Shaitan Posted July 28, 2009 Posted July 28, 2009 Hi DavidW! Do you intend to add new stuff to the next version of SCS2? I'd propose some myself but as I'm on vacation now and the next month I don't have access to my laptop where I have collected some thoughts on this subject. ... and I'm so bad at memorizing stuff so I quickly forget... Cheers
DavidW Posted July 28, 2009 Posted July 28, 2009 Hi DavidW! Do you intend to add new stuff to the next version of SCS2? Yes, but not huge amounts. My main priority for v10, apart from various bugfixes, is to move SCS2 over to the magic system used by SCS, which autogenerates spell books and hopefully allows a bit more variety in mage tactics. Other than that, there are quite a few small tweak-type components, possibly one or two more tactical components.
Guest Guest Posted August 5, 2009 Posted August 5, 2009 @DavidW: Have you ever thought about a component that gives all enemies in ToB +2 / +3 / +4 on hitting? (maybe even those in SoA). There is this component from MixMod, but it also gives a bonus on HP, Saves etc., what actually is a bit much, especially because BG1 enemies (which are dangrous enough imho) are also affected... After all, many of the humanoid enemies in ToB have strong problems with hitting...
DavidW Posted August 5, 2009 Posted August 5, 2009 @DavidW: Have you ever thought about a component that gives all enemies in ToB +2 / +3 / +4 on hitting? Nope, breaks SCS design parameters - that kind of brute-force way to make it harder isn't what the mod is about. However, if you really want it, open up scsii/setup-scsii in Notepad and paste the following at the end: BEGIN ~Hit bonus for all enemies~ DESIGNATED 999999 OUTER_SET ~hitbonus~=2 COPY_EXISTING_REGEXP ~.*\.cre~ ~override~ READ_BYTE 0x273 ~EA~ PATCH_IF ~EA~=255 BEGIN READ_BYTE 0x52 ~thac0~ SET ~thac0~=~thac0~-~hitbonus~ WRITE_BYTE 0x52 ~thac0~ END BUT_ONLY Quick and dirty, but should more or less do what you want. Change "hitbonus" to whatever you want if you'd rather have +3 or +4 than +2.
Jarno Mikkola Posted August 5, 2009 Posted August 5, 2009 @DavidW: Have you ever thought about a component that gives all enemies in ToB +2 / +3 / +4 on hitting? Nope, breaks SCS design parameters - that kind of brute-force way to make it harder isn't what the mod is about. However, if you really want it, open up scsii/setup-scsii in Notepad and paste the following at the end: ... Quick and dirty, but should more or less do what you want. Change "hitbonus" to whatever you want if you'd rather have +3 or +4 than +2. And install that component when you hit the ToB...
Guest Guest Posted August 7, 2009 Posted August 7, 2009 Yes, has nothing to do with AI, but thanks a lot.
Ardanis Posted August 7, 2009 Posted August 7, 2009 If you're taking requests then I want the 'Tougher golems' component for the next version. They get range attacks with Tactics installed, but still die pretty fast in melee.
Shaitan Posted August 18, 2009 Author Posted August 18, 2009 What about giving Minotaurs their PnP abilities? I don't own a 2nd edition Monsters Manual, so I really can't remember all their original abilities, but they do seem to be somewhat easier in BG2. BTW how fares changing the magic system? Cheers
DrAzTiK Posted August 18, 2009 Posted August 18, 2009 I also implore for a Tougher golems component at least give to Iron and amandine golems more range in melee (same range that a two handed weapon). It should be consistent and I don't think it breaks SCS design parameters )
Salk Posted August 19, 2009 Posted August 19, 2009 SixOfSpades praised Tactics' Improved Golems in his Tactics review (here: http://www.geocities.com/sixospades/review...ics2.htm#onemin and here for a more in-depth consideration: http://www.geocities.com/sixospades/review/weimer2.htm). It might be a good source of inspiration.
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