Home > Suggestions

Enemy Spellcasting

Enemy mages cast colour spray. Enemy fighters fall asleep. PC's easily mow through the enemies due to flunky AI. Even more so with Coup De Graces bypassing DRs (see other topic).

Perhaps change the spell choices of the AI? I just feel it's a tad bit silly and easy if not borderline exploitation to take advantage of the poor AI mages.

Well, I'm by no means the expert on this, but I believe it has to do with the settings for area spells.

And in a HC mod, we expect player characters in a party to be damaged by an ally's fireball, if positioning is unfortunate or communication unsatisfactory. Now, if we can be hit by our friend's fireballs, don't it make sense, that "monster" fighters go down if in the area of effect of "monster" spellcasters?

-Ibe

Yes, it makes sense that monster fighters are affected by AoE of monster spellcasters, but players (and their characters, unless otherwise for RP reasons or accidents) have common sense not to cast AoE spells at their allies.

The AI however, is set to the simple 'Enemy! Cast AoE spell, regardless of whether the AoE spell will kill me and my allies'.

Maybe one solution would be to position the enemy mages in front of the fighters when they spawn so that they get their first spell (colour spray) off first before the enemy fighters move in to battle. After that, once the fighters move in and the mage is behind, he can start casting magic missiles (like they usually do after colour spray).

players (and their characters, unless otherwise for RP reasons or accidents) have common sense not to cast AoE spells at their allies.

Hehe, If only we were so lucky, but my 3 years of NwN experience tells me different.. :roll: