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Post by Serena on May 26, 2018 19:15:23 GMT -5
With the addition of ranged weapons to melee henchmen, I noticed that Richard has adopted the terrible habit of starting every combat using his ranged weapons, consistently luring enemies close instead of engaging them midway. I know this is a behaviour that can be prevented by toggling ranged weapons off in the NPC examine page, but I wondered if it's something that could already start off as disabled, instead?
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Post by gazoo on May 26, 2018 19:40:41 GMT -5
I noted this as well. The only work-around I found is to have them in follow mode, and then tell them to defend/attack once they reach melee range.
Otherwise, they will [often, maybe always?] use the ranged, in spite of [iirc] the option to tell them to use one or the other. And it can take a bit of time for the AI to change to melee, too. The switch may be triggered when they run out of ranged ammo, maybe?
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Post by Serena on May 27, 2018 3:37:46 GMT -5
To actively stop them from doing this you can also disable ranged weapons in the behaviour tab by checking the "off" option, I try to remember doing that as soon as I hire the guy. I can't really afford using the follow/attack commands because I mostly rely on the fact my henchman will engage the hostiles away from me, allowing me to flank once the fight started, but yes, that's more a matter of playstiles!
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Post by Psionic-Entity on May 28, 2018 11:22:23 GMT -5
I think it's the default AI causing them to swap out to ranged weapons. I'll see if I can change it automatically so that they won't do anything unexpected.
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