Difficulty slider?

Discussion in 'General Modification' started by SharkD, Jul 27, 2009.

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  1. SharkD

    SharkD Established Member

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    Difficulty spreadsheet

    Anyone ever thought of making it possible to increase/decrease the difficulty level? It shouldn't be too hard. All that would need to be done is edit protos by changing all the 2d8s to 2d10s or 3d8s. An external tool could be created for this purpose.

    -Mike
     
    Last edited: Aug 15, 2009
  2. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well, there's the 'max HP' option in TFE-X.
     
  3. Ranth

    Ranth Established Member

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    Thats not what he asked for Ted! Why must you be so difficult. Just mod one up!

    Cheers
     
  4. SharkD

    SharkD Established Member

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    I think this is easy enough that I can complete it myself. I can upload it when I'm done if anyone is interested in trying it.

    -Mike

    [edit]
    I plan on only modifying NPC stats. Anyone know of a RAW character calculator so I don't do something that's wrong?
     
    Last edited: Jul 28, 2009
  5. SharkD

    SharkD Established Member

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    I found this one:

    http://www.pathguy.com/cg35.htm

    However, it only works if you know the level of the NPC. I'm not sure where to find this information in protos for monsters.
     
  6. vampiricpuppy

    vampiricpuppy cuddly nosferatu

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    made me laugh :D
     
  7. wizgeorge

    wizgeorge Prophet of Wizardy

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    The monster HitDice are listed for each monster in the npc section of protos. With maxhp on they increase dramatically, so call it "Hard"? Off is easy? Somehting like easy, normal, hard, etc isn't implemented in the game. Who the hell knows what easy,normal,hard is. Not really necessary for this type of game.
     
  8. SharkD

    SharkD Established Member

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    I was thinking of increasing each NPC's level by 1 (or 2 for "extra hard"). I also want all the other stats to increase according to RAW. However, I am having difficulty figuring out what the *current* level for most of the critters is (i.e. NPCs with no levels in any class).

    I'm doing everything in a spreadsheet, and have it set up to export a new protos.tab when needed.

    -Mike
     
  9. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Give everything a level of rogue. Sneak attack!
     
  10. wizgeorge

    wizgeorge Prophet of Wizardy

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    Everything is there in protos. CR/HD for monsters and levels for npc's. If there is no entry for certain npc's they are 0 level non-recruitable types. A lot of stuff has already been increased, some dramatically. The original protos was 962KB and 5.5.0 is 1433KB(approx). Lots of changes.
     
  11. SharkD

    SharkD Established Member

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    I realize this. According to RAW they should still have a level (but not necessarily in a class). Level 0 is a no-go.

    -Mike
     
    Last edited: Jul 31, 2009
  12. wizgeorge

    wizgeorge Prophet of Wizardy

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    The author didn't do that and it's not a finished product. A lot of changes have been made by numerous people, so feel to do as you please.
     
  13. GuardianAngel82

    GuardianAngel82 Senior Member

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    How does the difficulty of an encounter increase at higher levels now? Do THAT! ;)
     
  14. Sitra Achara

    Sitra Achara Senior Member

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    Just a heads up - messing around with monster levels can yield unexpected results. E.g. you may find out that the fights aren't particularly harder than before, yet reward the player with more experience and levelups, resulting in EASIER fights in the long run. Balance can be a tricky thing, so good luck with it.

    Also, you might want to consider reducing the experience gain modifier (located in rules\combat_vars.mes).
     
  15. erkper

    erkper Bugbear Monk Supporter

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    Awesome point, Sitra. That makes for a pretty sound reason to just go with the two "Max HP" options in the front end if you want to increase the difficulty.
     
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