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Found 9 results

  1. 1. Summary 2. Compatibility 3. Who you can talk with 4. Mercy: giving it... 5. Interlude: should you keep your word? 6. ...offering it... 7. ...and begging for it! 1. Summary. These games don't have much in the way of the material in the title, so let's see if we can introduce a bit of ethical turbulence to these still waters. This mod prepares most creatures, all the ones you can reasonably have some conversation with and who have some interest in their continued existence, for opting out of combat when they are badly hurt. Some will ask for mercy, and the party may grant it, letting them live. Others, wounded so, will listen to offers of surrender from the party. And finally, sorely pressed PCs themselves can throw in the towel, or something like it, and abandon their companions to save their lives - or even switch sides and join the enemies against those they just called comrades. 2. Compatibility. Made on the Enhanced Edition, should work on "classic." 3. Who you can talk with. Most living beings want to keep living, and undead would like to continue on their merry way also. But it also takes conveying the intent. If a creature has a mind, if it is not a machine, if it can communicate its desire to be spared, then it may be involved in a talk of surrender when it descends below 30% of maximum health (around the "Badly Injured" level). Surrender is not like running away or flying berserk, it is an offer from one side or from the other. This kind of conversation is possible with a man, a halfling, a dragon, a rakshasa, an ogre, a ghoul, a vampire, but not with a golem, an otyugh, a dog, a beetle, an elemental, green slime or an ordinary skeleton raised by Animate Dead (skeleton warriors may be fair game). Winter and vampiric wolves are monsters and intelligent enough, but normal animals are out. On top of everything, some normal people just have a fanatically high morale and will not have anything to do with any surrendering. In the large pool of remaining candidates only 20% will ask for mercy. Still, over the course of adventuring with its many encounters, their white flags will fly around with some frequency. 4. Mercy: giving it... When a creature asks for mercy and the party wishes to grant it, the fight does not stop for it right away. The PCs must refrain from attacking the enemy or hurting it with spells during the next round, while the other side still goes after them. If the creature is attacked or damaged (by anyone, the party or somebody else), the offer will be considered rejected and the creature will fight to the last with the strength of desperation, which is considerable. Spellcasters in particular discover great reserves in themselves on death's door. The party would do well to listen to offers of surrender from beset wizards. If the PCs refrain from hostility during this round, the deal will be struck, the creature will become neutral, move to the sides, out of the fight, and the party will earn its worth in experience. The characters will not get the creature's items, however. Giving mercy is considered a noble act, on the whole. Doing this consistently, the party main gain somewhat in reputation later on, but rejecting an offer, that is, attacking or damaging the creature, is not penalized. On the screenshot above three xvarts indicate that they may cease fighting, while the one on the lower left already wears the blanc of surrender and heading off. 5. Interlude: should you keep your word? Sparing an enemy is the easiest way to take it out of the fight, but, besides not getting the loot, the party will not, of course, satisfy any quest demands for the destruction of this particular enemy they spared. The creature will have to be killed then or the quest abandoned. And surrenders may happen by misunderstanding, if the party simply fails to manage enough aggression while the creature waits. Once done, though, the surrender is official. If the creature dies now, no matter who kills it, the party will lose reputation immediately - though only for civilized folks. Civilized or civil, take your pick. Public opinion will not care if you break a promise to xvarts, ogres, orcs, bugbears, giants, dragons, ghouls and the like, all undead and "monsters," in fact, and you can dispatch those foul half-orcs in any quantity, too, the seventh race that they are. A human or a dwarf is another story, of course, and rakshasas look so gentlemanly in their stylish hats. In short, if the surrendered one is a disagreeable sort, the characters must look into themselves for guidance regarding the treatment of PoWs. A surrendered creature will not engage in dialogue or give any quests. Mercy can be given only once, too. Don't expect to be believed if you attack now. End of interlude 6. ...offering it... Although only a minority of eligible creatures will themselves ask for mercy, all of them will become open to offers of it after reaching that < 30% hit points depth. Even if the creature heals itself up, the experience will get it thinking. The PCs can use their new special ability, Offer Quarter, on these Badly Injured candidates. (If a character does not have this ability, let somebody else use it to teach.) Since the party has no business meddling in others' fights, it will only work on red-circle targets, not on neutrals clashing with each other. The offer must be made from a short distance and is 50% likely to be accepted. If not, the characters may try again the next round. Edwin is giving a chance to an ogre while Viconia flees several more. One of them is hurt badly and showing the white feather, though. 7. ...and begging for it! What's good for the goose is good for the gander. Members of the party can give up to save themselves in a pinch, even at full health. To attempt this use the other special ability, Surrender, on one of the enemies of the same general category you can discuss these things with. You may even try to surrender to those stern high-morale types that ignore offers of quarter. Whether it is rational to submit to ogres or, say, ghouls in the long run (to dinner or so) is debatable, but at least this rescues a character from imminent death. (Note: a PC who surrenders steps out of the party, and because games of the Baldur's Gate series cannot continue without the protagonist, Surrender is not available to the Bhaalspawn. In Icewind Dale no party members are essential and all can use the ability, but remember that it is still game over if there is no one alive left in the party.) Opponents are eager for an opportunity to "get" an adventurer, so this offer is accepted 80% of the time. If not, you can, of course, try again. What happens next depends on who you are surrendering to - alignment makes a big difference. Of course, one rarely has the luxury of choosing who to appeal to, but sometimes yes. Neutral alignment will simply want the character out of the picture. Just as any prisoner he himself might have taken, he will put on the white of submission and walk off to the side. There he will stay and can be gotten into the party later the usual way, with some explaining to do, no doubt. Evil-aligned enemies will force the character to fight on their side, or perhaps this was his intention... Putting on the black of treason, he will fight against the PCs until such time as all the other foes have been put down. Then he will turn neutral. Both maneuvers cost the character 1% of experience, and the colors of disgrace can only be cleared by the ultimate sacrifice. What really happened there? How will it go? There are many possibilities, opportunities rather, because these are, or were meant to be, role-playing games! Viconia sides with hobgoblins against the party. Download
  2. Version 3 My thanks go to @kjeron for the forward cones and a heap of other information in the last few years. @K4thos gave a helpful tip about preventing jumps after conversations. 1. Summary 2. Compatibility 3. Surprising and being surprised 4. Ambushes 5. Detect Noise 6. Money for me 1. Summary This mod introduces a hybrid of two mechanics from the AD&D Player's Handbook - surprise and ambush. Most creatures and characters may now be surprised if they suddenly run into an enemy, and neutrals may be surprised too. This may happen after a sharp turn in a hallway, in the shadow of a cave pillar, emerging in a room with a throng waiting on the doorstep or just falling out of invisibility on the tips of somebody's shoes. Party characters can put themselves in a waiting mode where they can surprise but not be surprised - ambush. In addition, rogues (thieves and bards) get the ability to detect noise, which sometimes lets them discern creatures beyond obstacles and helps to set up an ambush. 2. Compatibility Only the Enhanced Edition. For technical reasons it would be impossible to save the game in classic installations. 3. Surprising and being surprised Surprise, when it happens, stuns a creature for a round. On occasion both parties in the encounter may be surprised. Group surprises are also possible. This is the approximate radius within which surprise may happen, if creatures suddenly come face to face in that range: If a creature approaches from farther away, there will be no surprise for either in the encounter. Surprise is also impossible so long as a creature is in sight of someone - for that observer. For example, assuming that this dog has come in from a little distance and the surprise factor has been negated, it will not be able to surprise Charname, Xan, Imoen or Garrick so long as each one of them sees the dog. It would have to run into a place out of sight to make surprise against that character a possibility again - or disappear in plain view. Thieves and wizards can negate the visibility control by vanishing with stealth or magic so that they can creep in again. In this example, though, the dog is actually a green-circled ally, so Charname, Imoen and Xan need not worry about it. Creatures on the same side do not surprise each other. Who can surprise who: Red circles surprise green circles and are surprised by green circles. Blue circles do not surprise anyone but are surprised by both green and red circles. This means that between the party and enemies surprise only happens in the context of combat, but neutrals can be surprised in peace if you get the jump on them. This Flaming Fist mercenary is startled to find Charname nursing on the wine taps in the duchal palace. This prostration would give Charname a round to get away, but the second mercenary is also here, far enough to have a calm look, and in a moment he will turn around and assail him with inconvenience. Some creatures are never surprised: undead, golems and other constructs, slimes, elementals and insects. Animals are difficult to surprise also. All of them can still surprise others. Non-combatants like the commoner on the previous screenshot are left out of this mechanic completely, along with cows, chickens, horses and so on. A creature can be surprised once every three turns (180 seconds). Here are a few more situations of surprise, sometimes mutual. This is a mass surprise in the hallways under the Firewine Bridge. Here everyone but the kobold on the far right is surprised at butting into each other. A situation like this is not likely to happen naturally - here I teleported the party right into hostiles. Normally only the front runners or stragglers can wander into enemies without seeing them from some distance away. Group surprise can happen for real, though, when entering a small space densely packed: Here Imoen, Montaton and one of the hobgoblins had a case of the nerves. Surprise is not just a fluke, however. It can be used intentionally: Here Montaron has surprised one of the guards (lit up) and running away from the others. He is in their line of sight in this bare corridor, but if he turns into the adjacent room where the rest of the party is waiting, there are a couple of places he can stand and try to surprise them when they barge in. In order not to be surprised themselves, however, and to signify that they know what is coming, he and the others should make use of the Ambush special ability, which all PC have. 4. Ambushes In Ambush characters are safe from surprise, but the reactive position they chose makes them somewhat slow. They get +3 to weapon speed and casting times. Ambush lasts until they move from the spot, but the slowness persists for the next round. This mod also patches the priest spell Command. When used on allies now, it is not "Die!" but "Attend!", "Speak!", "Wake!" or "Move!" as appropriate. This makes the ally snap out of the surprised stupor, relieves confusion and panic for the moment, lifts silence from him, 50% of the time unconsciousness and 20% of the time hold and paralysis. Greater Command is not changed. 5. Detect Noise This non-combat ability of thieves and bards extends an 120 degrees-wide listening cone that can bring out creatures beyond walls and other obstacles. All characters of these classes have this ability, and if for some reason one does not, like after dual-classing into a thief, have another rogue use it, and the first PC will learn automatically. The size of the cone increases every 3 levels. Face the direction in which to listen and click on the button. At first the cone's area is larger than a fireball, ultimately it expands to about 4 times that size. Within the cone the basic chance that a creature will be revealed (sometimes also showing a little of the terrain in the fog of war) begins at 50% and improves to 80%. If a thief does not find someone by listening, it may mean there is no one there or that the thief has gotten a bad roll. Non-corporeal, ethereal and phasing creatures are always pointless to listen for. Detect Noise can be used any time, but it only gives new information to the character once every turn. If there is more than one rogue in the party, they can try to triangulate and help each other out. Thieves able to wear helmets must take them off to listen. The screenshot below is only to help picture the situation. In version 3 creatures are no longer shown beyond walls, only referenced in the bottom window. In this example Montaron has discovered one of the guardians of the Dukes' amontillado, but there are more either outside in the large hall, farther away or he just did not hear them. Spacious places like this are inconvenient for listening, especially with patrols walking up and down the floor. It is better when there are side galleries, abutting corridors and walls against which to lean. For every creature found by listening the rogue receives 8 experience points, if the creature is not under anyone's direct stare (once per creature only). Finally, I want to say that "Surprise" would probably work well with my older stuff - "Initiative" here. 6. Money for me Modding that goes beyond making kit no. 126 is not easy. If you think this module deserves a few dollars into my hat, right-click on the first surprised guy and press A+B+B+A+Up or write me a private message. Download
  3. Update to version 3. Bullets are safe, plus an explanation of the projectiles flaw. In version 2, a monster weapon and Arrows of Slaying fix, plus an optional component. My thanks to @Jarno Mikkola for information on patching damage. Now that it's March, it can be in the name of this module. 1. Summary 2. Compatibility 3. Widths, speeds and monster spits 4. Spell arrows 5. Bushwacking 6. Optional: ammo recovery 1. Summary. This mod changes arrows, crossbow bolts, sling bullets, throwing daggers, throwing axes and darts (and, in a separate article, beholder rays; if you are installing for an Enhanced Edition, acid spit as well) in such a way that they hit creatures on their way instead of following and stopping at one target. An arrow will pierce everyone directly in its path and continue off-screen to the limit of the area, and it's like this with the rest of missiles. All of them pave a narrow corridor of damage. Attack rolls still matter, but positioning matters just as much or more. Characters have to actively spread around and run in zigzag to avoid being hit either by missiles aimed at them, at somebody else whirring by or, quite possibly, friendly fire. They also need to consider at which angles to shoot so that they don't end up killing a friend on the way or behind the target. I increased missiles' speed greatly, and now stepping out of the way of a slowly advancing dart or axe is not a realistic option - before there was, of course, no point, since everything was decided by the THAC0 roll. Now a "Miss" is nearly always a miss even if the target is standing still, and a "Hit" can be avoided if the character or monster gets out of the missile's path, but this needs to be done preemptively. A character trying to avoid the fastest missiles - arrows, bolts and bullets - can do that only if he dedicates his time to going in zigzags. The angle of fire is also important because shooting at right or broad angles to the target's course is hopeless. Shooters in these games can't anticipate where their targets will be and always fire at them where they are at the moment. If the target moves sideways, they will miss. These Blacktalons are in a desperate position for hitting Xan. The higher guard has a bit more of a chance of nailing him. On the other hand, in a place like this... This is the gist of the mod: putting real action in the action. On the whole, everyone will miss much more often, even when it seems to be a clear and sure shot, but creatures can be hurt much more effectively by firing into crowds, and smart shooters may be able to get several targets with one shot. Nothing in a fight with ranged weapons is as before: there is no standing and waiting for attack rolls in the bottom window to float up and resolve the situation by simple THAC0 vs. AC. Good Armor Class still matters. On this screen my character was magically protected all the way down, so he risks very little even walking in this storm of Arrows of Ice. I also patched different types of missiles to have different properties, made some other changes, and thieves have a new special ability - Bushwacking. More about all that below. 2. Compatibility I tried to make the mod compatible with both "classic" and EE games. The changes to most missiles, like the ones described above and beholder rays, are acceptable for the old engine. EE users will get more changed missiles, namely acid blobs, which had to be made safe (to the monsters themselves) with some advanced effects, so these will not be installed. EE folks will also get the Bushwacking ability for thieves. 3. Widths, speeds and monster spits All of the weapon missiles fall into three categories: 1) arrows, bolts and bullets: the fastest but have a narrow "corridor of pain," continue to the limit of the area; 2) darts: quite fast, with the most narrow corridor, which means they are usually effective only against stationary creatures, and they disappear a certain distance away from the thrower or when they hit the first target (this offsets the vast advantages of weapons like Darts of Wounding, Stunning etc.); 3) axes and daggers, slower but with quite wide corridors, especially axes, and likewise disappearing. Acid blobs, if they are changed, are even wider than axes and have the same speed and properties. All of these disappearing missiles - axes, daggers, darts and blobs - should be used at closer range now. From far away it is easy for creatures to shake them off by moving a short ways, which makes the missiles disappear. They are completely deadly at close range, however, if targets are not scattering frantically. (Even so, there will be more misses than before all around.) The best way to appreciate weapons' changed behavior is to buy some cheap ones and practice on stationary and moving targets, noticing distance and corridor width. Beholder rays are wider than everything and do not vanish on hitting or with distance but cut everything in front of them like scissors. I suggest surrounding beholders. There are a few thrown weapons in the games that return to the hand. These weren't made to hit in a path, because obviously they can't fly on if they are back. They now use custom projectiles identical to the original ones. Although they use the old attack system, their speed was still increased, and they still disappear at or before the end of the visual range, like the rest of throwing axes, knives and darts. They should also be used closer. Missiles that explode on hit were made to fly faster but not changed otherwise. 4. Spell arrows. The arrows for Melf's Acid Arrow and Flame Arrow (etc) now also harm everything on their way. Hitting with them is no longer guaranteed, just as with real arrows, but you may be able to get more creatures with one shot. Sometimes you may hit a second person but not the first: And remember that arrows, bolts and bullets continue all through the area until they hit a wall. If they hit someone else out there first, well... While testing on farmer Brun's field and firing at party members and monsters, I shot Chickens, Cats, Cows, Thalantyr the Conjurer, whom I had typed in from the console to buy from the store and forgotten, and Ajantis far off screen. Think thrice before you start a shootout anywhere in a town, and at least try to aim in the direction nobody is walking strollers. Even in a forest, though, wildlife and druids will fall. That's life, and if it were safe, it would be boring. 5. Bushwacking Also known as the money shot in the biz, this special ability becomes available to thieves of all stripes at 3rd level. With it the thief calls upon some modest, unassuming, wallflower-type friends who accompany him everywhere. If you think you are completely alone in the Outer Planes or on another planet, well, the thief isn't. These groupies will fire an arrow from the sides at the chosen target and normally hit - Armor Class is not a factor here, though misses are still possible, as always with this mod. Putting a regular arrow in someone's back will cost the party 20 gold. Starting at the 13th level, if the target is under Protection from Normal Weapons or from Normal Missiles, the little helper will charge 100 gold and fire an arrow +1. Arrows do 1d6 + 4 (+1) damage if they hit. The thief calls upon more of these characters with levels, and all need to be paid. He can use this ability any number of times in a day, so long as he has the gold. I won't put in any screenshots here, but remember that you don't know from which direction the arrow will come and who it will hit before and after. Discretion is advised. 6. Optional: Ammo recovery If you install the main component, you can also install ammo recovery for path missiles. 20% of the time arrows, bolts etc. will be recovered a couple of turns after they are used, appearing one by one in the backpack - and possibly filling it quickly (they refuse to stack, which is why this is optional). If you don't install the main component, you can install ammo recovery by itself, for traditional, single-target missiles. In this version missiles will be found on corpses of enemies they hit, 20% of the time. Neither version requires the Enhanced Edition. Download
  4. Updated with fixes to version 2 1. Summary 2. Compatibility 3. Details 4. Tips 5. Money for me 1. Summary. This mod gives sides and back side to creatures and lets players make use of flanking and rear attacks in close combat. Combatants are considered to be flanking an enemy while they stay on his sides or a little behind, and they are taking advantage of the rear when they are almost directly at his back. 2. Compatibility. Only the Enhanced Edition. Although the mechanics might work in "classic" setups, with this mod invisible projectiles constantly fire, and only EE allows saving the game while projectiles are on the way. 3. Details For brevity let's call getting on the flanks and into the rear outmaneuvering. Red-circle enemies outmaneuver the party and its helpers and minions as they position themselves or close in to attack, and the party outmaneuvers them - intentionally or just by being on their blind sides. Combatants on the same side do not outmaneuver (do not hinder) each other, and neutrals do not hinder either fighting side, nor are they hindered by anybody so long as they are neutral. Some creatures cannot be outmaneuvered with any gain, either because they have 360-degree vision or because they have no specially vulnerable spots, organs or body parts to protect. This category includes undead, golems and other machines, slimes, elementals and beholders. (The mod also makes them all immune to backstabbing, which, by the way, is in accordance with AD&D rules.) Although these creatures cannot be usefully outmaneuvered, nothing prevents them from doing this to the party - that is, getting in the PLAYER's rear or flanks. Non-combatants, that is, commoners and other bystanders, cows, horses etc. can neither outmaneuver anybody nor can they be outmaneuvered themselves. There is not much point to running the effects on them, and this will save performance. Not counting those exceptions, most creatures have flanks and rear of about this size and position relative to their figure: Enemies on the flanks inconvenience the creature or character, lowering his Armor Class by 2 points and slowing him slightly - for every flanker present. Those in the rear do not hinder the character, but their chance of scoring a critical hit improves by 2 and they receive +4 to hit as well. This is not cumulative with the attack bonus from invisibility and stealth. The number of enemies in the rear does not matter, each receives the bonuses individually. There is no exact science with these bonuses and penalties, both because it is impossible to calculate precisely when they will apply and because the engine is not too accurate in releasing the effects. In the fractions of a second, sometimes the total bonuses and penalties may be considerably higher, sometimes they may be lower or even amount to nothing. Generally, however, those are the numbers you can expect. The AI is not going to be able to make intelligent use of tactics, and the party often has a numerical advantage, especially if it is bringing summoned minions. To compensate the computer receives considerable extras. It is very important now to keep enemies off your back, especially if the party characters cannot wear helmets to protect them against criticals. And a throng even of very weak enemies parking on the flanks can quickly bring down an excellent AC. Larger creatures have proportionally longer zones, but not much broader. It is mostly circumference that increases. There is a little more depth to move around in the zones, but weapon melee range remains the same, so attackers still have to come close. 4. Tips Here is an example skirmish. This may seem confusing at first, but will become natural very quickly. A little advice: 0) It is usually worthwhile to go the extra meter. 1) Do not send a single tanking fighter against a squad of enemies, especially if they are man-sized or smaller and can surround him. They are no longer all rolling helplessly against full plate +5, and flanking slows an escape as well. If you have to retreat, either send in another character as a distraction or click a short distance behind so that the fighter backs up without turning. 2) Missile weapons also get the bonuses, but only if fired point-blank into someone's back or sides. If all you can do is run away from a shooter, put some distance between the two of you, at least. 3) A character directly behind someone is considered to be preparing or thinking about a rear attack. This precludes flanking. You can "taunt" an enemy with the open back of a free character to get him out of a flanking position. On the picture Xan could try and turn around, if the advancing bandit decides to flank Imoen instead of pouncing on her sexy rear. 4) It is common to be flanked by someone while flanking someone else, so the AC is rarely a straight number. 5) It is also possible to complicate the life of two enemies at once by getting between them and flanking both. I call it the Trafalgar maneuver: 6) No-roll attack defenses such as Protection from Normal Weapons, Mantle and so on become more valuable, because you can ignore all the people raising hell on the sides and behind. 7) Minions do a great job at pulling very large monsters down by their hind legs. For example, you can put some here while your frontline is keeping the dragon's attention fixed: 5. Money for me Making modules that go beyond shmaltzy romances is not easy. If you think this one deserves a few dollars into my hat, fly me a paper plane. Download
  5. Version v33

    293,312 downloads

    Sword Coast Stratagems (SCS) is a collection of more than 100 interconnected mini-mods for Baldur's Gate: Enhanced Edition, Baldur's Gate II: Enhanced Edition, Baldur's Gate: Throne of Bhaal, Baldur's Gate Trilogy, and Baldur's Gate 1TUTU. SCS is mostly a tactics and AI mod, intended to make the combats in the game more challenging and interesting. Overall, playing SCS shouldn't exactly feel like a whole new game - it should feel like the old game, but with your foes acting much more intelligently and realistically.SCS also includes a few ease-of-use features and tweaks. SCS now includes all the content from the previous "SCSII" mod. Learn more about the mod View the Readme Visit the Forum
  6. Hi All, few questions. Do these mods exist for BG1(EE)? Specifically, not for an EET install. A ding0 Experience Fixer-like mod that reduces quest and monster XP? A Max-HP for Bosses only mod? A more specialized version of the Tweaks Anthology component that only gives max HP to Sarevok + crew, Tranzig, Mulahey, etc. Curious if this exists for BG2 as well. A mod that adds vanilla+EE kits to bosses? Such as Deathbringer to Sarevok, berserker for Tazok, etc. This feels like it should be a SCS component, but I don't believe it is. A mod that reduces the effect of reputation on prices, such that items will cost more at 20 rep than they currently do and/or items sell for less. I'm not looking for something dramatic, more in the 25 - 50% range. [edit2: Tweaks has this component] Any help would be appreciated, thank you! edit: I just realized that ding0's XP fixer does work on BG1:EE, apologies. I just tested it and it installed without any warnings.
  7. I have performed this actions: 1. Copy Big World Fixpack folder (~30mb), and _ApplyPatches.bat, and _ApplyPatches.tp2, and WeiDU.exe to the root folder of BG2EE version 2.367 (GOG). This folder contain chitin.key Fixpack and WeiDU.exe can be downloaded there Master branch - (Clone branch, download) 2. I have downloaded recent Asteria Restoration Project from this center ARP 8.2.7 I have unpacked those files to the same root BG2EE folder, directory and setup. 3. I have downloaded Unfinished Business UB 26, and then unpack in the same way as previous mods. 4. I have downloaded SCS v30, and then unpacked *.exe, in the same way. Then I have executed those _ApplyPatches.bat , which have performed some crazy actions. Then I have installed mods one-by-one, running their installers stup-mod_name.exe. This is my previous mod stuff from version BG2EE 1.3.2 WeiDU.log And this is from the new version BG2EE 2.367 WeiDU.log The question is next: Where I need to search Tactivs for EE that works on version 2+? Well, my previous saves looks works fine on the new modded version, at least for a munute of gameplay, I have found no bugs. But I decided to start a new game this new cool icon for LoB difficulty, persuaded mee, too sad that new game is need to be started . So another questions: Would be better to start SoD - export char from BG1EE, then export char to BG2EE from SoD. Or to eport my current char - level 17, blacksninned half-elf, Diviner and with that char (I have stopepd my walktrough in the stage of escape from some underwater stuff...) start a new game? The problem is that I have no SoD... ;/ .
  8. So my party have found the first Balor (not a summoned one like I saw before, but a true and dangerous one) while I managing to resolve the dungarees-village problem. My party is something near 15th-16th levels. And I have only one weapon that can do damage to a'cursed demon - "Daystar" - Long Sword which is +4 against evil creatures. This blade holds my Sun Soul Monk, with no proficiencies with it. The spells that left from clearing the area from an evil crazy elves and some kind of bandit lizard-like creature includes powerful anti-magic such as "Pierce Shield" x2, "Pierce Magic" x1, the lot of "Breach", "Spell Thrust" and so on... So what is the problem say you will? I am saying that the problem there are big. The problem because a'cursed Balor have a LOT of annoying abilities which including: Anti-magic (lot of "Remove Magic"), Self-protection magic ("Stoneskin"), Teleport (always focusing with it my low hp characters - tp, then hit = reloading...), Flame Circle that surrounds demon (10 dmg to Balor = ~20 dmg to damage dealer... in close combat), The Hell not bad Magic Resistance All of my party range weapons is useless, almost all of my magic is useless (I tried "Pierce Shield" + "Contagion" which was successful but how to do damage after it, I do not know...). In close combat this moron can easily hit my ~ -15 AC Shapeshifter, to addition this a demon have a LARGE attack range, that making almost impossible the "hit-and-run" without getting the counter-strike tactics by Monk. So is there anybody knows a weaknesses of this creature? I do not want to change my spell arsenal and rest two times special for defeating of this moronic overpowered bat-wingy NPC... . thanx for the answers. P.S. SCS (hardest setting), Tactics for EE, Insane difficulty. P.S.S Is There anybody know how is the size (MB) of patch from 1.3.64 to 2.1 BG2:EE. I want this "Legacy of Bhaal" difficulty!
  9. OMFG! What they have done with my party 'core member" ... Would be better enhance the game feature , like gameplay, but not mess with characters like they does with Khalid, Denaheira, and now... . If I will reload save-game file, and the I will fought so-stupid-called "JI" without the help of 'inhabitants' . THE WILL BE ALIVE AFTER THE BATTLE? Insane difficulty, tactics, SCS (hardest options), and still so-stupid-called "JI" is a wicked one. Really compare to foes that my party have the battles with, "JI" is a little bit more powerful than a casual bandit group... Especially after the *Sillya and Kagnaxx that is a frigging almost unstoppable killing machines.... Even the casual Bodhi-gang with an Ancient Vampire is a much more tougher than "JI" with the all hist spell... I though he must be an awesome opponent - on the cut-scenes he looks tough (of course an evil and stupid, but tough as well) This "JI" making the same trick that was in Durlag's Tower (Deamon Knight and his super-mirror). And I realized how my party is still weak . Diviner - My protagonist have no protective spells remembered (except "Shield" and "Mass Invisibility"), and my diviner have no protective scrolls, so there NOT my Diviner was just a meat... 1 Hit by Minsc, equipped with "Mace +3" x2 = "Badly Injured" hahahha, 35 HP - 8 Constitution, 10 AC - 8 Dexterity. this is a not for combat . Bu anyway he have an AWESOME arsenal of the very destructive AoE and deadly magic like a "Disintigration" , and what he doing?? He used almost absolutely useless "Remove Magic", and soon after falling.. - pathetic! The super SCS AI working well only if the magician have some prebuff, or at list protective spells remembered but on insane difficulty - DAMAGE > ANTI-MAGIC in most cases, the single "Skull Trap" or a "Ice/Fire Storm" can easily wipe out the half of my party... Ranger - was not so bad. Even switched to close combat weapon. Monk - was good , and really that was a fun to look how two Monks kicking each others, but 'evil' one not using his ability to "Flaming Fist" that is a not good,, Illusionist/Thief - was pathetic. Perhaps because he did not have an offensive spells, at least he can hit with "Magic Missile", but he did not.. Shapeshifter - was a REAL threat. Not bad, not bad... I even thought I need to focus him with "Disintegrate" but he died from my allies. In general SCS with Shapeshifters on Insane is not so bad. Mage/Thief - little bit better than Illusionist, but also pathetic.
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