SpaceAlex Posted February 21, 2005 Share Posted February 21, 2005 Yup that does it. The enemies can actually bring my health down now. Before they died immediately after my lightsaber touched them. Link to comment Share on other sites More sharing options...
Achilles Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by SpaceAlex Yup that does it. The enemies can actually bring my health down now. Before they died immediately after my lightsaber touched them. Well, it looks like there are still some changes in order. I'm on the Ravager right now, and while the baddies don't die on the first hit, there isn't much challenge after my level 30 Jedi Master Stasis Field's them with his 45 Wisdom points. I'd be interested to see how things will develop when this mod is applied to a new game (start to finish). Hmmmm.... Anyway, if anyone makes further experiments with this file and wants to share the results, I'd all ears Link to comment Share on other sites More sharing options...
kampher Posted February 21, 2005 Share Posted February 21, 2005 Iv'e been testing your changes Achilles, And they arent bad. They could be a little tougher. My level 18 weapon master is mowing them down. But with 27 strength I guess that is to be expected Link to comment Share on other sites More sharing options...
Achilles Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by kampher Iv'e been testing your changes Achilles, And they arent bad. They could be a little tougher. My level 18 weapon master is mowing them down. But with 27 strength I guess that is to be expected It might be difficult finding a happy medium. I just finished a consular/jedi master game. The grunts got easier the more I leveled, but the last couple of fights were really tough *shrug*. Back to the drawing board. Link to comment Share on other sites More sharing options...
Juriel Posted February 21, 2005 Author Share Posted February 21, 2005 We'd need to find out exactly when is which Step used to make a proper thing out of this yet. Because once you get a lightsaber, your effectiveness becomes five times what it was before. So we'd mostly need to make some adjustment from that point forwards, I think. ...or just give the lightsaber nearer to the start and just make things harder from the get-go. However, I have been busy actually playing the game more now, and I don't MIND dropping little people like some loser bounty hunters and wildlife in one swing. That's what would happen when they mess with a Sith Overlord. But...I think my problem lies in how the game is actually structured. It is full of tiny obstacles of normal foes. I think it needs more 'bosses' and less of these...these speed bumps. Of course, as it is now, even the bosses are menial to dispose of. I'll ponder on things and if I really want to make a three Jedi group feel in any way threatened by a little predator of a forested moon. Or have every bounty hunter be half their equal. Link to comment Share on other sites More sharing options...
SpaceAlex Posted February 21, 2005 Share Posted February 21, 2005 If you want to make the bosses harder then just open their .utc file with KOTOR tool and improve their stats. I have done that and they're much harder to defeat now. Link to comment Share on other sites More sharing options...
Grifman Posted February 21, 2005 Share Posted February 21, 2005 How do I make the recommended changes noted above? Do I need a certain modding tool to do so, or can I just open that specific file and type in the changes? The game is far too easy, and the fun factor is rapidly decreasing. And where is this file? I did a search and couldn't find anything. What folder is it in? Link to comment Share on other sites More sharing options...
Darkkender Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by Achilles Well, it looks like there are still some changes in order. I'm on the Ravager right now, and while the baddies don't die on the first hit, there isn't much challenge after my level 30 Jedi Master Stasis Field's them with his 45 Wisdom points. I'd be interested to see how things will develop when this mod is applied to a new game (start to finish). Hmmmm.... Anyway, if anyone makes further experiments with this file and wants to share the results, I'd all ears It sounds to me like KSE and MOD items are playing a hefty role in your beefed up character here. Which would mean that the 2da file is doing it's job your just out doing it. Link to comment Share on other sites More sharing options...
Achilles Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by Darkkender It sounds to me like KSE and MOD items are playing a hefty role in your beefed up character here. Which would mean that the 2da file is doing it's job your just out doing it. No mods [EDIT]...other than the .2da file that we're discussing [/EDIT] Level 30/4 = 7 attribute points since character creation (~ 5 of those dumped into Wisdom) LS Mastery = 3 Wisdom Ossus Keeper Robes = 4 Wisdom Circlet of Saresh = 5 wisdom Character Crystal = 5 wisdom Jal Shay Gloves = 2 wisdom Qel-droma belt = 2 wisdom Metal D-Package implant = 3 wisdom (I believe...it may have been 4) Master Valor = 5 wisdom. Wisdom increase for moving meditation with T3-M4 = 1 Wisdom Figure my guy started with 14 Wisdom at character creation so... 14+5+3+4+5+5+2+2+3+5+1=49 Wisdom...give or take for Attribute points that I may have dropped into Constitution at level ups. Care to accuse me of cheating again? If I were using KSE or Mods [EDIT] other than the one we're discussing [/EDIT], I would have said so. Link to comment Share on other sites More sharing options...
beancounter Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by Achilles Well, it looks like there are still some changes in order. I'm on the Ravager right now, and while the baddies don't die on the first hit, there isn't much challenge after my level 30 Jedi Master Stasis Field's them with his 45 Wisdom points. I do not think anyone can stand up to that combo...... That makes the DC on your spells a whooping 53!! The only way someone can resist that is to roll a natural 20. Way overkill. How in the world did you get a 45 wisdom?!? Edit: Never Mind - I just saw your other post But it does give me an idea for another mod... Link to comment Share on other sites More sharing options...
Achilles Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by beancounter I do not think anyone can stand up to that combo...... That makes the DC on your spells a whooping 53!! The only way someone can resist that is to roll a natural 20. Way overkill. How in the world did you get a 45 wisdom?!? Edit: Never Mind - I just saw your other post But it does give me an idea for another mod... Hehe...just an FYI, Darth Traya must be pretty good at rolling natural 20's I had to give up the ghost and change all my gear to emphasize Dexterity (Finesse:Lightsaber Feat ), plus use every stim I had, plus fire up the most powerful shield I had, plus apply every force power buff I had just so that I could almost-not-die. The fights leading up to this might have been a cake walk, but I dare not risk making that one any tougher. btw, Sion isn't so good at the natural 20's. He just stood there, frozen, while I whooped his rotted backside Link to comment Share on other sites More sharing options...
aluuannn Posted February 21, 2005 Share Posted February 21, 2005 Originally posted by Achilles Hehe...just an FYI, Darth Traya must be pretty good at rolling natural 20's I had to give up the ghost and change all my gear to emphasize Dexterity (Finesse:Lightsaber Feat ), plus use every stim I had, plus fire up the most powerful shield I had, plus apply every force power buff I had just so that I could almost-not-die. The fights leading up to this might have been a cake walk, but I dare not risk making that one any tougher. btw, Sion isn't so good at the natural 20's. He just stood there, frozen, while I whooped his rotted backside is ther any plans on releaseing that hardcore Link to comment Share on other sites More sharing options...
Xcom Posted February 21, 2005 Share Posted February 21, 2005 has anyone actually thought of making the player less powerful instead of making all foes more powerful?? Link to comment Share on other sites More sharing options...
Achilles Posted February 21, 2005 Share Posted February 21, 2005 @ aluuannn: I can, but it's an easy edit. All the changes are outlined above. I suppose I could zip it up and publish it, but I think that beancounter just released his mod, and I'm sure that people are going to be much more interested in that. @Xcom: You could, but how much fun would that be? Most of the fun in RPG is character building. Cripple that and cripple the amount of fun to be had (IMHO). Link to comment Share on other sites More sharing options...
cfp Posted March 8, 2005 Share Posted March 8, 2005 Did anyone have any luck with the level column? Can you confirm it boosts the levels of your oponents? Would it be possible just to modify that column to get a decent difficulty of game play, and to hit level 50 by the end? Tom Link to comment Share on other sites More sharing options...
Achilles Posted March 8, 2005 Share Posted March 8, 2005 Originally posted by cfp Did anyone have any luck with the level column? Can you confirm it boosts the levels of your oponents? Would it be possible just to modify that column to get a decent difficulty of game play, and to hit level 50 by the end? Tom It does. You can confirm this by taking note of the XP earned for kills and then using that number, along with your level to determine your opponent's level in XPTable.2da. A word of caution: cannon fodder remains cannon fodder, but a vast majority of the opponents that you encounter are tough and give more XP. The last few games I have been able to get to 33 or 34 without having to exploit any XP glitches by using the setting listed earlier in this thread. With that said, I'm sure that you could use it to get to level 50, but there doesn't seem to be too much point in going any further than high 30's (37 or 38). You start to run out of feats and your LS characters start having to pick up DS force powers etc. But to each their own Link to comment Share on other sites More sharing options...
cfp Posted March 8, 2005 Share Posted March 8, 2005 Cool. Thanks. Fair advice about there being little point to getting to Level 50. I've not started playing yet, it's just that I'll probably only have time to play it once, so I want to get the most out of it in that one run through. Tom Link to comment Share on other sites More sharing options...
KungFuFerret Posted March 8, 2005 Share Posted March 8, 2005 Some things that could also be done to make opponents tougher, For your typical blaster/melee thug, Use of shields, especially energy shields (like in KOTOR) Use of grenades. Ranging from frag and plasma, to concussion and cryoban (also like in KOTOR) Use of special feats like rapid shot and power blast. Playing my Consular at one point, the HK droids were able to knock me back with power blast on several occassions. I thought it was cool, except it only seemed to happen in that particular battle. For the Sith opponents, Use of Force Immunity, especially in the late stages of the game. Use of force speed, flurry and the more melee oriented ones actually using double-sabers and 2 sabers. Use of more debilitating force powers like Plague, breach, etc. Use of Energy Resistance since KOTOR 2 also gives it energy absorption Use of battle meditation to debuff the PC's entire party. The frequency of how often they would use these things would be dependant upon the player's level. By level 20ish or so, it'd make the game a lot more challenging. Increasing their stats, VP and saves is all well and good. But by itself, it's not enough because you have to boost their VP to high, and their damage multiplier against the player to high. Any tactics that can get past their defense, or their saves, still will make them very easy. Some kind of balance has to be struck here. The last step, would be to tone down Force Crush a bit. Force Storm would be handled easily enough by Energy Shields and Energy Resistance. Force Crush has no DC check as far as I know. I was screwing around and chaining it on Kreia, and not once did she resist it. A DC18-22 or so would be perfect. Is it even possible to add in random encounters that might show up from time to time when you go into a new area? If so, random encounters with 1-3 saber wielding Sith could keep you on your toes. Also, you get +3 WIS for Consular LS mastery, and another +3 for Jedi Master. +6 total. The title bar doesn't show it, but your stats reflect it. The aggressive AI is relatively lacking. I was watching it in action both on Dxun, and later on the Ravager but controlling Mandalore and letting the other 2 in my party (both Jedi) run around and do their stuff. Rarely did I see them use any force powers or special abilities. Ranged works, and so does Jedi Support. Aggressive seems broken. Link to comment Share on other sites More sharing options...
cfp Posted March 9, 2005 Share Posted March 9, 2005 Sorry to hastle this forum, but can I confirm that upping the enemies level does do the other things you expect it to do (e.g. upping their damage, armour etc.)? If it does, why would you want to change the other columns in the autobalance.2da file? Thanks, Tom Link to comment Share on other sites More sharing options...
Achilles Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by cfp Sorry to hastle this forum, but can I confirm that upping the enemies level does do the other things you expect it to do (e.g. upping their damage, armour etc.)? If it does, why would you want to change the other columns in the autobalance.2da file? Thanks, Tom I can't confirm that for you, although I'm sure someone much smarter than I am might be able to. I imagine that altering this doesn't do much beyond adjusting their attributes and maybe force points. Link to comment Share on other sites More sharing options...
Hades_One Posted March 9, 2005 Share Posted March 9, 2005 Well, my Rebalance Mod should make the game more difficult without making the player character more powerful and in testing it does work well in tandem of Beancounter's hard core mod. Head here to check it out: http://forums.obsidianent.com/index.php?showtopic=31369&view=findpost&p=291418 I might give those changes to the autobalancer a try and see how that works with the mod. Link to comment Share on other sites More sharing options...
Arlen Treesong Posted March 9, 2005 Share Posted March 9, 2005 diffsettings.2da dunno if its even a kotor 2da but the only setting in which npc's used ranged and "potions" is hardcore. still since it says potions im thinking it just got carried along from nwn. Another thing worth mentioning is the regeneration.2da change the out of combat hp and fp regens to 5.0 or what not since we'll be leveling faster I think it would do some good because 400+hp can take a damn long time to regen. Link to comment Share on other sites More sharing options...
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