Yeah, there was something obviously extra-goofy about that scenario, so stability issues associated with it are probably not terribly meaningful overall. In the big picture, I suppose that the more mobs you have involved in a combat, the more system-taxing it is, just due to normal factors like each of them needing to plot routes and consider blocked tiles and distances and all that. However, having more than 32 combatants available should in itself not complicate matters beyond that. In fact, deactivating them may be something of a failsafe. There are numerous battles already where this is the case that have no issues associated with them - the third AoH battle for instance. Correct. It calls on an inactive mob. I'm not sure how it determines which; almost all combat-related routines in ToEE are hard-coded. Don't really know ... it could be initiative-related or nearest to an enemy or something like that. It's probably similar to how ToEE will enter concealed combatants into the queue (think Welkwood Bog goblins), or enemies who were out of range but became in-range as battle progressed and terrain opened up. Maybe ... but I suspect they only try to get in once per round. Again, I'm doubtful that there are really any issues associated with it at all. NWN2 and ToEE are probably nothing alike as far as this goes, based on the 2D/3D difference. ToEE has an invisible 2D combat grid based on tiles. I'm not sure what NWN2 does but it would seem to need to be 3D.