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islandking

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Posts posted by islandking

  1. @haze

    My current setup is similar to yours, except kit tweaks and EET of course, I hope modders work together to solve the EET & SCS compatibility issue, really like to play Sandrah saga with SCS...

  2.  

     

    I do not personally like this solution much because of its randomness.

    Variety is welcome but to me this is still immersion breaking. Why would the AI be partly infallible and partly completely clueless?

     

    The only good solution (form what DavidW said it is too complex and requires too much coding to work decently) would be to have the AI learn about party protections by making them first fail in their standard attacks and then learn from their mistake (if intelligent enough to do it).

     

    From what I understand instead (someone correct me if I am wrong), the party has a short "grace period" under which the AI is not aware of all the protections. Afterwards the AI becomes omniscient.

     

    Personally, I rather keep the AI "dumb" because I find it is still preferable to the default alternative.

     

     

    The focus should be separate enemies AI, rather than letting them all detect, or learn party status, it's not like ogres can learn something from battle. Solutions may vary, this I agree.

  3. Or, we could offer an option in enemies targeting, just like many other features:

    • Make all enemies detect party status
    • Only a selected few are able to detect party status, randomize targeting of all others
    • Randomize all enemies targeting
  4. May also request reconsider the whole idea of enemies identifying weakest party members, immunities, then chase after them, use spells on those who are vulnerable thing, it's like battling a boring AI who knows your status inside out at the first glance, not all enemies should have that level of intelligence/power to see you through that quickly, might do it on certain bosses, but randomize the targeting of most enemy types, adding varieties.

  5. With Legacy of Bhaal, when you removed a companion from party, save, load the save, re-recruit the character, the level & HP isn't what they are when you left him/her.

    eg.

    • Minsc in party - HP 117, Level 12, Experience: 1,396,790, Next Level: 1,500,000
    • remove him, save, load
    • re-recruit Minsc - HP 350, Level 24, Experience: 1,396,790, Next Level: 5,100,000 (other status improved as well)
    • save, load
    • Minsc in party - HP 174, Level 12, Experience: 1,396,790, Next Level: 1,500,000 (other status returned to normal)

    Affect both EE1 EE2, not all companions are affected, Resaad in EE1, SoD seems OK, but most companions are affected, the bug may not kick in at first, but will, eventually.

  6. Reporting a long-existing SCS bug: after burning the Fission Slime in Durlag's Tower, the party won't be teleported to Chess board, console command C:SetGlobal("DMWWFissionBurn","GLOBAL",1) must be made in order to progress.

    Any chance to see this patched?

    Thanks.

     

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