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Its a good suggestion for sure. AFAIK there is only one AI or perhaps one for each companion, one for monsters, etc etc. Would be interesting if there were more and we had choices. Only having one might be why no choice but conjecture on my part. Have some points for a good suggestion.
There are some mods which are trying/tried to implement aí for the players, as well as smarter enemies (kingmaker AI for example), but I assume it's a huge undertaking and I'm not sure if they are still being developed
I doubt most people went beyond the provided working templates, which was enough in pretty much any situation.
Not that this is right or wrong but it certainly loses all kinds of steam when people still make mods and scripts 20+ years later for it and non-modders wouldnt see inside scripts anyway just the templates they represent but could still be true for you I guess. Even some code is similar to scripts in some abstract ways. The templates being talked about being- Defensive, Offensive, Utility, hybrids in its classes context etc etc.
@slayer
yea I took it as the different templates offered also. Origins definitely had one of the easiest, at least to customize visually for different behaviors, systems Ive seen. Only a few games have since tried to replicate it. They all seem to have their caveats anyway.
would not even have to be super complicated, but i doubt we will see that at this point,
however.... i dont think it is important, you would still have to micromanage mostly everything on higher difficulties, game is way too big and complicated to exspect it to play on auto-pilot, im already happy that enemy AI is average good
Thank you! I turn on the AI and the companions behave stupidly. I turn it off and stupidity continues. Maybe there can be an option for "companions don't step on visible traps."
Bosses and enemies alike behave differently in RTWP and in turn-based, and in turn-based they have better AI.
Hell - when you metamagic spell on Sorcerer, the action changes from Standart to Full Round, which is absolutely atrocious to manage in RTWP, but means almost nothing in turn-based.
All in all, AI scripts in Dragon age Origins sucked a lot, and I had to manually use many abilities and micromanage. Feature was useless.
There is nothing hard in using Vital Strike or any other ability in RTWP. You click the button every 6 seconds - the rest is done automatically.
It's exactly the same game.
This is so far off the mark not even sure where to begin. Perhaps you didnt bother with it but it was as in-depth or simplistic as one wanted it to be and easy to customize visually for all kinds of scenarios.
I found myself only having to worry about abilities in Major/Boss fights...
https://steamcommunity.com/sharedfiles/filedetails/?id=3037228546
You can do this for each character/companion and was based on conditionals- many of them.