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Tactics Example


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#101
Grahamers

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Forsakencritter wrote...

Awesome job Grahamers & commenters.

/bump for some more love!


Thanks so much!

#102
rebump

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CPC-Yka wrote...

Is there any way NOT to select any character, so that the combat is in full auto mode ?
Would be especially good for "simple" combat.


Good question that I would like to know too.  At work so I cannot really play around right now.

#103
Sir Ulrich Von Lichenstien

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Been looking on the tactics screen but so far not found anything to suggest this is possible but is there anyway to get party members to move out of an AoE attack area other than manually taking each character out of the area (or I guess attacking the person whom cast the AoE spell?)

#104
PocketAAs

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Thank you for the post, Grahamers. It was very helpful.



Does anyone know the purpose of the "Jump to" function? I'm not sure what it does. I've read that it might serve as an "And" condition, where you can link tactics. But I'm not sure. This would be a cool for something like group heal where it's only used when more than one ally is hurt.

#105
3 Snakes

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Sir Ulrich Von Lichenstien wrote...

Been looking on the tactics screen but so far not found anything to suggest this is possible but is there anyway to get party members to move out of an AoE attack area other than manually taking each character out of the area (or I guess attacking the person whom cast the AoE spell?)


Some of the "Behavior" options (top right of Tactics screen) will have the character move out of AoE attacks.  I believe Ranged does this, for example.  Other than that, I am not aware of how to do this other than manually.

#106
Auries

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Don't know if this has been said already but one thing that confused the hell out of me, thought that if the tactics i used were highlighted in red that meant something was wrong and they wouldn't work. But it just means that the tactic involves an enemy.

#107
entwood2

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Some tactics just don't work right...Well, specifically the Ranged Behavior....Ranged characters will NOT fire and will just stand around until you move the active character closer and engage. This seems to miss out on ranged bows that may have, well, longer range...such as why would a long bow character (not active) NOT shoot until a short bow character gets into range.




#108
Cream_Poof

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rebump wrote...

CPC-Yka wrote...

Is there any way NOT to select any character, so that the combat is in full auto mode ?
Would be especially good for "simple" combat.


Good question that I would like to know too.  At work so I cannot really play around right now.


This is the question that I've been trying to figure out too! It seems like you always have to have at least one party member selected and then their tactics just go out the window because you have to give them orders manually. I'm finding that when I go into combat I have to switch to a character I wouldn't normally control just so that the tactics will kick in for my main character, which doesn't seem right.

I know people will probably say what's the point of playing if you're gonna let the computer do everything, but I'm still learning this game and I'm finding it hard and really struggling in combat because I find I'm never quite sure what to use best an don which enemy first etc.

#109
entwood2

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Cream_Poof wrote...

rebump wrote...

CPC-Yka wrote...

Is there any way NOT to select any character, so that the combat is in full auto mode ?
Would be especially good for "simple" combat.


Good question that I would like to know too.  At work so I cannot really play around right now.


This is the question that I've been trying to figure out too! It seems like you always have to have at least one party member selected and then their tactics just go out the window because you have to give them orders manually. I'm finding that when I go into combat I have to switch to a character I wouldn't normally control just so that the tactics will kick in for my main character, which doesn't seem right.

I know people will probably say what's the point of playing if you're gonna let the computer do everything, but I'm still learning this game and I'm finding it hard and really struggling in combat because I find I'm never quite sure what to use best an don which enemy first etc.


No, I think you made a VERY GOOD POINT here.   I have been trying to see how my main character behaves with different tactics and then you do have to switch to another character.     For example, let's say you want your characters to all shoot arrows with Rapid or Pinning Shots at the start of battle.  You will need to switch back and forth between characters to get this to happen and you will always be stuck with somebody to order manually, so you can never really be in a Tactics only mode.

#110
billtaichi

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That was VERY helpful, thanks so much for taking the time to write this post.

#111
Mooner911

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PocketAAs wrote...

Thank you for the post, Grahamers. It was very helpful.

Does anyone know the purpose of the "Jump to" function? I'm not sure what it does. I've read that it might serve as an "And" condition, where you can link tactics. But I'm not sure. This would be a cool for something like group heal where it's only used when more than one ally is hurt.

'Jump To' creates a potential loop-back or jump-ahead within your tactic list. Say you have 7 tactics and want to maintain health >50%. Tactic #3 = "if self health <50% consume least health poultice". Tactic #4 = "if self health <50% jump to Tactic #3". Tactics #3 & 4 will loop until your health is >50%. Not sure what would happen if you'd exhausted all your health poultices tho. Your char might stop combat to quickly write out a last-will-and-testament. But you get the idea...

#112
PocketAAs

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Thanks, Mooner911. I'm curious now. Will have to give that a try to find out if the char stalls.

#113
Crunchyinmilk

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Mooner911 wrote...
'Jump To' creates a potential loop-back or jump-ahead within your tactic list. Say you have 7 tactics and want to maintain health >50%. Tactic #3 = "if self health 50%. Not sure what would happen if you'd exhausted all your health poultices tho. Your char might stop combat to quickly write out a last-will-and-testament. But you get the idea...


It would be nice if this where so but I can only 'jump to' in one direction.  Down.  I've never seen any way to jump to *any* specific tactics statement, only to skip down.

I'm curious about when the tactics resets to the top of the list once more.  Is It certain that on finding a true statement it resets to the top after performing the action?  

I'm not certain this is 100% the case, but I'm going to test it a little more today.  I was up all night trying to teach my guys to switch to ranged and shoot at things in the distance ONLY if there's nothing closer.  Its hit and miss, some methods they get switch anxiety and just juggle weapons where they stand.  Others they attack how they're supposed to, then juggle targets in both the short and long distance, switching to ranged when viable melee targets are closer.  I've seen threads with examples trying to solve this with jump to statements but I've tried these examples and I still get erratic behaviour.

Things would be a lot simpler and more concise to set up if I could set conditional statements to go ANY tactics slot I want rather than being limited to just down the list.

#114
implodinggoat

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Does anyone know how I might set up the tactics to activate a combat mode (in this case Combat Magic for my Arcane Mage) whenever I enter combat and deactivate it whenever combat ends? (Note I'm playing the 360 version)



I know that practically speaking I could just leave the mode on all the time; but if you're not familiar with the Combat Magic ability when you max it out you look like a ghost when its active. This looks cool in combat; but when you enter a conversation its a tad odd to have a transparent character.



I thought putting in a higher level script for "Enemy: Any = Activate Combat Magic" and then a lower level script for "Self: Any = Deactivate Combat Magic" should work since I believed this would activate combat magic whenever an enemy is present and deactivate combat magic when enemies are no longer present. Sadly "Enemy: Any = Activate Combat Magic" doesn't seem to do anything.



Can anyone help me out here? I'm tired of looking like a damned ghost,

#115
PurplePaladin

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For those that want to switch from ranged, melee, and back, It takes two seperate slots at the time I beleive. I use:

If target is at medium or long range then switch to ranged
If you are being attacked by melee then switch to melee

It takes two slots, but works. Other helpful one I use are ones for Imobilize and Shatter type spells. For my healer I use:

If attacked by melee then use Petrify
If target is Imobilized use Stone Fist.

You can then tell your archer or melee if you wish:

If target is Imoblizied then used "Aimed Shot" (aimed shot being whatever attack increases your chance of a critical hit the most). They will then have a great chance of shattering the target in one shot.

One of my favorites if for my archer:  If target is using magic attacks then attack.  That gets the Mages targeted early.  If you get lots of slots, you can even have your healer use defensive spells on each of your characters to make them pretty buffed.  Like:  If ally is being attacked by ranged attack use Heroic Aura.  Or:  If ally is being attacked by magic use (I can't remember the name of the spell the increases all spell resistances).

Keep in mind, you can toggle each tactic line on and off seperately, to change or remove tactics quickly during battle as needed. Also, you can drag each line up or down by holding down you pointier on the number square, and dragging up or down.

If you put your ranged characters on"Ranged" your ranged characters will not attack, and will stand there, and not fire, until the character under your control moves into range of their ranged attacks. If they are put at "Default", they will move into range to fire at first sight of an enemy (which is both helpful and can also get them into trouble too).

Modifié par PurplePaladin, 26 novembre 2009 - 02:23 .


#116
Centaurette

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Guys please clarify this:

What's the difference between "default", "aggressive", "passive" behaviour settings? I never could understand those. Do they even make any difference?

#117
PurplePaladin

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If you set them on Passive, it seems they quite literally just sit there. Unless it's specifically stated on their Tactics AI (If enemy is in range, then attack) they seem to do little or nothing unless you tell them to.

Default has them attack any enemy they see and is in their range; for Warriors, that usually means they will charge the enemy. For ranged attackers, that usually means they will move close enough to an enemy so they are in range, and start attacking. Again, the type of attack they use and targets they pick are altered based in the Tactic AI you gave them.

I'm not 100% sure what Agressive is, but I'm guessing you won't ever have to tell them to attack anything ;)

Modifié par PurplePaladin, 28 novembre 2009 - 09:23 .


#118
Centaurette

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OK another question - can you instruct your characters to flank the enemy in the tactics screen?

#119
DragonRageGT

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This should be made a sticky!



You can set your party to position themselves while paused and with Hold off, before unpausing, set your controlled char to attack so others will auto attack once they're positioned. Otherwise they will just move back to formation instead of attacking.

#120
Grahamers

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Crunchyinmilk wrote...
I'm curious about when the tactics resets to the top of the list once more.  Is It certain that on finding a true statement it resets to the top after performing the action?  


I am not 100% certain that thi sis the exact mechanic the game uses, but for all intents and purposes, it is.  One thing to keep in mind is that with my model of explaining it, the checks happen super-fast so if you find a true statement on step one, it will execute action one.  Then it will check step one again since it is coming fromt he top.  Depending on what Action 1 was, it is eaither now impossible to execute it again at this time in which case it will go on to step 2 or it is not, in which case it will execute action 1 again.  Example:

Your tank has the following tactics:

Step 1: if health is <50%, drink least effective helth potion.
Step 2:  If being attacked by melee, activate shield wall.
Step 3: under any condition, attack nearest visible mage

Now let's suppose we get ambushed and the tank's health is blown down to 25% and we enter combat.  the folloing will happen:

ROUND ONE
Is health less than 50%?  yes!  Tank drinks a lesser health pot and restores his health to 37%
We found a true statement, so start from top.

ROUND TWO
Is health less than 50%?  Yes!  Tank tries to drink a lesser health pot but the lesser health pot is on cooldown, so he can't drink it right now.  On to Step 2.

Is he being atatcked by melee?  yes!  he activates shield wall.

We found a true statement, start back at top again.

ROUND THREE
Is health less than 50%?  Yes!  Tank tries to drink a lesser health pot but the lesser health pot is still on cooldown, so he can't drink it right now.  On to Step 2.

Is he being atatcked by melee?  yes!  He tries to activates shield wall, but it is already activated, so we skip this step.

Tank now attacks teh closest visible magic user.

ROUND FOUR
Is health less than 50%?  Yes!  And, to his relief, his health pot cooldown is over, so he gulps another one and it takes his healt to 51% 

We found a true statement, so start from top.


And so on and so forth.  Since most if not all actions have cooldowns, then the "start from top" rules actually end up going pretty deep, even if the first few steps in teh tactics are always true.

Hope this helps.

#121
Roxlimn

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There is a bug in the PC version of the game that stalls characters when Potions are on cooldown and the IF statement is true. My advice is to observe when this happens and adjust the orders accordingly.

#122
zeejay21

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Grahamers, you coulda just say this instead:



Use common sense.

#123
Soretooth

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Grahamers wrote...

Since there are many people having trouble comprehending tactics, I typed up a scenario that demonstrates how they work.
Again, hope this helps!


Grahamers, this should be a sticky.  Great explanation!  There are way too many Tactics posts that give very little info and too many "I think..." type of statements.

If you made a wiki entry that would be great (if you already have, bravo).  Obviously I haven't been to the wiki yet.

Thanks!

#124
Soretooth

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WabeWalker wrote...

It's baffling that this post was even necessary. Setting up custom tactics could not be any easier?


Thanks for helping.

Tactic #1: Bathe in your greatness = Puke

#125
IAGTTBleed

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Sticky Bump!