![]() I can't suggest anything because I never played DAO like that. If you was playing DAO by controlling a lot all characters, then for sure and relative speed increase will be bothering. You just need adapt, the game is tuned for that. That's not a bad change, that's a very good fix of a DAO design flaw. Eventually summoning is classic in Fantasy, if it can help, imagine some summoners close by.Ĥ. Such ambushes are no way less surprising, it's just they have a much more realistic implementation, it's not changing tactical value. Replay Icewind Dale, and check all those ambushes with walls opening and enemies that popup right in your back and throw panic in the team. Jagged Alliance series is a high value tactical series using reinforcements, and there's many other examples.īreeze deeply and quote it's a cinematic/realism problem. Once you get such position, pause and take your time look all directions with that character, take your tactical conclusions.Ĭancel the idea that reinforcement is destroying tactical value. See it positively it's more challenging than a dumbing down push button to get a magic overview of the combat. Instead of just clicking to get a larger top down view, you need analyze the terrain to identify a position a character could reach to get an overview of the combat and still be well positioned. If it's related to a lack of top down view, at least in some combats you need integrate yourself the solution through your combat management. But how did I decide how much normalblockweight and nodefenseweight got? Do I just give it equally? wrong! because if I do so, the nodefenseweight/ normalblockweight ratio would still be very much off than vanilla, so my goal now was to keep this ratio equal or similar to the original so the whole package would feel close to vanilla, except with more or less dodges and parries (depends on what you choose), and no master strike, which I would consider as overall less annoying and easier enemies.įor the attack, I modified the attack delay: for 25%, attackdelay has increased by 25%, for 50, 50% etc.I wonder what's those frustration points for OP. If we want to "nerf" so to speak enemies, the approach that I took is: I first removed master strike, and distributed it's weight (1.5) equally over the four other parameters, then I "nerfed" the AI's dodge and parry values, and redistributed it into normalblockweight and nodefenseweight. we do that by equally distributing the lacking points (1.5 from CombatAutoSPBWeight that we turned to 0) into the rest of the knobs/weights. So in order to not mess everything up and keep the AI intact, we need to keep the total of all the weights that we're modifying the same as before, while having one knob (the master strike knob) turned to 0. So say I want to remove master strike from the game? Easy, go into rpg param, find "CombatAutoSPBWeight", and turn the corresponding value to 0, right? kind of, but in doing so, you have messed up all the rest of knobs, or "Weights" as they're called, the AI is not going to behave normally anymore, and can even be harder than before (dodging, parrying more)! The total value of all these weights is 8.3! this is important, because, in modifying these values, it is important to keep the total 8.3! We mainly have 5 knobs that we're modifying in this modĬombatAutoDodgeWeight with a value of 1.1ĬombatAutoNoDefenseWeight with a value of 0.4ĬombatAutoNormalBWeight with a value of 2.5ĬombatAutoSPBWeight with a default value of 1.5 ![]() 1-Choose your preferred version, either "remove master strike only" which is 0, 25, 50 or 75%Ģ-unzip your mod into your mods folder, if you don't have one, make it inside the root folder of your gameģ-add the folder name of your preferred version into your mod_order.txt, if you don't have one, make one inside your mods folder.
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