For the love of Bhaal, please restore the "Default" script.
DeathOfNames
Member Posts: 40
It's no secret that the A.I. in BG:EE has been a sore point since release, but 1.2 fixed a lot of the issues. However, there are definitely still some kinks to iron out, and the same is true for BG2:EE.
For me the biggest issue is that none of the scripts work as well as the standard BG2 "Default" script. This was basically the same as "Standard attack" is now, except that you could rely on a character to actually do what you told them, and not worry about them suddenly charging of into battle.
It's especially annoying when playing a spellcaster. Sometimes you can instruct your character to cast a spell, but while waiting for the cooldown from the previous spell to expire, someone fires an arrow at you. This causes the spellcaster to disregard any previous order and engage the assailant with preferred weapon (previously he would also rush them despite being ranged).
This is also apparent with fighters. They tend to change targets when being attacked by multiple opponents. Even walking from A to B can be interrupted if an enemy appears.
I want a script that will allow an idle character to defend himself and party (just with weapon held), but not cause him to abort direct instructions from me. This is standard in vanilla BG1&2, and i want i back!
I haven't created a bug report as there are many already and surely this is among them, but with BG2:EE you have a lot more spellcasting to manage, and having my mages disregard my orders is becoming a real pain.
Oh, and disabling party A.I is really not a "solution" as I don't want micro every single encounter.
For me the biggest issue is that none of the scripts work as well as the standard BG2 "Default" script. This was basically the same as "Standard attack" is now, except that you could rely on a character to actually do what you told them, and not worry about them suddenly charging of into battle.
It's especially annoying when playing a spellcaster. Sometimes you can instruct your character to cast a spell, but while waiting for the cooldown from the previous spell to expire, someone fires an arrow at you. This causes the spellcaster to disregard any previous order and engage the assailant with preferred weapon (previously he would also rush them despite being ranged).
This is also apparent with fighters. They tend to change targets when being attacked by multiple opponents. Even walking from A to B can be interrupted if an enemy appears.
I want a script that will allow an idle character to defend himself and party (just with weapon held), but not cause him to abort direct instructions from me. This is standard in vanilla BG1&2, and i want i back!
I haven't created a bug report as there are many already and surely this is among them, but with BG2:EE you have a lot more spellcasting to manage, and having my mages disregard my orders is becoming a real pain.
Oh, and disabling party A.I is really not a "solution" as I don't want micro every single encounter.
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Comments
To ensure that it is selected, on the character record sheet click Customize -> Script then scroll all the way down and pick CUSTOM (DEFAULT).
Even in normal fights, you always want to be killing casters first, and when I click on my characters to attack those, they end up automatically changing to attack some feeble melee or ranged enemies.
The sad thing is, the conjured beasts and nymphs in BG2:EE have a nice working script package. Heals when needed, uses crowd control to take the edge of a fight, even uses damage spells. Why can't my casters use something like that?
I know that EE brings a lot of enhancements to the script engine (like distances from targets and the like), but it also brought some bugs. Current default script overrides user commands quite frequently, and the old one did not.
I don't expect the scripts to handle spellcasting, abilities or anything advanced. I just want my characters to defend from/attack obvious threats if no other command has been given. "Walk", "attack target" and "cast spell" all have a measurable end. "Walk" ends when you reach destination, "attack target" ends when target is dead and "cast spell" ends when the spell has been cast. These actions should not be halted because the script feels that something else should take precedence.
Your sleep is interrupted by 5 mere goblins.
Automated mage casts time stop. Fuuuuuuuuuuuuuuuuuuuu.
Someone make a rage comic out of that.
I really don't want a full automated casting bot, but please don't let them do anything stupid. If I call a target, keep it and use whatever weapon is at hand. That all I would like to ask.
http://www.shsforums.net/topic/55595-bp-series-for-bgee-bg2-and-bg2ee/
I used to give the default script to all my party members, and usually when I decide to cast a spell, I simply cast a spell, without any problem.
Now with the new standard attack I try to cast a spell, but 60% of time the wizard decide to not cast the spell and start using the sling (or whatever) again.
That's frustrating.
I'll try the "wizard passive", but I don't think it's the right one for my fighter/mage.
Wich is the right one if I just want my partymembers to use the weapon I choose for them unless I decide to cast a spell?
FACT... the world would be a better place without people writing nonsence in help forums..
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