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Lost followers new battle tactic.

Discussion in 'Icewind Dale 2' started by sethreign, Apr 17, 2015.

  1. sethreign Gems: 1/31
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    Here is our suggestion how the LF should play.Haha!Not a tactic for players but for the PC.The two fighters are different.Veddion is offensive while Kaervas is defensive.Kaervas should attack your weakest player(1-4 - 1-6 hit dice attacked by him)the idea is that you have to protect them from Kaervas so you can force the fighters to attack him.His incredible resistance can ignore a lot of deadly blows while Veddion will strike the distracted by Kaervas fighters!Broken Khree will assist Veddion and will stun only mages and rogues(low Fortitude).The archer(forgot the name)will strike those with lowest HP so he will be the finisher.The mages play good so there is no need of big corections.They only need two or three protections like Mirror image Stoneskin.The cleric should casts Heal and Resurection.Its good if they would be able to drop an items.Veddion`s hammer and Kaerva`s keen axe.
     
  2. lefuet Gems: 3/31
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    have you tried the tactics mod?
    Enemies, especially spellcasters, use better tactics in fights among other things. It makes fights much more interesting but also much harder. I needed to research and use many more spells, tactics and strategy were I could power through with brute force before ..
     
  3. Keneth Gems: 29/31
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    Tactics mod is a pile of crap if you ask me. It gives arbitrary immunities, scripted powers, and just generally turns battles into puzzles instead of actual tactical scenarios.

    It's probably a better idea to get Sword Coast Stratagems and put difficulty on Insane. That'll improve the AI considerably without cheating just to make things "challenging".

    Edit: I totally missed the fact that we're talking about IWD2 and not BG2. Got confused by the mention of the Tactics mod which I've always known to be an extremely bad mod for BG2.

    Moving along...
     
    Last edited: Apr 17, 2015
  4. SlickRCBD Gems: 29/31
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    Tell me about it. It's one thing to improve the AI and spell selection/usage. Quite another to give the baddies extra immunities, free uninterruptible spells that are effectively bonus contingencies. Stick to the rules: One contingency, one chain contingency, one spell trigger.
    Want them to automatically cast vocalize when silenced? Fine, but that's your Contingency and it only casts once. You can't give them anything else.
    Want them to instantly raise protections when entering combat? Fine, but that's your trigger. They have to renew them the normal, interruptible way relying on stoneskin, blur, the various ac increasing armor spells, shield (magic missile immunity), mirror image, improved invisibility/shadow door/mislead, and protection from normal missiles/normal weapons/magic weapons/mantle to avoid being interrupted.
    Want them to renew some protections automatically when they get down to 1/2 or 1/4 HP? There's your chain contingency.
    I don't have a problem with those, as long as they conform to the limitations of the Contingency spells (IIRC, in P&P you can have one Contingency and one Chain Contingency, but I think in BG2 you can only have one or the other).
    Don't give them anything else, everything else needs to be cast normally from their spell book. Any immunities need to come from items that can be taken from their corpses and used in future battles without stupid restrictions to make it impossible for anyone else to use the items (though evil-only might be legit).
     
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