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  1. Hey folks! Long-time forum lurker getting back into the game and looking to build a Seer hireling that I don't have to manage super carefully - my biggest obstacle currently is that I can't seem to find a way to get the behavior settings right for marked prey. Namely, I've found that even if I use "Target: affected by marked prey (not)" as the condition and place it below an action set that commands auto-attack on marked prey targets, the Seer still spams marked prey on all targets. I'm guessing that's due to the game considering ALL possible targets without marked prey as satisfying the marked prey action set conditions and NOT satisfying the auto-attack action set. I'm aware of the action set cooldown option, but this seems like a really lame way to work around the issue. Basically, I just want the character to cast marked prey if NO target with marked prey exists. FWIW, I am currently using the expanded AI conditions mod. Does anyone have any suggestions for me? Nothing I've read online has answered this question specifically, and it's quite possible that it's a lost cause but I figured I'd ask here just in case there's a workaround. Thanks! - Cheshire_Khajiit
  2. --------------------------------------------------------------------------------------------------------------------------------- *** WORK IN PROGRESS *** WHAT THIS IS NOW <-------------------------- in comparison to:- -----------------------------> WHAT IIT COULD BECOME ------------------------------------------------------------------------------------------------------------------------------ < WHAT THIS IS NOW > 1) INFORMATION: (TY@thelee) - Lots: From Simple Facts to Deep Theory 2) ORGANIZATION: (Not so much {yet}) - Area For Improvement - It's one long discussion - A Linked Table of Contents will solve 3) TECHNOLOGY RESOURCES: (new & few) *** WORKING *** - Mods n' Things (for Download): - {Target} in [Ranged] range: custom conditional. (TY@Noqn) - CUSTOM AI SCRIPTS (for Download): - Single-class Lifegiver Druid 4) LEARNING AIDS: (new & few)} - Visual Aids: I started making a few, like: - Self-Only Spells & Target Type - Conditionals & Sequences: Two Distinct Procedural Strategies 5) MISC. - Even a Short Story! (which illustrates the self-only scripting dilema) * Glitch In the Matrix: A Tale of TWO IMMYS ---------------------------------------------------- TOP OF ORIGINAL POST ------------------------------------------------- Hi all, I'm loving this game so far (lvl 18 on my first playthrough on veteran/full party), and I'm loving the AI scripting also. To me it's like a game within the game. I've been having great success with it in a variety of contexts, but there are a few more advanced things I'm not having luck with. Can anyone let me know, how do you approach the following issues? If there is no direct setting for these things, do any of you clever scripters have work-arounds? Although some of these can be solved with mods I'm sure, some are procedural so would also be an issue with any mod as well (2 & 3 in particular). In general, I'm still getting achievements, so I'm scared to use mods. However, I'd also be interested to know how to set an AI mod up so it won't disable achievements (if possible), and if so, what you guys recommend in that regard. Thanks in advance, Virtual_Swayy P.S. I'd like to be able to ask additional scripting questions without making a new post. If you are into AI scripting, please feel free to follow this post even if you don't have a comment on these particular issues (I'm sure I'll have more questions to add as I advance my knowledge; it's guaranteed LOL). [EDIT: Scroll down a few comments and there are ADDITIONAL QUESTIONS POSTED FARTHER DOWN IN THE THREAD} ---------------------------- AI QUESTIONS: 1) Distance: Can i prioritize farthest, but in (ranged weapon) range? - (ex. arquebus shot to the farthest target that can be shot without moving) 2) In a block with multiple target types how does it interpret {target} conditional - (ex. target health {not} < 50% in a block with [1) smoke/invis > 2) shoot arquebus]) - Step one should be Smoke/SELF if > SELF {not} < 50,% but how does it (if at all) interpret the next command? * Will step two be shoot ENEMY if > ENEMY {not} below 50%? Or... * Will step two be shoot ENEMY if > SELF {not} below 50%? - e.g. Does each step in the block "RE-interpret" the conditional (or does step 1 set conditions for the entire block?) 3) Red hand's 2 shot before reload: (For the purposes of the AI "attack" command)Is it one attack or two? - (ex. If I do 1) atk > 2) atk, with red hand in a single block, will it: * (1)Shoot/(2)Shoot > End of Block > RELOAD or... * (1)Shoot/Shoot > RELOAD > (2) Shoot/Shoot > End of Block [EDIT: after reading/testing the comments below, I've realized 2) & 3) above are based on my incorrect assumption that blocks execute sequentially. That being said... two things: A) @thelee's analysis below reveals that question 2) is still relevant and can lead to some unexpected behavior, even when a block only chooses one action to execute in a multiple target type block (rather than executing actions sequentially) and B) The issue with Red Hand in question 3) is still relevant, although "end of block" in my example doesn't make sense, because each action would (should) be in its own block.] 4) Can I force a target change with no other changes? Meaning the same trigger conditions excluding current target? - (ex. to spread a fortitude debuff to one target per swing) * e.g. I was thinking something like (Sworn Enemy > prioritize {not) sworn enemy) [but I can't {negate} priorities can I?] 5) Movement/positioning in general seems a bit clumsy (at least at my current level of knowledge). Any ideas here would be appreciated. - (ex. moving into <2m range for an arquebus backstab/assassination without using a melee attack) Also, curious about how to deal with ascended casting, but I already posted that question here:
  3. Is there currently a way to enable AI for summons in turn based mode? Thanks in advance. Dawson
  4. Hey, not really sure of the standard structure of forum posts on here. However, I saw a potentially game breaking bug. I watching a streamer play PoE 2 on turn-based mode. About half-way through the Port Maje content when he went to Gorecci street, combat initiated and enemies along with his player characters were unable to target and attack each other, instead the AI would simply just keep walking into his characters. No spells or any actions could be taken. Upon reloading the streamer encountered the same issue several times and even when attempting encounters in other areas the same issue occurred. Any time combat triggered this seemed to happen. I have not encountered this bug myself in either game mode, but it broke him being able to progress at all, as every combat encounter would be stuck. Any suggestions or idea why this is occurring? https://clips.twitch.tv/AmazonianWiseMochaDoggo I got a clip of it happening, should work but if the link doesn't I can try again.
  5. Been mucking about on a friends laptop while recovering from a leg injury playing Deadfire, loving it so far as I'm a long term fan of games like BG/IWD/Divinity/Dungeon Siege etc. Planning to pick up the Obsidian Edition for myself via GOG over the weekend and start a full POTD run ( with a split 4 faction run at the obvious point to fill out the achievements unless there's some way to copy them over from my mates machine ? ). I'll also probably be using the Unity Console Mod and More AI Conditions as the only actual Game Affecting Mods beyond the Portrait Packs, and Unity only for bugfixes if needed and possibly later down the line using it for replays to tweak story companions to unusual mixes not allowed by the game engine when you recruit them ( for example I quite fancy making Xoti a Templar Tank at some point POG/Shieldbearer ). Few Queries for the Veterans and TheoryCrafters if anyone can help? Is there any real reason I can't do a full Godlike Party in POTD? And yes, I know I'm missing out on Aconas/HOTF etc. doing so. If no reason why not even on POTD can someone help me thin down the party composition especially as I have a few ideas that I'm not sure on whether they'll work or not. MC - either Trickster/HW Shadowdancer or Dev/HW Brawler, veering more to the SD due to an idea about using Rusts and most likely Marux along with chime; planned to use Death Godlike but wondering if with HW the PL bonus from Nature might be better, also plan to be a crit abuse build Tank - Either Pallegina as Herald or later dump after quest for a Fire Godlike SHB/Unbroken; again looking for advice if there's a better option or if the Nature racial is worth it for the PL 3rd Melee/Support - Either Tekehu using Ascaloth's "Tāwhirimātea, the God of Storms" build or Moon Godlike Troubador/Paladin ( with Focus as Tank will run Endurance ); again open to options or suggestion for this slot, plan to make it crit heavy Ranged Crit - Idea is either Dev/SHRP Arquebus user or a pistol using ( no scordeo as see next slot ) Trickster/Sharp; plan is using Nature for PL boost and no idea if i'd need Boar or could go cat companion and again plan is crit abuse Ranged Support - idea is Nature Troubador/Beguiler dedicated to CC and support duties ( afflictions/Res/Reload & Action Speeds ); again open to advice on possible weapons/race/equip. plan is to use Scordeo and another pistol to allow faster Focus generation and cooldowns so I'm able to spam afflictions better if the fight drags out, and also to go crit heavy I'll be using a POE log preferably that has Berath followed and agreed task done, Sangina sacrificed for the PER bonus, and scroll hidden for Wael. If anyone knows what those choices are or has a link to a thread on the POE1 gamestate setup would be appreciated. Planned Equipment MC - unless someone has a better setup then DoC, Fist/Palm and Rust/Marux, Bonesetters ( possibly Falcon torc for 2 per ), Trixie, Ogre gloves swapped eventually to Woedicia Grasp, Burden for 2nd Wind or else Mortal Protection if I'm not using it on the Tank; beyond that no idea for the rest of the slots beyond the trinket that does the Pillar ( petrify/Heal ) effect and Claim/Refusal if not using it again on tank. Had also been considering HW/BW due to soulbind T2 effect with paladin but not sure it fits with the crit/max ST DPS idea i had. Also Tempted by Magrans/Slayers as a pairing on the Shadowdancer due to the Bleed effect and the weapons own uniques Tank - low ability use, Kapana Tagu and probably Devotion or Phalanx, One Dozen Stood, seriously thinking about using Claim/Refusal and also Undying Burden, probably also Gatecrashers. basically just designed to tie up things in melee and punish anything disengaging between fighter stance and ODS 3rd Melee - as said either FishBoy in the funky Ascaloth setup, or a Moon ( unless there's a better support healer option ) Herald using the same basic gear idea with some small tweaks Ranged Crit - still getting used to what classes provide the best Hit to Crit conversions. Either Dev/Shrp or Trick/Shrp using Red Hand and Maia armour plus probably things like Bonesetters, or if there's a better twin pistol setup that doesn't need Trophy possibly that with most likely Miscreants or similar. not sure about rest of equipment and whether Death might be a better option for that one Ranged Support - Beguiler/Troubador with Scordeos Trophy and most likely something like High Tide wand. Plan is to be just throwing out heals, Res, buffs and debuffs and auto attacks for the most. Scordeos to help rip recovery right down to as low as possible to maximise ability to spam Cipher spells as needed. If 5 Godlikes won't work then just let me know, along with suggestions for what race to replace them with. Again if I've picked a massively incorrect pairing or subpar weaponry etc let me know, preferably with an explanation why. Thanks in advance, and thanks already to folk like Ascaloth/Boeroer/AndreaColombo/Voltron/Dunehunter for replies in build threads that have helped me get my head round quite a few ideas and synergies.
  6. The interface for changing the ai is "unoptimized" and it takes a few minutes to make a small changes because I have constantly move things one input at a time then re-adjust slider. Wondering if there is a file location to make my own faster.
  7. Dear I have reason to believe that Nalvi pet wide party effect doesn't reduce recovery time. Atleast in-game tooltips doesn't show it. I compared it to Abraham who does. Base Nalvi Abraham. Deck of Endless possibilities keeps being used endlessly when AI uses it. It will show -3/0 uses per encounter left and keeps counting down everytime it's used. Greetings
  8. Hello folks, I'm looking for a little help in setting up my AI the way I want: I'm using a Druid(Shifter)/Chanter(Troubador) I have Brisk Recitation turned on. What I want is to pause until I have 4 phrases, then summon skeletons, shift, and attack. My AI lines are: Always true - Brisk Recitation (Self) Always true - Chant 1 (Self) - Although it says Missing String 1, I don't know why Self: At least 4 phrases - Summon skeletons - Enemy/Most enemies Always true - Wolf form shift - Self Always true - Attack - Enemy/nearest So the problem is that the logic runs through its iteration and skips the summon (since I only start with 3 phrases) and immediately shifts to wolf form. Thanks for any help.
  9. Hello, Ever since the release of the game, you had updated the scripting to add different conditionals and outputs, such as allowing us to turn on modals and other capabilities not originally present in release. However, we are still missing a critical condition that would be extremely helpful for managing ciphers. Can we PLEASE get a conditional for the ascendant self buff? The ideal is, for Ciphers, to allow the AI to define that spells will only be cast if the ascendant buff is active.
  10. I've been trying to figure out a way to create an AI behavior for summoning creatures. The problem I run in to is my character will cast another summon when the previous summon is active, which then removes the previous summon for the new one. I need a way to create a condition where if there's an existing summon, they won't cast a new one. I've tried using "Not Has Summoned Weapon", "Animal Companion is not Active". I don't want to just use a timer setting because the summon could be killed off early. Anyone have ideas or found a conditional combination that works for this setup?
  11. Hello, I finished the game once , 60 hours in and everything works perfectly. I just restarted a game with the bonuses just to have fun and decided to dig deeper into the Custom AI builder editor. From my experience it is really buggy, here are few things I've encounter: - The text of behind menu appear through pop up menu. I don't have a screenshot but if it happen again I will post one here. - When trying to select a condition, anything, like "Companions: Health", in this menu, only the middle option is clickable. It is hard to explain but the pop up selection menu has a list of conditions, I need to scroll the item I want to click on in the middle of this list to be able to click on it. Also, this is really hard because the button of the scroll bar are buggy as well and not easy to click on. I read some other post and saw something about the steam overlay, I am going to try to do it again with it disable tonight and keep you in touch. Thanks.
  12. After playing around with the AI behavior editor for a while, I've been able to get my party to do most of what I want them to do own their own. I've actually needed the help of the mod on Nexus that gives more options though, like checking if a Cipher's focus is maxed. I actually have several suggestions to make the editor better but most of them are kinda petty or have already been mentioned in other threads in the past, so I will only mention what I consider a major suggestion here. There needs to be an option to continuously check the conditions while an ability or spell is being cast. For example, I've made Aloth cast Thrust of Tattered Veils on any enemy spellcaster who is currently casting a spell to interrupt them. It triggers perfectly but there is a major problem. If the enemy spellcaster finishes casting the spell before Aloth finishes his recovery time and casts Thrust of Tattered Veils, then there is no point in Aloth using this spell and it's wasted. However, if there is an option to continuously check the conditions, Aloth can keep evaluating while he is waiting to use it and cancel the action if the enemy finishes casting first. I also have this same problem with telling Eder to use Knock Down (or Mule Kick) on anyone using an ability or spell in melee range to interrupt them, although it's not as big a deal in this case since those are not as limited as spell casts. I have one other situation where this can be very helpful. I have everyone setup to use Second Wind when their health goes below 50%. I also have Xoti using healing spells on allies and my Paladin using Lay on Hands on allies. The problem is sometimes someone will receive healing from one person and then like a second later receive healing from someone else when they didn't need it. Again, if they could keep checking the conditions, they would realize that someone else healed that character. The character would now have more than 50% health and they could cancel the healing spell cast since the conditions are no longer met. There are plenty of other situations where this could be helpful but I've rambled long enough already. I just wanted to get across (helpfully to a developer) how useful this could be. I imagine this option could simply be a small toggle on each action like the Allow Break Engagement toggle.
  13. So I've made a Battlemage (Fighter/Wizard) and I love it. The wizard side is almost exclusively there for the buffs - mostly, I just have my character spam the buffs at the beginning of combat, since they can be cast instantly, and then move in to fight. It works really well. What I'd like to do is program the AI to do that for me at the start of combat, since it's a bit cumbersome to shift-click through all of my buffs at the start of every combat. The problem is that nothing I try quite works out. If there were an "On Combat Start" option it would be perfect, but since there isn't, I tried some creative workarounds. What I've got right now is an action set that checks Self: Has Inspiration - Constitution = NOT. It then has a list of all of my buffs, ending with the one that gives a Constitution Inspiration, the logic being that once it makes it through the buff list and hits the end, the check to buff again immediately will come back false. The problem is that, instead of working his way through the list, my character casts each buff as many times as he has spell slots for that level, then moves on to the next and continues until he's totally out of those spells. For example, my list has Ironskin, Bulwark Against the Elements, Spirit Shield, and Infuse With Vital Essence. Instead of casting each once, he casts Ironskin twice, then Bulwark twice, then Spirit shield twice, and then finally Infuse, which is both unhelpful and wasteful. So my question is this: is there a way around that? I've tried using an Action Set Delay, but then he just casts the first buff and moves on to other actions. Alternatively, is there a better way to program that? As I said, my goal now is to have my character start every combat with a series of instant-cast buffs and then move on, without spamming the buffs as many times as he can. Thanks!
  14. Is there any info or a guide on which AI preset uses which spells / abilities and how / when etc(say, a difference between CC and Damage Aloth)? Also, what is a general difference between Defensive and such? edit: I'd still love a Deadfire AI editor for Pillars / Tyranny...
  15. Anybody else bugged that when trying to build AI profiles the conditions are all over the place? Self Has:... followed by Target Has:... followed by Self Allies:... etc, etc. I love the AI possibilities but I find this aspect constantly annoying as I keep having to scroll up and down to find options I know are there *somewhere*. Maybe if enough of us find this annoying and voice it, we might see it changed in a future update... Thoughts?
  16. The companions with "Attacker" classes in my party use skills themselves without having any behaviour set. Both slots are set to "No Behaviour Set" for all companions. A.I. is turned on and auto-attack is set to "Defensive" for some, and "Defend Self" for others. It doesn't seem to be a problem with spellcasters like Aloth or Xoti. (At least I haven't seen them use any spells unasked) Maia just throws out all her Ranger and Rogue attacks and is out of resources really quickly, despite no behaviour being set.
  17. 1. I'm unable to prevent ranger from casting Heal Companion on a dead companion. When adding "companion at 50% health", I'm unable to add and then save "companion != unconscious". This results in ranger trying to cast Heal companion whenever it is dead and getting stuck in trying to do so endlessly (uness I disable AI). Description of the Heal Companion skill in Polish is the same as revive companion skill in Polish, and claims that it will rewive my pet, not heal it - not sure if relevant. 2. I would like to request adding "companion" to priorities - I would like to cast enigmatic's /mage's beams on my companion :< 3. I would like to request adding "Target: Marked Prey/Sworn Enemy to Conditionals - I would like to prevent ranger from applying the skill for the second time on the same target (since they last until the target is dead). And yes, it does that. 4. I would like request adding amount of enemies fighting player's party (as a whole, not a single character) - I would like to add a set of actions when the character fights a single enemy (like the last guy in the fight) and then use it to prevent my Cipher to use Whispers of Treason-like skills on the last enemy from afar ("is engaged by someone" does not seem to prevent using the skill). 5. Sometimes after adding a new skill setting to the AI "theme" the Prioritize by in the previously created one get reset 6. If I remove an AI theme used by a character from "AI builder", the character will still "use" deleted theme (it will be displayed in the window that appears after clicking on the violet head representing AI) 7. AI often disables itself at random Beside that, I love custom AI-ing! <3
  18. Very often when party enters a map, load a save, level up modals from weapon proficiency and AI disable on their own. I know that they can disable in certain circumstances (like changing weapon), but those seem to be totally random (especially AI). When the issue occurs it might affect a few characters (for example one will have AI disabled, another modal disabled, another one both of them). It's totally, globally, cosmically annoying....
  19. To me this whole aspect seems like fun in itself, setting up a killer AI routine and just letting the game go to work. What conventions would be most effective?
  20. Letting the players essentially craft their own AI via this interface is great, but I feel it's missing some crucial options: 1. Include items such as potions instead of just abilities. This would reduce the burden of item micromanagement. Example: If [self: Health < 30%], [Consume: Potion Of Moderate Healing] or [self: Threatened by Multiple Enemies], [Consume: Potion Of Ultimate Badassery] 2. Allow the switching of weapon sets. Example: [self: Enemies in Melee Range > 1], [switch to Weapon Set 1]. This is for the purpose of switching between ranged and melee automatically, and why not for other purposes such as switching between different melee weapons as well. 3. Make an automated auto-attack behavior type that makes a character attempt to keep their distance from enemies, i.e a ranged character fleeing from melee enemies—also maybe one that makes ranged characters attack targets but not move automatically. 4. Add an [Enemies Clustered, At Least #], so that AoE spells don't get wasted on single targets. 5. Include modal abilities. 6. Add some sort of way to distinguish enemy ranks/challenge ratings so that the player is able to specify that they want a certain spell/ability to be used only against strong or weak enemies. For example: [Enemy: Rank is Normal/Veteran/Elite/Boss] 7. Make a search function or find a better way to sort the different functions. As of now, it's too cumbersome to always scroll through the massive list of conditions. Maybe introduce filter tabs. 8. Instead of having fixed [Less Than 50% Health], let us type the exact value we want. 9. Allow more debuffs as conditions. Example: I want my Paladin to attack the enemy he's cast Sworn Enemy on. However, I can't specify "If:Sworn Enemy - Then X" (Some of these ideas are copied from other people's posts who contributed to the thread. Thanks to them.) Most of this—and much more—was possible in Dragon Age: Origins, which this system was inspired by. With the Even More Advanced Tactics mod, by carefully designing the AI behavior, it was possible to finish the entire game on the hardest difficulty without ever manually commanding anyone, and I did that. It became by far my favorite way to play the game; it became its own game within the game, a very unique experience.
  21. I'm playing a Wizard and I've set it up so she'll cast spells while I manage the other characters. However I've recently encountered a bug where the game will not save the changes I make to her custom AI behavior. Since I've encountered this bug the same is now true for all party members. I cannot add, remove or switch out spells, neither can i change can i change the priority of the spells already in the Behavior list. Does anyone have a fix to this issue?
  22. First time posting, love reading all the theorycrafting that people do here. I love the added AI scripts PoE II and I had experience with a similar system in FF12's gambit system. However, I'm not that smart when it comes to setting up some great AI scripts as I often get confused by the differences between some conditionals. I'd love to hear some good set-ups or tips that people use for their custom AI scripts. I know it's difference for every class and purpose so feel free to share anything for any kind of character. I just started the game with Shattered Pillar Monk as MC. At level 4 my simple setup is. Self: Health Under 50% -> Second Wind (Might change this to lower with a priest in my team) Self: Has Affliction -> Clarity of Agony - Cooldown 20 seconds Self: Engaged By Anyone (NOT) -> Dance of Death Self: Engaged By Multiple Enemies -> Force of Anguish (Lowest Fortitude priority) Visage of Death's Herald (Lowest Will priority) Always True: Swift Strikes -> Cooldown 11 seconds How about you guys?
  23. Despite setting my Ghost Heart Ranger's Animal Companion AI to "Aggressive", I still have to command it to attack when summoning it.
  24. Hello I was checking the ai behaviors and found some missing options that i think will improve it. Actually i can check if i have some inspiration but not for specific effects,this makes it hard to make a "buff yourself with this if the effect is not active" for example with spirit shield or arcane veil. You can add the action set with a cd and fix that cd at the duration of the effect, but an option like " only if not active" will be helpfull. Other nice upgrade would be if conditionals, and actions had a search bar so we could filter and so on. PD: of course having the ability to run scripts (python or something like that) would be even better
  25. I'm playing through PoE for the first time, and I'm really enjoying it. I've first played it years ago, but never quite got to the end of the game. This time I have a 6 ranger custom party. Right now I'm doing the White March expansion, and so far it's been great. I've recently found the unique bow "Sabra Marie", which is a very nice weapon, so I stuck an elemental lash enchantment on it and gave it to one of my rangers. But since I did that, I've been experiencing some very irritating behaviors during combat. Here's the thing: Sabra Marie has an enchantment that confuses enemies on a critical hit. So during combat, enemies attacked by the character who wields it have a tendency to randomly become confused. That much is expected. However, I've noticed that when that happens, the confused enemy's selection circle sometimes changes to green, and since I'm using AI to direct most of the combat, my characters and pets stop attacking the confused enemy and go for someone else. This often results in all sorts of unfortunate situations. For example, this just happened to me: all of my characters were attacking a large troll. My pets surrounded it, and my rangers attacked it with bows from afar. Suddenly, the troll becomes confused, and my characters stop attacking it. The pets run past the troll to start attacking the ranged xaurips in the back, and my rangers also move forward to attack the other enemies. But then the confusion wears off, and the troll is now in the middle of my ranger group, and starts wreaking havoc on my poor defenseless back line. And that's no good. I'm not sure why the AI is programmed to stop attacking confused enemies. It's not like confused enemies are no longer a threat. They're just somewhat less of a threat, temporarily, until the confusion wears off, at which point they become a full threat once again. I've looked through the in-game options to see if there's anything I could do to change this behavior, but I couldn't find anything. But maybe I missed it? Please let me know if I did. The way it is, using Sabra Marie is more of a detriment to me than a benefit. If there's no other solution, I'm thinking of downloading a save game editor and try to remove the pesky enchantment that causes me all this grief, if that's indeed possible to do.
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