And I do notice a change in how enemies cast spells, but I haven't played with the vanilla AI in ages, so it might not be working and the vanilla AI is just fairly ok. Two enemy wizards can and do rape my entire party if I'm not proactive at stopping their casts or somehow defending myself from their spells.
Just use cheatengine or something similar and increas game speed by +2x.Haste and Improved Invisibility are the two most powerful buffs in the game. They should be very, VERY hard to obtain, if at all.
Haste is what makes NwNs long as fuck rounds and slow walk speed bearable. As long as it's expected that everyone is perma-hasted and encounters are balanced around that it's not a problem at all.
Only "hybrids" seem to be bad because they don't know not to cast spells in melee or don't switch to appropriate weapons. Pure spellcasters or martials are very useful and they don't leech that much xp. For 1 companion, you get 80% xp, so it's not like you take twice as long to level. And people like companions with personality, modern BioWare's whole shtick is basically that. Not that BioWare will last very much longer.Why do guys put with companions that are as bad as you describe AND mooch experience points off your character?
Because the XP loss isn't enough to matter. You'll be two levels lower by end game but who cares when the game's difficulty is frontloaded like most Bioware titles.Why do guys put with companions that are as bad as you describe AND mooch experience points off your character?
Why do guys put with companions that are as bad as you describe AND mooch experience points off your character?
Handling spellcaster henchmen in NWN is always a bit of a bother, you wanna micromanage them with the Toggle Spellcasting option in their radial menu. Generally, I wouldn't let any spellcaster AI use a melee weapon other than maybe a heavily armoured cleric, and even that one's gonna take a beating the first time they get their buffs up. The OC's bust for lack of inventory access, but in most other modules I strip the magelings of their melee weapons.Sharwyn is doing that - casting spells in melee until she gets raped by the AoOs - in my plain OC campaign.
A module-builder may want to avoid implementing an upgraded henchman AI package precisely so as not to override any mod the player chooses to install, like TonyK's AI.Luke can't necessarily be blamed for this, specifically, but I wonder why and how other modmakers have been able to program in alternate A.I. choices for your henchman/companions, that actually work.
Default. The EE's hasn't changed standard script sets, that's a nasty can of worms to dig into.But is the behavior EE or just default NWN..?
Handling spellcaster henchmen in NWN is always a bit of a bother, you wanna micromanage them with the Toggle Spellcasting option in their radial menu. Generally, I wouldn't let any spellcaster AI use a melee weapon other than maybe a heavily armoured cleric, and even that one's gonna take a beating the first time they get their buffs up. The OC's bust for lack of inventory access, but in most other modules I strip the magelings of their melee weapons.Sharwyn is doing that - casting spells in melee until she gets raped by the AoOs - in my plain OC campaign.
Also, use the EE party controls for tactical battlefield positioning. When you come across a tough encounter, call Stand Your Ground and manage henchmen like it's BG. Open aggro yourself or have a warrior hireling do it and if hostiles close in on a squishy, make them fall back (remember, Shift + double click to run) and intercept.
I suggest complementing the entourage with a summon. Swashbuckler 2/Fighter 2/Wizard 1 sounds relatively weak, so summoning a creature might help you out even if Sharwyn is in the party. Pure bards aren't known to be powerhouses either way ;d
Like I said though: right now, in the early levels, Sharwyn outfights my Swashbuckler 2/Fighter 2/Wizard 1, except for her poor AC, because I have no melee damage stat yet *and* for some reason she is kitted for two-weapon fighting so she hits very regular with 2 attacks, which is a lot at those level. So right now she deals damage while I tank![]()
Why do guys put with companions that are as bad as you describe AND mooch experience points off your character?
Do me a favor:Jeez you guys really make use of your henchmen. I usually just make them stand in the corner while I clean the map.
Don't forget that he also has to work on Pathfinder: The Dragon's Demand.I find Luke's lack of responses lately in this thread to be disturbing.
See what I did there? "Luke"?
Most of this is Greek to me. Are you implying that Luke could conceivably "fix" DoIWD's henchman A.I. by simply choosing a different A.I. package for each of them?Zarala uses X0 in Swordflight (at least Ch.1 and 2). Sharalyn uses HF in TotM, which is DoD's wrapped NW_AC, which calls... X0. Most modules, official and fan-made, fall back in some capacity to X0_INC_HENAI
Meh, pretty lukewarm post.I find Luke's lack of responses lately in this thread to be disturbing.
See what I did there? "Luke"?
No, quite the opposite, I'm saying that Swordflight, TotM and - very likely - DoIWD all use the same AI package to determine when to switch weapons. There are different flags and functions between the various iterations, but if a henchman can switch weapons, the calculation of when to do it is gonna be the same. If it's the same algorithm, the difference has to the variables - I suspect gear and build may be why you're seeing henchmen behave differently. It is possible that DoIWD uses a different AI script altogether, but I highly doubt it.Most of this is Greek to me. Are you implying that Luke could conceivably "fix" DoIWD's henchman A.I. by simply choosing a different A.I. package for each of them?