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Hardcore Tsl


beancounter

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Originally posted by SpaceAlex

Great job!

 

Now i have HM and the modified autobalance.2da installed. This should make this game more challeging.

Err...let us know how that works out :confused:

 

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:

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Excellent... Superb... Awesome... Magnificent... work beancounter, this will never leave my TSL override, just like Talchia's Hardcore Mod it still is in my KOTOR override! ;)

Originally posted by Achilles

Err...let us know how that works out :confused:

 

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:

*Spits water all over monitor and keyboard!*

 

Bwahahahahahaha!!! :rofl:

 

Well... :roleyess: I thought that was funny! :D

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Originally posted by Darkkender

changing autobalance to do the same adjustments all of the same above however the game sees the opponent as 25th lvl and rewards accordingly.

 

How can i turn autobalance on? There are 6 settings in 2da - no autobalance and 5 other, different sets - where should i set up which one is turned on?

 

I want to have harder opponents but i also want to earn proper, higher xp for them, so beancounter's mod is not for me.

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Originally posted by su27

How can i turn autobalance on? There are 6 settings in 2da - no autobalance and 5 other, different sets - where should i set up which one is turned on?

 

I want to have harder opponents but i also want to earn proper, higher xp for them, so beancounter's mod is not for me.

You don't...the game "changes gears" automatically. If you'd like to edit the autobalance.2da file to make the game harder while gaining more XP, try the edits discussed in this thread.
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Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

 

Is this a good idea or should I just leave it as it is?

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Originally posted by beancounter

Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

 

Is this a good idea or should I just leave it as it is?

I think it would be a fantastic idea! Not only would it let the "those who fear scripts" download and use it, it will severely cutdown on the "how do I compile a script" threads ;)

 

BUT, for those who like dabbling in scripts, could you still leave the uncompiled version(s) as well?

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Beancounter read my mind before I read his post that said:

What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty ... One setting would be Easy, another Moderate, the third Hard and the last Insane.

 

Yes! Exactly!

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I love the idea. Also if you created autobalance.2da's to go with it that may be even more enjoying. Might I suggest that you make insane like 2-4 times as hard as the current hardcore script. I personally favor the 4 times factor just because then it really would be insane but I would say the autobalance might be necessary in that one just so you feel like you can level quicker.

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Originally posted by Achilles

Err...let us know how that works out :confused:

 

Here's to all the people out there for which one hardcore mod just ain't enough :rolleyes:

 

Well, let's just say that the sith assassins take around 15 rounds to defeat with my modified autobalance + HC and around 8 with just HC.

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Originally posted by Darkkender

All I can say is wow.

I've got beefed up lightsabers on peragus and beefy stats and the sith assasins are taking anywhere from 10-15 rounds to kill when on the harbinger.

 

The impact is probably amplified early on because you are at such a low level. At higher levels I am still finding the game rather easy, though it is harder.

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Originally posted by beancounter

Hey everyone, I am thinking about making a change to this mod. While I have no problem making changes to the mod and recompiling the scripts, I think the average user will have a difficult time with it. What I am purposing is packaging four compiled versions of the mod, each set at a different level of difficulty. This way all the user would have to do is copy the completely compiled script into their Override directory. One setting would be Easy, another Moderate, the third Hard and the last Insane. This way you could customize the level of difficulty without having to recompile the scripts.

 

Is this a good idea or should I just leave it as it is?

 

Good idea. And for curiousity's sake, which of these levels would you consider this version to be?

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Great work beancounter,

The Sith assasins where not any tougher to kill but they did resist Force Push 98% of the time. I wonder how they'll be against Force wave. I also ran into a couple thugs on citadel station that almost killed me so I would say this is Hardcore enough for me ;)

 

 

I think multiple difficulty scripts is a great idea.

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I have worked up the preliminary bonuses for each setting. And since I enjoy thinking up new ways to make the game harder I have come up with a new Bonus: Immunity Paralysis/Fear/Stun. The goal of this is to prevent you from spamming Force Wave, Statis Field and Insanity everywhere. Not every NPC will have this bonus. Instead, each NPC will have a random chance of getting this bonus based on the difficulty level you are playing at. So you can still use those three Power Lines, just don't expect it to work on everyone. Also, with Force Wave it will still push everyone back, but it will not stun them. This does not effect the other powers, so your Jedi should still be able to use them without worry.

 

Here are the proposed changes:

If the PC is Level 10 the bonuses are:

	Easy	Moderate	           Hard         Insane
Vitality Points	25	50	            100             150
Saving Throws	2	5		10	15
To Hit		2	5		7	10
Defense		0	3		5	7
Bonus Damage	0	3		5	7

Special Resist	0%	25%		50%	75%

If the PC is Level 20 the bonuses are:

	Easy	Moderate	               Hard      Insane
Vitality Points	50	100		200	300
Saving Throws	5	10		20	30
To Hit		5	10		15	20
Defense		0	6		10	15
Bonus Damage	0	6		10	15

Special Resist	0%	25%		50%	75%

If the PC is Level 30 then bonuses are:

	Easy	Moderate	             Hard       Insane
Vitality Points	75	150		300	450
Saving Throws	7	15		30	45
To Hit		7	15		22	30
Defense		0	10		15	20
Bonus Damage	0	10		15	20

Special Resist	0%	25%		50%	75%

 

The special resist is Resistance to Fear/Stun/Paralyze that I was talking about above. It is the chance that an NPC will be completely resistant to those attacks.

 

Bosses would be scaled up by an additional 50% of the above bonuses.

 

All of the bonuses are graduated, it would go up each time you level. The numbers above are just to show how much your opponents are increased so you can pick the right mod for you. To give everyone a frame of reference the current Hardcore Mod is right around moderate.

 

So what does everyone think? Once I test out the scripts myself, I would like to get a couple of volunteers to test the difficulty out. If you are interested, please PM me your email address I will send the mod to you in the next day or so.

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