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Flurry and rapid shot problem


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#1
Basher of Glory

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I never noticed this before, but in my current game the feats "Flurry of Blows" of my monk and "Rapid Shot" of my ranger mostly default to "deactivated" when a fight starts. It seems to be random, because sometimes both are "activated".

 

After the fight, back on the map, I see messages floating over the head of my leading ranger like

"rapid shot deactivated".... "rapid shot activated" etc.

 

BTW, during all these years I play this game again and again, I never figured out what exactly switches a random character to leading position, when I enter the map after an encounter. It was and it is a PITA, especially after a hard fight, as you all might know.

Any insights?



#2
Dann-J

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The overland map deactivates certain combat feats and special abilities, but it shouldn't deactivate either Flurry of Blows or Rapid Shot. They might get deactivated when you change modules though, and having two combat feats active at the same time might complicate things further.

 

Active combat feats tend to deactivate during a conversation and automatically reactivate afterward. Since the exit trigger of an encounter area triggers a conversation, you might be seeing the deactivate/activate messages on the overland map as a result of that conversation.

 

I generally find that whatever character clicks on the exit trigger of an encounter area becomes the leader on the overland map.



#3
Arkalezth

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It tends to happen mostly when you're not controlling that character, and yes, it's annoying. And I haven't really looked at it carefully, but I doubt the AI uses Manyshot properly either. In short, it's probably a good idea to micromanage the archer and leave the AI to control other characters.

 

I don't think it fixes this, but just in case, you may want to give the Client Extension a try, if you haven't: http://forum.bioware...server-browser/

 

I haven't played SOZ in years, but IIRC, the control would often switch to the firstly created character when entering the OLM. I usually make that character the OLM leader for that reason (and sometimes an archer, which helps with your other problem).



#4
Basher of Glory

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It is not "manyshot", it is "rapidshot", which can be de-/activated in the small field down right on the screen, where you find several basic feats, like power attack, stealth, parry etc.

 

@Dann_J

 

You wrote

"...I generally find that whatever character clicks on the exit trigger of an encounter area becomes the leader on the overland map..."

 

I wish that would be the case. Sometimes it is, mostly it is not.



#5
Arkalezth

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It is not "manyshot", it is "rapidshot"

 

I know. I'm talking about AI's handling of Manyshot in addition to the Rapid Shot issues. My point is that, considering that the AI likes to ignore both (I may be wrong, but I think it does), an AI-controlled archer will be way worse than a player-controlled one.

 

Well, that applies to all kinds of characters, but more so in this case.



#6
Luminus

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That's why it's best to do it old-school and micromanage the party members for the best results.
Even with Tony K's AI, the AI gets silly and can be annoying.

Controlling the party members is part of the tactical fun.


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#7
Basher of Glory

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I agree. Nevertheless, it is annoying to see the AI ignoring basic setups.



#8
Arkalezth

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Controlling the party members is part of the tactical fun.

 

Well, that's subjective; I personally find micromanaging a pain in the ass, and tend to keep control on my PC 99% of the time. The AI is generally good enough to get by with the right setup, not to mention that one of the best "tactics" consists simply in buffing and charging stuff mindlessly, arguably making micromanaging kind of overkill.

 

But to each their own. If you find it fun, all the power to you, and there's no doubt that the party will perform much better with adult supervision.


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#9
kevL

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the mainstay of the game is, for me, tactical group combat ( PnP = pause & puppet )
--
am thinking something could be rigged up with the campaign database to remember the selected char. between modules

#10
Dann-J

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I'm resigned to the fact that the AI will always do stupid things. Often the choices it makes provide for a moment of humour - such as when a cleric rushes up to a dragon in order to cast Inflict Light Wounds on it.

 

The most I usually do is to set the attack targets of party members. I usually leave them to their own devices until their target is dead, then I choose their next target for them (if they haven't chosen wisely themselves). Occasionally I'll have to turn the AI off completely, to stop casters from wasting spells on low-level or near-death targets who I know will be mopped up easily by a melee fighter or archer. The so-called scaled casting setting is often more like my idea of overkill.


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#11
Tchos

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I usually directly manage the characters who seem most in need of management (such as the spellcasters), switching between them as needed, moving my melee characters out of the way of AoEs, and ensuring that everyone's focusing fire on good targets.  Mainly I leave the AI on so that characters will auto buff, auto heal, and auto-potion, and so I deal with herding the weird behaviour.


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#12
GCoyote

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I typically make any wizards in the party elves so they can use bows and any second hand long swords my fighters no longer need. Set them to scaled casting and back away from melee. This will usually cause them to shoot at weak enemies rather than casting spells.

#13
Dann-J

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I typically make any wizards in the party elves so they can use bows and any second hand long swords my fighters no longer need. Set them to scaled casting and back away from melee. This will usually cause them to shoot at weak enemies rather than casting spells.

 

My non-elven wizards usually get heavy crossbows, and take the Rapid Reload feat as soon as possible. They rarely achieve anything with them (dexterity is usually too low), but the occasional 1d10 hit is better than nothing once they run out of spells. The long range of heavy crossbows also keeps them at a prudent distance.



#14
Basher of Glory

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Micromanaging a full party of six in SoZ is certainly not everyone's cup of tea.

 

For me it's the greatest thing to give some basic "orders" to certain characters and then lean back and watch them perform.

But alas, even the good Tony K's AI has it's flaws and must be "helped" from time to time..

 

My personal reason to play this aged game again was the frustration I felt when I played DA:I. In regard of the AI the "old" NWN2-games are vastly superior and that is a shame, not only in my eyes.



#15
GCoyote

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My non-elven wizards usually get heavy crossbows, and take the Rapid Reload feat as soon as possible. They rarely achieve anything with them (dexterity is usually too low), but the occasional 1d10 hit is better than nothing once they run out of spells. The long range of heavy crossbows also keeps them at a prudent distance.


Also a good option since duskwood crossbows require an oddly low weapons crafting skill to create yet give a +3 weapon.

#16
Basher of Glory

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Hmm... fiddling around with Kaedrin's stuff I currently have a "marksman", who can achieve "ranged mastery" after a few levels.

It says, that she can use now ANY ranged weapon with the same success as with a bow.

 

Would there be no disadvantage when I switch her bow for a heavy crossbow? I certainly can't use "rapid shot" then and had to take "rapid reload", right?

 

 

PS.:

 

BTW, what are all these new symbols under my pic?



#17
Tchos

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BTW, what are all these new symbols under my pic?

 

Looks like they've changed the way your registered content displays.  Mine no longer shows the two that I just put in there for laughs, and only shows the one I actually registered here.