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Couple Issues


Raj

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Better call for help: when fighting the werewolves in the corridor behind the door with the umber hulk paint in the asylum, the 3 blue-circled clay golems in the trapped room with the Gesen's bow string become hostile and join the fight, making the trap pointless.

 

Party's items are taken from them in Spellhold: didn't take away a potion case ( potions inside it were correctly taken away and could be reclaimed )

 

Again in the asylum, battle against Irenicus: his (option 3) prebuffs and contingency always take place right after he finishes cast the spawn clones ability, that takes him a full round ( it's not the typical script delay ), so that he's completely defenseless.

 

Potions for NPCs ( using option a, retrieve all unused potions ) is giving a huge advantage to dual/multiclassed opponents, nothing too bad about it if not that common thugs carry more potions than bosses; maevar bodyguards and ruffian captains with 10+ potions are the ones who use/drop bit too many flasks for their rating/xp reward imo.

 

On a side note, do you mind alter in a more realistic way ( or well, even remove ) the vanilla thug ambush in the dock/slum district? The group composed by 3 thugs + ruffian captain is expecially annoying with all those invisibility potions but the out of place thing is that they attack you without any motivation in daytime in front of guards/shadow thieves allies.

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Better call for help: when fighting the werewolves in the corridor behind the door with the umber hulk paint in the asylum, the 3 blue-circled clay golems in the trapped room with the Gesen's bow string become hostile and join the fight, making the trap pointless.

 

Party's items are taken from them in Spellhold: didn't take away a potion case ( potions inside it were correctly taken away and could be reclaimed )

 

Again in the asylum, battle against Irenicus: his (option 3) prebuffs and contingency always take place right after he finishes cast the spawn clones ability, that takes him a full round ( it's not the typical script delay ), so that he's completely defenseless.

 

Potions for NPCs ( using option a, retrieve all unused potions ) is giving a huge advantage to dual/multiclassed opponents, nothing too bad about it if not that common thugs carry more potions than bosses; maevar bodyguards and ruffian captains with 10+ potions are the ones who use/drop bit too many flasks for their rating/xp reward imo.

 

Thanks for those. Quick question: was SCS2 the last mod you installed? (The list of items to remove in Spellhold is auto-generated and may have missed a late-arrival container.)

 

On a side note, do you mind alter in a more realistic way ( or well, even remove ) the vanilla thug ambush in the dock/slum district? The group composed by 3 thugs + ruffian captain is expecially annoying with all those invisibility potions but the out of place thing is that they attack you without any motivation in daytime in front of guards/shadow thieves allies.

 

This is probably a bit outside the scope of SCS2, but I'll think about it.

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Thanks for those. Quick question: was SCS2 the last mod you installed? (The list of items to remove in Spellhold is auto-generated and may have missed a late-arrival container.)

 

There is Fixpack after SCS2 and that potion case comes from the ''add bags of holding'' component.

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Thanks for those. Quick question: was SCS2 the last mod you installed? (The list of items to remove in Spellhold is auto-generated and may have missed a late-arrival container.)

 

There is Fixpack after SCS2 and that potion case comes from the ''add bags of holding'' component.

I hope you mean tweak pack :(

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AI of the mages you fight in the drow arena is less than perfect, they stand still and don't cast spells at all for whole rounds, I guess they are trying to get to the rest of the party outside.

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AI of the mages you fight in the drow arena is less than perfect...

 

Well, who wants to play against a "perfect" AI?

 

Definitely not me.

 

Mistakes and not-perfect synchronizations or selection of choices is nothing but what I would call "realism".

 

SCS put up a great effort to improve a heavily imperfected AI.

 

Let's not make the mistake of shifting the bar to the other extreme: it would be almost as bad.

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A appassionate and intriguing theory, one I could agreed with if it wasn't terribly out of place because you obviously didn't read the post and didn't play the encounter.

 

AI of the mages you fight in the drow arena is less than perfect...

 

Well, who wants to play against a "perfect" AI?

 

:D It was a euphemism. Did you read the rest of that very long [warning] <- euphemism !!! [/warning] sentence?

 

they stand still and don't cast spells at all for whole rounds,

 

We both have been breached and dispelled ( no invisibility/blindness effects ), one in front each other, I cast a spell at him, he doesn't react. Repeat for 5-6 rounds. He wakes up and casts a magic missle at me, then 'goes afk' for some more rounds. I fight against his MR without much luck, then he triggers a minor sequencer. Same for all 3 mages you fight in the arena.

 

Do you know how do SCS2 mages play?

 

Every other mage in the game under the SCS2 AI plays without losing rounds, they use cast and attack routines, drink potions when at bad health and when they finally run out of spell then even attempt to go malee. So there's something odd about this encounter. I was fighting the duel with a npc, while my pc outside the arena was getting ''spell ineffective'' messages.

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I agree with Raj, definitely something wrong here. Come to think of it, I'm not sure how my code would cope with enemies who are in the area but aren't attackable.

 

(Earlier versions of the arena nabassu teleported out to attack the party.)

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AI of the mages you fight in the drow arena is less than perfect...

 

Well, who wants to play against a "perfect" AI?

 

:D It was a euphemism. Did you read the rest of that very long [warning] <- euphemism !!! [/warning] sentence?

 

I did read it but I wanted to take the opportunity to say that, in my opinion, a non-standardized behaviour of the AI is nothing but very welcome.

 

It might be an issue for that particular encounter but you play your game reading the code that runs the mage scripts, it seems.

 

I play it for another reason. Some mages don't behave exactly like the others?

 

There can be plenty of reasons why that particular enemy doesn't repeat the same course of actions you expect.

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I did read it but I wanted to take the opportunity to say that, in my opinion, a non-standardized behaviour of the AI is nothing but very welcome.
In fact, a perfect AI would incorporate these principles.
Well technically, in that case it wouldn't be an AI, but a HIC... A Human Interactive Consciousness. But then again, in that case, you would all be Terminated. :D
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AI of the mages you fight in the drow arena is less than perfect...

 

Well, who wants to play against a "perfect" AI?

 

:D It was a euphemism. Did you read the rest of that very long [warning] <- euphemism !!! [/warning] sentence?

 

I did read it but I wanted to take the opportunity to say that, in my opinion, a non-standardized behaviour of the AI is nothing but very welcome.

 

 

"Non-standardised" is one thing. "Confused and behaving unrealistically because the script didn't take that situation into account" is another.

 

It might be an issue for that particular encounter but you play your game reading the code that runs the mage scripts, it seems.

 

Since the SCSII mage scripts are now about 25,000 lines of machine-generated and totally uncommented code, I rather doubt anyone gets anywhere by reading them. :D Reading the ssl source code is more likely, but even that's nontrivial.

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