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a3n

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  1. There could be many causes. Some things to check... Does it say "Modding Detected" in the lower left corner of your main menu? If not, the mod loader didn't run correctly. Does the folder where the mod files are, start with "-"? If so, the mod is disabled. Remove the "-" from the foldername to enable it. Does the folder of the mod have a folder named "Data", with all files in it? If not, something went wrong with the installation of the mod. It is possible that the mod you are using doesn't work with your game version. Which mod is it?
  2. Thanks to Incipium's Tweaks and Enhancements I was able to figure it out. The following code changes the number of required workers from 50 to 25: <ModOp Type="merge" GUID='100416' Path="/Values/Maintenance/Maintenances"> <Item> </Item> <Item> <Product>1010115</Product> <Amount>25</Amount> </Item> </ModOp>
  3. I'd like to use all clay pits (for visual effect), so they need to have lower production and a lower workforce requirement. There are mods that show how to change the production cycle time, but how do I change the numer of workers needed from 50 to 10? Thanks for any help.
  4. Yes, there is usually plenty of cover... for the enemy archers. And they only need to hit one 'uncovered' party member to have scattershot affect everyone nearby. Fireball is a bit hard to use while hiding behind cover, and thanks to spells being timed you cannot spam fireball until they are dead, if you had a clear shot. Besides, I don't use fireball, not since a certain dangerous boss made things too easy by knocking himself to the ground with it. My Morrigan likes entropy and cold spells. I'm using version 1.02, which is the latest patch afaik. And I'm not talking about one encounter with a single scattershot. Also, please don't think I find it too hard. It's not hard, just totally unbalanced and ruining the fun that was present in the early game. Apparantly, your solution is to adjust your tactics. To me, that's just another indication that things are wrong. Why should you have to ignore bosses and go after critters first, once you go from 14 to 15? Is that logical to you? Shouldn't the bosses become more dangerous, instead? The concept of leveled enemies is not bad in itself, but unfortunately the developers of this game chose the simplest implementation. It's one of the many things that give this game it's 'unfinished' feeling, imo.
  5. The game was fun... until I reached level 15. Up to now, bosses were dangerous and critters were critters. But thanks to the 'wonderful' leveled enemy concept, every critter is now level 12 and often use the same spells and talents as any boss. Does anyone enjoy having your party obliterated by a few lowly bandit archers with scattershot, just after they defeated a high dragon? Not me. Oblivion had the same obvious fault, and I 'fixed' it there by disabling XP gains. Is it possible to do the same here?
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