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is there a way to do it?

ive noticed that if i give movement orders to companions in real-time combat, or when im not in combat, then they obey, but in turn-based combat they say ok but then dont do it.

is there any way to get them to obey movement orders in turn-based mode?
This question / problem has been solved by ewmarchimage
Yeah Arcanum AI is pretty bad. Try giving the Back Off order first to make them stop doing whatever they were before and then giving the orders. I still don't think that works, I can't remember because I gave up trying to control the NPCs in a meaningful way a long time ago.

The commands are still really useful for sending the tank in alone first to start the fight, which makes monsters focus him. Among other things.
I think back off works - in that they no longer attack. I found that in TB combat they just stand exactly where they were before (and take hits!) without fighting back, but they don't actually move!

The AI in this is super-bad - even Fallout2 had better combat AI, even though you couldn't control them during combat itself. At least in that you could specify whether you wanted your guys to charge in or hang back, and not have your ranged guys blindly charge in.
yeah, theres no way to make them move in tun-based :(


you can specify who they attack or make them stop, but thats it.
You know, I've played this game so many times and until now I wasn't aware that there was even a way (borked as it is) to give individual followers commands during combat.

I guess that's because even when I do bother with followers, my entire battle strategy is to immediately hit F5; or as I prefer to put it, "Chill out, guys; I got this!"

*shrug* What can I say? I'm an XP hog.
the only way to give orders to individuals is to use the chat to order them manually (i.e. put the cursor over the one you want them to target and say "Virgil attack"
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Marrik: the only way to give orders to individuals is to use the chat to order them manually (i.e. put the cursor over the one you want them to target and say "Virgil attack"
You can also right-click on their portrait and select the option (move, attack, etc.) from the drop-down menu. I only found this out by actually reading the manual in detail (for some reason) - it wasn't mentioned in a logical spot in the manual, and was just skimmed over.

The problem - and this is a stroke of GENIUS on the part of the guys that developed the user interface - is that if you think "I'm not in combat yet, but I want to prepare my guys, so I'll go into combat (turn-based)", and then "OK, now I'll order my guys around to where I want them with the right mouse button", you find that the right mouse button - again, can't stress the genius of this enough - WILL EXIT COMBAT MODE!

One would think that, firstly, the RMB wouldn't do this if you click RMB if hovering over a follower's portrait; and secondly, that ideally they could think of a better button/key than RMB to exit combat mode! Or at least have it definable. Well this happens unless you actually ARE under proper attack - then it won't, and you can issue "commands" (as it were).

Also found it annoying you had to hold down keys for "called shots" - didn't they have time to come up with a mouse GUI? I realise the one from Fallout was more detail than required, but a simplified version thereof wouldn't have gone astray. I wouldn't have even known about this if, again, I hadn't read that part in the manual (although I think there may be a screen hint at some point).

Also I think it's genius that your guys do actually move where you tell them to with the WALK command - but then AS SOON AS YOU MOVE they run straight back towards you! So intuitive!

I can't believe the guys who developed the Fallout games managed to create combat that had MORE flaws than either Fallout game! Yeah I know the publishers forced a ton of retarded decisions on the team, but still...

Sorry about that... went into a bit of a rant there... ahem... I guess it speaks volumes that I (and many others) still play this game despite the combat. Broken and unbalanced though it may be, the combat is still playable... unlike certain other games **cough** Inquisitor **cough** I could name...

BTW who here has built their own Automaton? I spent a good deal of points toward the mechanical discipline, but seeing as how my army of spiders was as "helpful" as my other team-mates - that is, surround the enemy I shoot at and ignore all others - not to mention the fact that they move... so... slowly... (at least in turn-based mode)... And require repairs instead of healing... I decided to pump a bunch of points into Electricity (instead of Smithing). The Tesla gun is SO worth it...

The few automatons I've fought weren't exactly that difficult either...
Post edited October 24, 2013 by squid830