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Pull entire mob MOD?

A standard tactic in the BG/IWD series has been wielding fog of war to divide and conquer a single mob of enemies. The strange part, of course, is that a group of enemies would do nothing while a comrade visuals our party or, worse, is shot to pieces. Would it be possible to have a mod where the part of a mob in the fog is pulled when adjacent however de-fogged brethren are assaulted? Having this feature as a switch would be nice.

Playing without enemy-sighted auto-pause somewhat helps in this matter, but it's still an issue. And being able to play with enemy-sighted auto-pause would be nice IN ADDITION to pulling the entire mob when you're sighted or attack.

Under the current system, having a party member move to expose an entire mob is an option. However, it requires extra movement at a cost to strategic positioning.

Thoughts?

Comments

  • ThacoBellThacoBell Member Posts: 12,235
    SCS has a component for this.
    PaulaMigratebutteredsoul_Luke_
  • PaulaMigratePaulaMigrate Member Posts: 1,201
    It's done in SCS and by better calls for help. The feature already exists.
    butteredsoul
  • The user and all related content has been deleted.
    butteredsoul
  • PaulaMigratePaulaMigrate Member Posts: 1,201
    edited December 2017

    It's done in SCS and by better calls for help. The feature already exists.

    Just to correct *entire mob* and *whole army*:
    It requires those enemies coming to help an attacked one to be within some *hearing* distance from the one who shouts for help. This makes the feature even more realistic but is also something you can take into account for your tactics, e.g. by luring groups into your traps or ambush.
    0x0003 Help(O:Object*)
    Returns true if the specified object shouted for Help() in the two script rounds. Help() has a range of approximately 40.
  • PaulaMigratePaulaMigrate Member Posts: 1,201

    SCS 'Better Calls for Help.' It is excellent. I won't play the game without it. (Watch out though - in some places, like the Bandit Camp, it can really bring a whole army down on you.)

    While that is generally correct, the Bandit Camp is not a good example here, because the bandits becoming hostile is triggered by scripts already in the vanilla game - attack one and all become hostile. Similar is the case e.g. for the thieves guild or Ust Natha in Underdark. (This is specific for those groups, who are neutral blue per default and turn red against you if you spoil your disguise or attack one of them.)
    KuselBleriot
  • butteredsoulbutteredsoul Member Posts: 168
    edited December 2017
    Thanks! You folks are the best.

    In case anyone else stumbles across this thread and is wondering, SCS is Sword Coast Stratagems (my favorite kind of gems) and is here:

    http://www.gibberlings3.net/scs/
  • The user and all related content has been deleted.
    abacus
  • PaulaMigratePaulaMigrate Member Posts: 1,201
    edited December 2017

    SCS 'Better Calls for Help.' It is excellent. I won't play the game without it. (Watch out though - in some places, like the Bandit Camp, it can really bring a whole army down on you.)

    While that is generally correct, the Bandit Camp is not a good example here, because the bandits becoming hostile is triggered by scripts already in the vanilla game - attack one and all become hostile.
    Yeah but I'm pretty sure that in vanilla, attacking one bandit doesn't cause all the others in the fog of war to come at you. With SCS, they are all within 40' of others, so the better calls for help create a chain reaction that leads them all to swarm you.
    You're right here. Attacking any bandit (or drow etc in the other examples) turns them from blue to red by script, but it's just making them Enemy() - so they don't necessarily all come running to attack you...it's two pairs of shoes.
    Bleriot
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