Article View: comp.sys.ibm.pc.games.rpg
Article #589531KOTOR: party control (herding cats)
From: Karl Hiller
Date: Mon, 31 May 2004 00:43
Date: Mon, 31 May 2004 00:43
22 lines
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1893 bytes
My control over my party's actions in combat is less than perfect. Less than acceptable, actually. Maybe I'm missing something. Case #1 -- the bad guys are on the other side of a mine. I have two party members who focus on melee and one with a ranged weapon. Giving the ranged character combat instructions means juggling back and forth among the other two to keep them from charging forward into the mines. Is there some kind of "no combat script" option like in Baldur's Gate, so I can hold back the melee characters until I want to use them? Case #2 -- fighting bad guy and his three henchmen. I tell Mission to shoot the henchmen, and the other two characters to go after the bad guy. But every time I toggle back to Mission, she has the crosshairs on the main bad guy. What gives? And finally, is there a way to set a default attack for a character? The game seems to like fancy attacks like Power Attack and Sniper Shot, so that I have to continually click that back to normal attack in most cases. Maybe I don't *want* to be using feats that decrease my defense! I'm enjoying the game, but the micromanagement demands are making the prospect of a single-character party very attractive...
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From: Karl Hiller <kren...@ySaPhAoMo.com>
Newsgroups: comp.sys.ibm.pc.games.rpg
Subject: KOTOR: party control (herding cats)
Date: Mon, 31 May 2004 00:43:14 -0000
Organization: Next Iteration
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Sender: Karl Hiller <k...@shell.rawbw.com>
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