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Mod that adjusts power gains or costs?


Syurtpiutha

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I am looking for a mod that adjusts how power works in the game, because it seems like a completely pointless statistic at the moment. I mean, you get it pretty much everywhere and I never had a shortage of the stuff. I get what it's supposed to represent, but I'd like it to be more meaningful.

 

So I'm looking for a mod (or advice on how to make a mod) that either:

 

1) makes power more difficult to acquire (be removing or lowering the power gained from quests, fade rifts etc.) or:

 

2) makes power requirements at the war table higher (about 2.5 times the cost they are now, rounded down).

 

The second one seems like the easier option. I tried doing this myself via the DAI Mod maker but I couldn't find the relevant stats (any help there would be appreciated).

 

Based on my searches for mods I get the impression that I am the only one who was annoyed at this, but DAI (like most RPG's) has this tendency to put urgency into the plot while it is much more beneficial to dither about doing side quests. It always felt weird to go explore the world instead of going after the Elder One when I had Power in spades. Making the exploration an actual necessity seems like a decent step to me.

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How about abandoned concept of number of agents required to make a war table missions. For example Leliana needs 4 recruited agents to do a specific war table mission.

 

That could also be interesting, but my issue with power being pointless remains. I just finished a play-through unlocking every area I could unlock (core, no DLC yet) and still ended up with about 230 unspent power points. No requisitions were done aside from specialization and the one in Haven, and still there's enough excess power to unlock all the main quests 2 times. And yet the game pretends like power is this scarce resource. ugh. It wouldn't be as annoying if there were more ways to spend it (invest it in war table operations to downsize the time cost would have been cool, for instance), that could even make that merchant who sells the power/influence documents slightly less completely pointless.

 

also, some of the power costs make no sense as it stands. 20 power to set up a tent in the Hissing wastes with some scouts. 20 power to launch a fullscale assault with a complete army to Adamant fortress, Sure that seems like it requires the same amount of influence. I know, story and gameplay segregation and all that, but this kind of stuff just bugs me.

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  • 2 years later...

I concur with your comments. But there is another aspect to this which is that power-gaining activities generally gain you influence as well, which is important if you care about perks.

 

However here as well, the requisitioning system undermines the core concept: you spend ages on some war-table mission that gains you 30, 60 or even 100 influence, but filling an RQ gains you 100 or 200! This is especially bad because you can fulfill the same RQs over and over again...and if you get the mineral surveys or the Nevarran archery supplies or the merchant caravans, you can stand there cycling through the same RQs for quite a while. OTOH if you get the prisoner's cage RQ that requires Fereldan locks, you are often stuck for the rest of the game! So it's feast or famine...

 

I am currently doing a speed-run, and I'm about to do the "mages or Templars" mission that leads up to the first attempt to close the breach. The only area I've cracked open in the Hinterlands, and of course Val Royeaux as part of the "talk some sense into the stupid clerics" mission. I've thoroughly scoured the Hinterlands without doing any RQs, and I have over 50 power! That's close to what I need for all but the last two main missions, the masque at Halamshiral and the Arbor Wilds...and I'm not going to have any trouble harvesting 80 power in Crestwood and the Western Approach, along of course with the main missions.

 

Were I redesigning the game, I'd nerf the RQs: you'd get a list of available ones that would grow as you cracked open more areas, but each would be a one-shot. So it would be similar to the way they do the War Table missions. Indeed, I'd probably get rid of the useless harvesting missions on the War Table and replace them with these. Or keep the harvesting missions but make them ongoing for unused agents or even War Council members...the way 4X games work, where a city or planet that isn't producing a specific thing just grinds out money, or research points, or something like that.

 

BTW...Am I the only one who thinks it's weird that you spend as much or more of your time hunting and gathering as actually advancing the main mission ?!?

 

OTOH I'd make what you get from any mission or accomplishment fungible: you might be able to choose influence OR power OR gold OR resources, depending on the needs of the moment. In turn this might be modified by your advisers and their minions, the agents. Maybe Cullen would give you a bonus on power, or Leliana or Josephine on influence. Maybe Leliana would get you more influence but at a cost, since her methods are, shall we say...problematic?

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