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How do you use the Auto-Pause feature?

Discussion in 'Icewind Dale 2' started by Quint, Dec 4, 2002.

  1. Quint Gems: 8/31
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    I never use the AI scripts, except "Default" (always have the AI on). So I find the Auto-Pause feature is really useful. It allows me to know of important changes in the battle, without having to pause manually too often (although I do pause manually too).

    I've set it to:

    - Weapon Unusable (no more ammo)
    - Character Target Destroyed (switch to a new target)
    - Enemy Sighted (no one takes me by surprise)
    - Spell cast (cast the next spell without losing time, and remove uncertainty about whether she is casting a spell, or standing idle)
    - Trap detected (almost never step on a trap by accident if the rogue has his search on and he's stading on the front line or ahead of the group)

    I find the "Character Target Destroyed" pause extremely useful, because I generally have everyone attack the same bugger to make sure he dies *fast*. So this tells me when I can move on to the next one.

    It would've been nice to have an extra auto-pause option called "Weapon Ineffective", which indicates that the weapon can't hurt this monster.

    One other auto-pause option I'd like is "Spell Disrupted" or "Casting Failed", just to be certain my spellcasters aren't idle.

    What's your style of playing?

    [ December 04, 2002, 00:41: Message edited by: Quint ]
     
  2. Atreides Gems: 7/31
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    I never knew much about the Autopause feature in IWD2, just never paid attention to it. I may rethink that however after reading your post Quint. Didn't realize you could do alot of what you've just described with the Autopause feature.
    I would pause the combat at points where I think I need to redirect or implement a new strategy for my characters. I also pause at the start of combat to determine what I'm dealing with, spellcasters, melee fighters, ranged attackers and so on.
     
  3. Faerus Stoneslammer Gems: 16/31
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    I never used the auto-pause. I pause so often manually that there's no need for auto-pause.
    On a somewhat unrelated note, I have the to-hit roles show up in the message box to know exactly when I hit my enemies and when my characters get hit.
     
  4. Khazraj Gems: 20/31
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    I do almost the same as you Quint. (twilight zone theme) I don't use the target destroyed autopause.

    The one that I think is the "absolutestly" most important one is the Spell cast. I hated not knowing when the spell was over and just before it was give new orders that cancelled the spell... (Homer Doh!)
     
  5. Quint Gems: 8/31
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    @Atreides:
    Autopause has been there since the beginning (BG1), when I got introduced to D&D. The rules were so complex, and everything went so fast, that I don't know what I'd have done without it. I still think it's one of the most useful features in these types of games because every second counts.

    @Faerus:
    I think if you use it, you'll become a bit more efficient (not time lost), and be able to enjoy "watching" them fight a little bit more because you won't be worried about pausing the game manually so often. And yes, I have the attack rolls displayed too. They're vital to know what kind of enemy you're dealing with.

    @Khazraj:
    I agree. The "Spell Cast" autopause is vital. I couldn't succeed with the solo Sunfire tactic without it I think. Because by the time you see the animation hit the enemy, a couple of seconds are lost, and a couple of seconds every 6 or 7 (1 round) is a lot of waste which fighters don't have.
    :flaming: Burn those lamers' asses quick! :evil:
    However, I often unpause then immediately re-pause manually right after the "spell cast" pause, to see if my target resisted the spell, when it's a chromatic orb for example.
    What I regret is that there's no pause when the spell is disrupted though. :nolike:

    IIRC, IWD1 had a nice feature that told you if a character was in the process of casting a spell: if during combat, the mage's own green circle was animated, it meant the mage was already in the process of casting a spell. Don't know why they couldn't do the same with IWD2.

    [ December 04, 2002, 05:51: Message edited by: Quint ]
     
  6. Sojourner Gems: 8/31
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    I have it set to Enemy Sighted and Spell Cast. (The latter I use to avoid disrupting my own mages accidentally.)

    [ December 04, 2002, 07:56: Message edited by: Sojourner ]
     
  7. Master of Nuhn

    Master of Nuhn Wear it like a crown Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    I play it the same way Mr F.Stoneslammer does.
    I just pause when I like, and I dont care if it takes a second longer. My characters, just as yours, automaticaly choose a next opponent and if I dont like it, I hit my beloved spacebar and change it.
    I'm gonna use this to-hit roll-info (thanks for reminding me this possibility) to check if my power-attacks could be better...
     
  8. Viking Gems: 19/31
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    Enemy sighted only.

    Although I think I might tinker with it if things get sticky later. Like wading into traps with the whole party.... Done that before - party of 6 became party of 2 before you could say "Hang on lads while I disarm this trap...."
     
  9. Quint Gems: 8/31
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    Heh, that's about 9 syllables too long
    Even that rogue in NWN used only 3 "Watch out mait!"

    [ December 04, 2002, 19:02: Message edited by: Quint ]
     
  10. Khazraj Gems: 20/31
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    It's "mate", mate!
     
  11. Quint Gems: 8/31
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    LOL!!
    I just wanted to immitate the Aussie accent mait!
     
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