View Full Version : How do you use the Auto-Pause feature?
Quint Wed, 4th Dec '02, 12:38am I never use the AI scripts, except "Default" (always have the AI on). So I find the Auto-Pause feature is really useful. It allows me to know of important changes in the battle, without having to pause manually too often (although I do pause manually too).
I've set it to:
- Weapon Unusable (no more ammo)
- Character Target Destroyed (switch to a new target)
- Enemy Sighted (no one takes me by surprise)
- Spell cast (cast the next spell without losing time, and remove uncertainty about whether she is casting a spell, or standing idle)
- Trap detected (almost never step on a trap by accident if the rogue has his search on and he's stading on the front line or ahead of the group)
I find the "Character Target Destroyed" pause extremely useful, because I generally have everyone attack the same bugger to make sure he dies *fast*. So this tells me when I can move on to the next one.
It would've been nice to have an extra auto-pause option called "Weapon Ineffective", which indicates that the weapon can't hurt this monster.
One other auto-pause option I'd like is "Spell Disrupted" or "Casting Failed", just to be certain my spellcasters aren't idle.
What's your style of playing?
[ December 04, 2002, 00:41: Message edited by: Quint ]
Atreides Wed, 4th Dec '02, 12:51am I never knew much about the Autopause feature in IWD2, just never paid attention to it. I may rethink that however after reading your post Quint. Didn't realize you could do alot of what you've just described with the Autopause feature.
I would pause the combat at points where I think I need to redirect or implement a new strategy for my characters. I also pause at the start of combat to determine what I'm dealing with, spellcasters, melee fighters, ranged attackers and so on.
Faerus Stoneslammer Wed, 4th Dec '02, 12:52am I never used the auto-pause. I pause so often manually that there's no need for auto-pause.
On a somewhat unrelated note, I have the to-hit roles show up in the message box to know exactly when I hit my enemies and when my characters get hit.
Khazraj Wed, 4th Dec '02, 1:56am I do almost the same as you Quint. (twilight zone theme) I don't use the target destroyed autopause.
The one that I think is the "absolutestly" most important one is the Spell cast. I hated not knowing when the spell was over and just before it was give new orders that cancelled the spell... (Homer Doh!)
Quint Wed, 4th Dec '02, 2:27am @Atreides:
Autopause has been there since the beginning (BG1), when I got introduced to D&D. The rules were so complex, and everything went so fast, that I don't know what I'd have done without it. I still think it's one of the most useful features in these types of games because every second counts.
@Faerus:
I think if you use it, you'll become a bit more efficient (not time lost), and be able to enjoy "watching" them fight a little bit more because you won't be worried about pausing the game manually so often. And yes, I have the attack rolls displayed too. They're vital to know what kind of enemy you're dealing with.
@Khazraj:
I agree. The "Spell Cast" autopause is vital. I couldn't succeed with the solo Sunfire tactic without it I think. Because by the time you see the animation hit the enemy, a couple of seconds are lost, and a couple of seconds every 6 or 7 (1 round) is a lot of waste which fighters don't have.
:flaming: Burn those lamers' asses quick! :evil:
However, I often unpause then immediately re-pause manually right after the "spell cast" pause, to see if my target resisted the spell, when it's a chromatic orb for example.
What I regret is that there's no pause when the spell is disrupted though. :nolike:
IIRC, IWD1 had a nice feature that told you if a character was in the process of casting a spell: if during combat, the mage's own green circle was animated, it meant the mage was already in the process of casting a spell. Don't know why they couldn't do the same with IWD2.
[ December 04, 2002, 05:51: Message edited by: Quint ]
Sojourner Wed, 4th Dec '02, 7:53am I have it set to Enemy Sighted and Spell Cast. (The latter I use to avoid disrupting my own mages accidentally.)
[ December 04, 2002, 07:56: Message edited by: Sojourner ]
Master of Nuhn Wed, 4th Dec '02, 11:56am I play it the same way Mr F.Stoneslammer does.
I just pause when I like, and I dont care if it takes a second longer. My characters, just as yours, automaticaly choose a next opponent and if I dont like it, I hit my beloved spacebar and change it.
I'm gonna use this to-hit roll-info (thanks for reminding me this possibility) to check if my power-attacks could be better...
Viking Wed, 4th Dec '02, 2:26pm Enemy sighted only.
Although I think I might tinker with it if things get sticky later. Like wading into traps with the whole party.... Done that before - party of 6 became party of 2 before you could say "Hang on lads while I disarm this trap...."
Quint Wed, 4th Dec '02, 6:57pm "Hang on lads while I disarm this trap...." Heh, that's about 9 syllables too long
Even that rogue in NWN used only 3 "Watch out mait!"
[ December 04, 2002, 19:02: Message edited by: Quint ]
Khazraj Thu, 5th Dec '02, 2:12am It's "mate", mate!
Quint Thu, 5th Dec '02, 2:52am LOL!!
I just wanted to immitate the Aussie accent mait!
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