Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Name:
Email:
Subject:
Message icon:

Verification:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:
What color is grass?:
What is the seventh word in this sentence?:
What is five minus two (use the full word)?:

shortcuts: hit alt+s to submit/post or alt+p to preview


Topic Summary

Posted by: Salk
« on: March 30, 2009, 02:13:21 AM »

The least I can do is to satisfy your curiosity on my behalf.

I like to see new takes on tactical encounters because I am curious myself and most often I found the new challenges to be funnier, creative and - often - more realistic.

On the other hand, I don't like to see my odds of victory diminish drastically because of an objective increase of difficulty in the game. Compared to when I was younger, I found I still like a challenge but I become also much more easily frustrated.

Said that, the goal for me is to play a no reload game and, since I am not such a skilled strategist, I need to do some rebalancing. SCS plays fair, and I play fair as well. More enemies, higher level for them? More XP points for us.  :P

Note: I know that more enemies already give more experience points to the winning party. Fact is, those extra XPs come after the tough fights. I think I need them before...  ;)
Posted by: DavidW
« on: March 28, 2009, 08:24:23 PM »

Let's not forget that SCS "improves" the level of some tough enemies (higher level -> more XP points) and add enemies in some tactical encounters.  :P

Yeah, but I've never understood why people (a) install "make enemies tougher" components, and then (b) make themselves tougher to compensate. Why not leave it alone instead?

I'm just indulging my curiosity, though: there's no moral aspect to this, it's only a computer game.
Posted by: Salk
« on: March 28, 2009, 12:16:36 PM »

It is appealing for challenges like no reload kind of games.

For BGT, the difficulty of such challenge is moderate - for me - at core difficulty level, vanilla gaming.

It becomes very difficult with several AI enhancing mods together, despite metagaming. Let's not forget that SCS "improves" the level of some tough enemies (higher level -> more XP points) and add enemies in some tactical encounters.  :P
Posted by: DavidW
« on: March 28, 2009, 10:21:09 AM »

Re game too easy with higher XP rewards, I could only agree if we speak of the vanilla version.

The game won't be too easy for people that install SCS, SCS II, QP, Tactics and aim to win with no reloads.

Don't get me wrong: you should play the game however you like. I'm just a bit surprised that this particular way appeals; but if so, cool.
Posted by: Salk
« on: March 28, 2009, 07:40:03 AM »

With triple-classed PCs, I'd quickly get nowhere.

Well, but that's just the natural price to pay for having a triple class.

Re game too easy with higher XP rewards, I could only agree if we speak of the vanilla version.

The game won't be too easy for people that install SCS, SCS II, QP, Tactics and aim to win with no reloads.
Posted by: strontium dog
« on: March 28, 2009, 06:35:23 AM »

Well, I forgot to mention that I already made use of the geomantic sorcerer mod(installed before my megamod  BWP installation) and just transferred the global affect to my normal game(and changed the 85 figure to 300). So, everything's alright now and I'm getting triple XP for my triple-classed characters.

I disgaree re the game being ridiculously easy, as a result, though. IMO, it's way too easy, right now, without triple-xp, as one can simply go into a dungeon, clear 2 or 3  rooms, use up all one's spells, then go outside, rest, and go in and take down more monsters, repeating the cycle(with no new monsters appearing). That tactic (which most people use) makes the game way too easy. I prefer not resting at all when in a major quest area, expending most if not all my spells, and that's only possible if my spell-casting characters all have enough spells to cast(and therefore enough levels). Plus, I've already made hostile npcs/monsters far more effective as I've installed max hit-points for them - plsu I have scs/scs2 installed etc.etc.

*What  found ridiculous is that after doing the entire trilogy (with no big megamods) I only reached c.24th level, after doing every possible quest. With just darkest day installed as well, that rose to only 26th level. With triple-classed PCs, I'd quickly get nowhere.
Posted by: DavidW
« on: March 28, 2009, 02:50:34 AM »

I am also interested in this and I wonder if it's not just an easy matter of replacing for example:

Code: [Select]
OUTER_SET "percentage_modifier" = 17
with

Code: [Select]
OUTER_SET "percentage_modifier" = 200
to gain double amount of experience points.

Can anyone confirm this?



Yes.

(I have no idea why anyone wants to do this, since I think it'll make the middle-to-late game ridiculously easy, but it's a free country...)
Posted by: Salk
« on: March 28, 2009, 01:37:54 AM »

I am also interested in this and I wonder if it's not just an easy matter of replacing for example:

Code: [Select]
OUTER_SET "percentage_modifier" = 17
with

Code: [Select]
OUTER_SET "percentage_modifier" = 200
to gain double amount of experience points.

Can anyone confirm this?

Posted by: Jarno Mikkola
« on: November 05, 2008, 01:21:25 PM »

Trouble is that I'm a total newbie at modding. I presume that I would have to first create a geomantic sorcerer and save the game, then locate the global affects section of shadowkeeper , and, through trial and eror, find/guess which global affect is the right one, and then copy and paste it to another PC and savegame. However, I have no idea, whatsoever, as to how to modify the affect to give 300% instead of 85%... I haven't a clue about those utlities.
You also need to CLUAConsole the "ca#ageo" named item so you get the yourself the Geomatic Sorcerer kit from the Sorcerer. But every other assumption you made that far is right, but you can edit the parameter by just selecting the Affect(which are the second last slide you can access by pushing the arrows on the top corner, when you have the char on the view) from the list, it's name by the way is "Experience" by the way, hard to miss really, and when you push the edit button, it opens a tab that on the second line reads "Param 85", so you just have to change that to 300, and then open the save game you want to give the Affect it open a different window for that, go back to the G-Sorcerer push the Copy button, click on the other saves Affect tad and push Paste. Easy, far more than it's to read that really.

(and this even works on totally different directory if you wish, you just have to restart the Shadowkeeper(but do not close the current Shadowkeeper), so you have two of them, then Settings->Installation Directory..., set it, close that Sk, restart it again so you get a third Sk, go load the save etc.)
Posted by: strontium dog
« on: November 05, 2008, 04:41:50 AM »

Trouble is that I'm a total newbie at modding. I presume that I would have to first create a geomantic sorcerer and save the game, then locate the global affects section of shadowkeeper , and, through trial and eror, find/guess which global affect is the right one, and then copy and paste it to another PC and savegame. However, I have no idea, whatsoever, as to how to modify the affect to give 300% instead of 85%. Does one have to use DLTCEP or some similiar IE  modding tool? I haven't a clue about those utlities.
Posted by: Jarno Mikkola
« on: November 04, 2008, 02:53:35 PM »

Or you could use Shadowkeeper to give yourself an XP multiplier affect inherited from a mod like Geomantic Sorcerer Kit, and modify it a bit to change the first variable from 85 to 300. ;D
Posted by: strontium dog
« on: November 03, 2008, 12:25:51 PM »

OK, I know that the DefJam fixer mod is meant to be used to reduce the amounts of XP generated. However, I wanted to ask if a component could be added to DefJam to increase XP-gains for those who want it. It's like this:- DefJam assumes a party of 6 single-classed characters who find it too easy to fight monsters, so it reduces XP-gains by a percentage. The trouble is that this assumes that the party has plenty of time to rest, and then return to the monster-lair  a 100 times only to find that the monsters have NOT increased in numbers/strength - now in RL, one would expect enemies to be forewarned and to summon reinforcements etc., but this is not the case in AD&D PC games. So, what I prefer is to have a 6-character-strong-party, each (triple-) multi-classed as either fighter/magic-user/thieves or as fighter/magic-user/clerics with one of the three classes being a specialist class such as wild-mage or cleric of talos or assassin - I then only use 1 resting-period before  a major quest, such as the Windspear Mountains  or  TradeMeet quests. To me, resting is cheating, given no AI-reinforcements, so I would like to ask for a DefJam--component that allows one to increase XP-gains from 1* to 6*, as one wants - certainly , up to 3 * as much. This would save many minutes calculating exact amounts of XPs to triple etc.. Thanks!