Scaled "Additional Tactics Slots" mod?
#1
Posted 23 November 2009 - 06:44 PM
This kind of upsets the game's balance curve, and makes the Combat Tactics skill completely useless.
I'd rather see a mod that works something like this:
* Start with five slots at level one
* Gain one slot every two levels
This alone would give you 15 slots at level 20
And then, for Combat Tactics:
* +1 slot for basic
* +2 slots for improved (in addition to the +1 from basic)
* +3 slots for advanced
* +4 slots for master
So having Master Combat Tactics would give you a total of +10 slots, giving you a total of 25 slots at level 20, while still preserving the balance curve and the usefulness of the skill.
This shouldn't be too hard, I'd think.
#2
Posted 24 November 2009 - 01:02 AM
There are, to my knowledge, at least two mods that increase the number of tactics slots available to your characters, but they both work by giving you all the additional slots at level 1.
This kind of upsets the game's balance curve, and makes the Combat Tactics skill completely useless.
I'd rather see a mod that works something like this:
* Start with five slots at level one
* Gain one slot every two levels
This alone would give you 15 slots at level 20
And then, for Combat Tactics:
* +1 slot for basic
* +2 slots for improved (in addition to the +1 from basic)
* +3 slots for advanced
* +4 slots for master
So having Master Combat Tactics would give you a total of +10 slots, giving you a total of 25 slots at level 20, while still preserving the balance curve and the usefulness of the skill.
This shouldn't be too hard, I'd think.
that would be pretty easy just adjust the experience 2DA (it has the tactic slots you get when you level in it)
and done - well the exptable part:
http://www.dragonage...file.php?id=154
hf
#3
Posted 24 November 2009 - 01:06 AM
#4
Posted 24 November 2009 - 01:55 AM
You're a legend Pheelon
/o\ oO praise from above
edit: nm - was able to just create a new topic - though it seems i can't delete existing ones...
edit2: erm - well seems i am way too tired - doesn't work at all like i though it would /o\ - ahh well now i got 3 Topics for the Mod and the Main one is named after my internal design-name... :S
#5
Posted 24 November 2009 - 05:19 AM
I'd still love to have the improvements on the Combat Tactics skill, as well, though.
#6
Posted 24 November 2009 - 09:16 AM
Spectacular.
I'd still love to have the improvements on the Combat Tactics skill, as well, though.
i can look into that - if its stored in the skill aka (ABI_Base) itself it should be easy as well - but now i am off to work - cya tonight
#7
Posted 24 November 2009 - 07:20 PM
Spectacular.
I'd still love to have the improvements on the Combat Tactics skill, as well, though.
i can look into that - if its stored in the skill aka (ABI_Base) itself it should be easy as well - but now i am off to work - cya tonight
hmm, this is hardcoded into core_h --> not possible to safely Mod other than by overriding the whole level_up event...
/*
* @brief Recalculate the number of tactics slots a creature should have based
* on level and skills
*
* @author yaron
*
*/
void Chargen_SetNumTactics(object oChar)
{
int nLevel = GetLevel(oChar);
int nTacticsNum = GetM2DAInt(TABLE_EXPERIENCE,"Tactics",nLevel);
if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_4))
nTacticsNum +=6;
else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_3))
nTacticsNum +=4;
else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_2))
nTacticsNum +=2;
else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_1))
nTacticsNum +=1;
#ifdef DEBUG
Log_Trace(LOG_CHANNEL_CHARACTER,"Chargen_SetNumTactics","Number of tactics for creature " + IntToString(nTacticsNum));
#endif
int nSendNotification = (nLevel == 1 ? FALSE : TRUE);
SetNumTactics(oChar, nTacticsNum, nSendNotification);
// Set default tactic for player when first generated only
if(IsHero(oChar) && nLevel == 1)
{
SetTacticEntry(oChar, 1, TRUE,3 /*AI_TARGET_TYPE_ENEMY*/, 31, 2 /*AI_COMMAND_ATTACK*/);
}
}
#8
Posted 24 November 2009 - 09:19 PM
Guess I'll just have to install the toolset and see what happens.
#9
Posted 24 November 2009 - 10:07 PM
Well, from my general understanding of scripting languages, it certainly looks solid.
Guess I'll just have to install the toolset and see what happens.
be advised though - that the current toolset can break your game if your not carefull - as some internal id's are just plain wrong
#10
Posted 24 November 2009 - 11:44 PM



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