign.com/w...h.Detail&id=417
Hi Kamal,
I used my own TB code in NWN in Soul Shaker. Functions in NWN2 allow me to do it differently ... hopefully better.
The turn-based mod on the Vault is a conversation-based battle system with preconfigured "cover" and other locations to move to.
Hi Tchos,
Right ... I am hoping my own solution will be a little more of a BG hybrid. My own testing to date satisfies my own TB desires for play. One of the biggest additions I believe makes a difference is the ability to turn AI for party on or off at the push of a button. Couple this with six second pausing allows more controlled combats ... for those that like it that way.
Cheers,
Lance
#5
Posté 24 septembre 2014 - 11:36
One of the biggest additions I believe makes a difference is the ability to turn AI for party on or off at the push of a button.
I admit it's not automatic, but when I want to switch to a turn-based combat likeness, I just press the space bar and prepare the spells to cast, the moves to make, the potions to drink (you can pile up to four actions if I remember correctly) and when it's ready, I press the space bar again and voilà.
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#6
Posté 24 septembre 2014 - 03:06
Lance:
The main options I used in the Infinity Engine games were to pause on sighting of a hostile creature, pause on damage, and pause on near-death. I tried the pause at end of round, but it was cumbersome for the reasons you said -- that each character had a slightly different "round", so it was pausing too many times. I found the auto-pausing semi-necessary since I was running the game at double-speed to make the travel times less tedious. It was no substitute at all for a turn-based system, but it partially helped manage the chaos of everyone acting at once, and I was disappointed that NWN2 didn't have it.
#7
Posté 24 septembre 2014 - 04:36
I admit it's not automatic, but when I want to switch to a turn-based combat likeness, I just press the space bar and prepare the spells to cast, the moves to make, the potions to drink (you can pile up to four actions if I remember correctly) and when it's ready, I press the space bar again and voilà.
Hi 4760,
The only real difference this system does to what you do, is automatically pause the game for you every six seconds, in which time your PCs *should* have carried out their previous action and be ready for your next instruction (if you have not queued them). It just helps pace the combat into "segments" (also an old D&D term for six seconds) of action to deal with.
Lance:
The main options I used in the Infinity Engine games were to pause on sighting of a hostile creature, pause on damage, and pause on near-death. I tried the pause at end of round, but it was cumbersome for the reasons you said -- that each character had a slightly different "round", so it was pausing too many times. I found the auto-pausing semi-necessary since I was running the game at double-speed to make the travel times less tedious. It was no substitute at all for a turn-based system, but it partially helped manage the chaos of everyone acting at once, and I was disappointed that NWN2 didn't have it.
Enemies on sight ... Covered.
On damage/near death ... Not covered, but I am considering an On Pause at x% HPs, which the player can specify, which amounts to the same thing. Would that be of any use to you (or others)?
My friend and I are replaying the BG/BG2 games for the first time since I last played *many* years ago. It's a nostalgic moment and a bit of fun ... although, NWN is far superior to these two now in my opinion.
EDIT: Check out the new interface for my campaign ... http://worldofalthea...-interface.html
Cheers,
Lance.





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