A friend of mine has this issue where his Vanilmirth will double or triple bolt everything in OD1, even when everything on his settings appears to be telling it to use Caprice only once. I can't really reproduce the issue because my homunculus one-shots everything there, but I'm pretty sure a critical issue like this one would have been noticed before... so it must be something on his settings, we just can't figure out what. Would you please take a look, Azzy?
http://dl.dropbox.co...UG/H_Config.lua
http://dl.dropbox.co...BUG/H_Extra.lua
http://dl.dropbox.co...G/H_Tactics.lua
http://dl.dropbox.co...BUG/TraceAI.txt
Rescue forces target changes, target changes cause skill use status to be forgotten. If you've got it repeatedly rescuing monsters, it will use skills more than it is supposed to. I'm aware of this issue, but fixing it is a semi-big deal (means replacing a single variable with a global array, and then maintaining that array to address dead/vanished targets), and I'm not sure it's worth doing and debugging.
Okay, i'm probably not using the right search words, but i'm having a hard time trying to get Mercenaries to ignore monsters. They just go and attack everything they see(unless its a plant).
I have the monster ID there correctly. i know i'm using the correct one because i just copied it from the Homunculus tab. and My homunculus listens to me.(i dont have them out at the same time)
If i set the default tactic to ignore, then they just ignore everything. So that seems to tell me that for whatever reason, the mercenary just isn't seeing that i programmed it to ignore certain monsters. But know my Homunculus ignores them.
Mercenaries cannot detect the type of monster, whilst homunculus can. The only way to do what you want is to use a homunculus to find out the ids of all of that type of monster on that map. i.e. If there are 80 Piranas on a map then you will need 80 lines of tactics for each individial monster.
The monster ids will usually change with every maintainence.
Autodetect plant is a special case where it is simply detecting a monster that doesn't move.
Exactly. There are only two cases in which mercenaries can recognize and react to differnet kinds of monsters:
1) if AutoDetectPlant=1, the AI will use the plant tactic for monsters that it has not seen move or attack.
2) Monsters which are created through artificial means can be recognized by how the server assigns actor ID's to them, and use the Default Summon tactic (these are set to react by default, so your merc won't attack things summoned with Summon Flora). This isn't perfect, because on maps with timed spawns, under certain adverse conditions, mobs can spawn with unnatural looking IDs, when they're natural spawns. But this is overall not a major problem.
In 1.50, the GUI will not allow you to add new tactics for mercs if there isn't some approximation of a MobID file present, to prevent complaints of this sort. I've really tried to make this clear, and it seems that even bright red text, and multiple warnings in the documentation isn't sufficient, so we'll be more forceful about communicating this to the user in 1.50.
When I set up tactics support for mercenaries, I had high hopes that I would be able to generate a MobID file with only a few measurements (derive the list for the whole map server from observing one specific monster's ID). This turned out not to be possible, so we're left with a lovely tactics system that is of severely limited utility. Oh well.