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Old Jul 25, 2005, 10:21 PM // 22:21   #1
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Exclamation NPC AI has been. . . improved?

Well, changed certainly by all means.
The NPCs do seem to follow now if you flee a bad situation; which is nice, but they have in turn accidentally (I hope) acquired another bad behavior.

If you die while fighting, your NPCs thoughtfully disengage their current foe to engage the strongest monster remaining.
Isn't that nice?
Of course, the fact that my AoE had completely destroyed all but 2 of the 6 Mahgo Hydras, and of the remaining, one had a sliver of health and the other (which added in) was at full health is inconsequential.
"Quickly Devona! we must join our leader in suicide! - Throw yourself on your blade..NOW!"

Did I mention that the almost dead one was the designated target just before succuumbing to injuries myself? Yes, they were easily bashing its little angry brain in...
Then, the brave team of Devona and Little Thorn actually jumped off the dying hydra to go get themselves eaten by the full health one.
A glitch I thought, silly NPCs. Was Alesia directing them again?
Then 5 minutes later, an exact repeat occurred...
Houston, we have a problem...
Being the supergenius that I am, I simply adapted a new improved strateegery... (Don't take on 6 mahgo hydras simultaneously...)

Still, Devona and Little THorn didn't previously switch like this.
Entertained, but slightly annoyed,

Talesin
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Old Jul 25, 2005, 10:25 PM // 22:25   #2
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It's Little Thom, not Thorn

The solution is to switch targets so rapidly that every monster has the same health. Then the henchmen's heads explode because they can't decide which to attack.
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Old Jul 25, 2005, 10:26 PM // 22:26   #3
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Yeah, after you die henchmen switch targets for some reason and usually pick whichever target will lead to a party wipe first. Also for some reason your ghost can still call targets but since the henchmen do not believe in ghosts, they will ignore the target calls. This definately needs fixing.
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Old Jul 25, 2005, 10:49 PM // 22:49   #4
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You can't really call targets, it says "I am targeting <target>" as opposed to "I am attacking <target>", and pressing T does nothing...
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Old Jul 26, 2005, 12:01 AM // 00:01   #5
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Other thing that anoys me is Alexia! When we are all dead but Alexia, shouldn´t she be focusing on reviving the party instead of continuing fighting and die 10 seconds later?
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Old Jul 26, 2005, 12:14 AM // 00:14   #6
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I noticed much the same thing too, Tal. How annoying... *sighs*

The other thing that gets me EVERY darned time is when my monk is forced to "attack" (yeah right with my little squirt gun wand) to get -them- to attack. Then, if I break off the "attack" to back up and heal everyone, THEY break off too....well, except for Alesia who runs up and tanks.

This is why we need at least rudimentary AI control:

Attack nearest.
Attack strongest.
Free range/attack.
Stand your ground.
FLEE FOR YOUR LIVES, YOU FOOLS!


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Old Jul 26, 2005, 01:06 AM // 01:06   #7
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Quote:
Originally Posted by Talesin Darkbriar
Well, changed certainly by all means.
The NPCs do seem to follow now if you flee a bad situation

Lucky you, half the time as my monk they run towards me as im running... followed by like 3 mobs of angry dwarves... very very painful to rez something that moronic.. but aside from that they seem to be better, faster, and stronger than ever before.. (please note i left out smarter.. i did that for a reason)
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Old Jul 26, 2005, 02:24 AM // 02:24   #8
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The targetting thing is not a problem, just press ctrl+space when you're dead and they'll target that enemy.

What really needs to be fixed is to stop them from running into poisonous water as if it was healing water.
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Old Jul 26, 2005, 06:37 AM // 06:37   #9
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Quote:
Originally Posted by Aniewiel
I noticed much the same thing too, Tal. How annoying... *sighs*

The other thing that gets me EVERY darned time is when my monk is forced to "attack" (yeah right with my little squirt gun wand) to get -them- to attack. Then, if I break off the "attack" to back up and heal everyone, THEY break off too....well, except for Alesia who runs up and tanks.

This is why we need at least rudimentary AI control:

Attack nearest.
Attack strongest.
Free range/attack.
Stand your ground.
FLEE FOR YOUR LIVES, YOU FOOLS!


said it once, i say it again:
ctrl shift attack
the henchies get in formation, and attack whil you do nothing. works 1.5times aggro range.
you can move around more freely, but cancelling that attack can take some time
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Old Jul 26, 2005, 07:33 AM // 07:33   #10
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Quote:
Originally Posted by Gedscho
said it once, i say it again:
ctrl shift attack
the henchies get in formation, and attack whil you do nothing. works 1.5times aggro range.
you can move around more freely, but cancelling that attack can take some time
The post is about henchmen being stupid while you are dead. Henchemen ignore ctrl-shift and ctrl-shift-space if you are dead. They just mindlessly attack whatever they want until they die.
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Old Jul 26, 2005, 08:22 AM // 08:22   #11
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sometimes they listen to my orders... but other times they say "hey did that dead guy say something?" "no lets steal his shoes"... and so on, id also like to see them flee from imposible battles, such as whole party is dead except Alisa.. vs 4 very angry mobs... bets anyone?
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Old Jul 26, 2005, 10:04 AM // 10:04   #12
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Quote:
Originally Posted by Aniewiel
Attack nearest.
Attack strongest.
Free range/attack.
Stand your ground.
If they implemented this, along with comments for Pets as well, I'd be so happy!

Also with other commands like:

- Return to my side
- Follow me
- Wait here
- Move here
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Old Jul 26, 2005, 01:50 PM // 13:50   #13
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Quote:
Originally Posted by Lost
The post is about henchmen being stupid while you are dead. Henchemen ignore ctrl-shift and ctrl-shift-space if you are dead. They just mindlessly attack whatever they want until they die.
yeah, it is. but i was answering aniewels question, who straggles with hench stupidity while still alive. and to this, its the perfect solution.
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Old Jul 26, 2005, 02:17 PM // 14:17   #14
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Quote:
Originally Posted by Aniewiel
Then, if I break off the "attack" to back up and heal everyone, THEY break off too
Yeah, they need to fix that. My elementalist sometimes run around a little since the hench warriors in front often... no... always allow ennemy melee units to reach the spell casters. So while I try to sidestep them, they'll just stop fighting and start to follow me running around the creatures.

Quote:
Originally Posted by Aniewiel
....well, except for Alesia who runs up and tanks.
LMAO! That she does.
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Old Jul 26, 2005, 04:35 PM // 16:35   #15
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Yeah I agree. They need to improve AI such that they will continue to attack the one with the least health after the player dies. The AI so far is already alot improved I think (they dont get stuck anymore and no more hench in the sky), but few more tweaks would make them even better.
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Old Jul 26, 2005, 04:36 PM // 16:36   #16
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Quote:
Originally Posted by RTSFirebat

- Return to my side
- Follow me
- Wait here
- Move here
that would make my life so much easyer when it comes to pulling...
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Old Jul 26, 2005, 05:07 PM // 17:07   #17
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make the henchies run faster. i remember from one of the previous updates that says henchmen will follow more closely but they are still falling way back.
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Old Jul 26, 2005, 09:11 PM // 21:11   #18
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Seeing as how I use my Henchies for Meat Shields (yay for Me/E!), I haven't noticed the problem mentioned above... well, except with Alesia's resurrecting.

When you die off to the side, she runs in and tanks. When you die surrounded by 20 enemies, she resurrects you with a portion of your health... and the enemies then turn around and kill you. Again. Then Alesia dies.

One complaint I have had with Henchies, though, is that they can be a little aggro-happy. If an enemy is right outside aggro range (even for the henchy), the henchy has a tendency to want to attack that enemy... even if it's 8 levels higher and surrounded by minions. Which then leaves me in an awkward situation and often a signifigantly smaller party.

Look, I can work with not-so-bright henchies. I just don't like working with suicidal henchies with no comprehension of proper timing.
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