Describe the idea you'd like
(? = a keycode from alphabet)
Commands will be seen while talking with NPC
?: go to this location (views map and makes NPC go to selcted map tile)
?: wield this item (select item for him to wield no matter what and store his item he had into backpack)
?: if your health is low...Run (will go to nearest billboard "Camp" if his health is around 25 or less "legs and arms are ignored")
?: Guard "That" Position... (Will Guard a selected Tile instead of him standing still "Good for NPC wars"
Combat Commands if Combat commands is selected will show these
?: set a trap in that location.. (will set trap to selected tile "if he has any trap in his bag")
?: Rush And attack Far enemies.../Stay and attack enemies close... (will attack monsters/NPC few maps away within Reality bubble)
Describe alternatives you've considered
i know NPCs need to be modefied/overhauled/looked-at , these ideas is for NPCs you can add them if you want just to add more selections/options to NPCs
Additional context
Make sure to add any more ideas at the comments vvvv
?: wield this item (select item for him to wield no matter what and store his item he had into backpack)
Already covered by telling them to use a particular item and then choosing a weapon as that item.
?: Guard "That" Position... (Will Guard a selected Tile instead of him standing still "Good for NPC wars"
The NPC standing in that tile depending on its combat settings will attack nearby enemies. Do you hope for setting patrol routes or some such?
?: set a trap in that location.. (will set trap to selected tile "if he has any trap in his bag")
May cause issues. Without a lot of work so NPCs know from what side approach the tile etc it may lead to issues like NPC trapping itself with the traps you'll tell it to setup. If you're nearby you could as well do something like that before.
?: Rush And attack Far enemies.../Stay and attack enemies close... (will attack monsters/NPC few maps away within Reality bubble)
Partially covered already by talking to NPC and setting their combat behavior, though not at great distances.
I would prefer to have quick orders under C to tell my companions to disengage and run, switch weapons between melee/ranged (provided they have a second weapon of relevant type in the inventory together with ammo if they switch to ranged one) and to attack particular enemy though,
i know NPCs need to be modefied/overhauled/looked-at
these ideas is for NPCs you can add them if you want just to add more selections/options to NPCs
The first should probably happen before the second can be truly indulged. Which may take a bit.
I would prefer to have quick orders under C to tell my companions to disengage and run, (...)
Or as a part of "yell sentance" command where you yell something NPCs can understand and comply to.
Currently I see no option to make the GET OUT OF HERE... can that be added? Like "Get away from the Zeds, run... run now!" command? XD
You can kinda-sorta simulate it by talking with the NPC, setting it combat options to not engage if it can be avoided and then running away - which should make said NPC follow you. Then either reach safety and regroup/tell the NPC to guard or draw enemies attention to yourself while your companion won't engage till you change their combat options again.
Not really. If I say to the NPC "go attack", they go all out and attack, rushing in. There is no "run away/back off" option, though theree is a "stand there" option. :/
What is needed is active combat commands. If you are engaged in fight and you see your NPC friend, lets's call her Angie, being in a tight spot you could yell "Angie run away". If that could be recognized by NPC, then he/she could switch AI pattern on the go and act accordingly. Or: your legs got broken while fighting but Angie keeps her distance because you told her so before. Yell "Angie help, attack, engage." and she comes for help, etc. It could be a branched-out option from yell.
That'd be pretty useful, yes, especially if it'd be a choosable option, not only a yell you have to type out (a matter of convenience at that point).
Ok, so I've done some code investigation, and did some "live" tests, and it seems that via talk/yell menu you can talk with an NPC follower up to 20+ tiles away, and give him/her combat/engagement commands, so I was talking about something that already exist. For some reason I was thinking that talking to NPC would require much shorter range or face to face interaction. All in all I believe this issue is not valid in this part, perhaps valid in new possible commands, engagement rules, etc.
I personally always missed these quick orders:
My PC would also benefit from comman
There are are behavior options which I miss
Some commands are more needed than others. In particular, running away to a predetermined location. Also the ability to train NPCs is a must, and not just with books. (which are a poor substitute, especially for combat skills) along that line, sparring practice with NPCs could be a great way to train everyone's melee combat skills over time even if everyone has the same skill level.
Most helpful comment
Already covered by telling them to use a particular item and then choosing a weapon as that item.
The NPC standing in that tile depending on its combat settings will attack nearby enemies. Do you hope for setting patrol routes or some such?
May cause issues. Without a lot of work so NPCs know from what side approach the tile etc it may lead to issues like NPC trapping itself with the traps you'll tell it to setup. If you're nearby you could as well do something like that before.
Partially covered already by talking to NPC and setting their combat behavior, though not at great distances.
I would prefer to have quick orders under
Cto tell my companions to disengage and run, switch weapons between melee/ranged (provided they have a second weapon of relevant type in the inventory together with ammo if they switch to ranged one) and to attack particular enemy though,The first should probably happen before the second can be truly indulged. Which may take a bit.