Random-strength encounters...

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Archived from groups: alt.games.baldurs-gate (More info?)

....Is there a mod, or a component of a mod, that will always make
these encounters be at their maximum vanilla-BG2 strength _and do
ABSOLUTELY NOTHING ELSE including no changes to the monsters'
*scripting* or *abilities*_ ?

For instance, there is an area in the De'Arnise keep where, if you are
low level, you fight normal trolls and ice trolls, if you are high
level you may end up against Spirit Trolls or Spectral Trolls. I want
to fight the latter every time as they give more experience and are a
more challenging fight. There are other places where you might fight
normal yuan-ti or greater ones.

Or in the Windspear Hills there is an area where you might get normal
wolves, normal wolfweres or Greater Wolfweres. I'd take on the
Wolfweres every time for preference.

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

"Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in
message news:c58ld2$quq$1@newsg1.svr.pol.co.uk...
> ...Is there a mod, or a component of a mod, that will always make
> these encounters be at their maximum vanilla-BG2 strength _and do
> ABSOLUTELY NOTHING ELSE including no changes to the monsters'
> *scripting* or *abilities*_ ?

[snip] And I mean WITHOUT changing the difficulty level. Like, the
encounter on Core difficulty will remain on Core difficulty. So,
instead of Core-difficulty half-a-dozen-wolves in the Windspear
dungeon if you were low-level, it would be Core-difficulty
three-or-four-greater-wolfweres, just as if you had gotten there at a
higher character level with no other differences.

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

Jonathan Ellis wrote:

> "Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in
> message news:c58ld2$quq$1@newsg1.svr.pol.co.uk...
>
>>...Is there a mod, or a component of a mod, that will always make
>>these encounters be at their maximum vanilla-BG2 strength _and do
>>ABSOLUTELY NOTHING ELSE including no changes to the monsters'
>>*scripting* or *abilities*_ ?
>
>
> [snip] And I mean WITHOUT changing the difficulty level. Like, the
> encounter on Core difficulty will remain on Core difficulty. So,
> instead of Core-difficulty half-a-dozen-wolves in the Windspear
> dungeon if you were low-level, it would be Core-difficulty
> three-or-four-greater-wolfweres, just as if you had gotten there at a
> higher character level with no other differences.

I think you probably want Ishan's "Always Toughest Random Spawns in
Dungeons" from the Tactics mod package.


--
"Star Trek is consistent in that it is consistently inconsistent."
 
Archived from groups: alt.games.baldurs-gate (More info?)

Jonathan Ellis wrote:

> ...Is there a mod, or a component of a mod, that will always make
> these encounters be at their maximum vanilla-BG2 strength _and do
> ABSOLUTELY NOTHING ELSE including no changes to the monsters'
> *scripting* or *abilities*_ ?
>
> For instance, there is an area in the De'Arnise keep where, if you are
> low level, you fight normal trolls and ice trolls, if you are high
> level you may end up against Spirit Trolls or Spectral Trolls. I want
> to fight the latter every time as they give more experience and are a
> more challenging fight. There are other places where you might fight
> normal yuan-ti or greater ones.

Yes, it's a component of Tactics, called Ishan's Always Toughest Random
Spawns In Dungeons.
 
Archived from groups: alt.games.baldurs-gate (More info?)

"Graeme Dice" <grdice@sasktel.net.NOSPAM> wrote in message
news:xWTdc.67071$Pk3.54669@pd7tw1no...
> Jonathan Ellis wrote:
>
> > "Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in
> > message news:c58ld2$quq$1@newsg1.svr.pol.co.uk...
> >
> >>...Is there a mod, or a component of a mod, that will always make
> >>these encounters be at their maximum vanilla-BG2 strength _and do
> >>ABSOLUTELY NOTHING ELSE including no changes to the monsters'
> >>*scripting* or *abilities*_ ?
> >
> >
> > [snip] And I mean WITHOUT changing the difficulty level. Like, the
> > encounter on Core difficulty will remain on Core difficulty. So,
> > instead of Core-difficulty half-a-dozen-wolves in the Windspear
> > dungeon if you were low-level, it would be Core-difficulty
> > three-or-four-greater-wolfweres, just as if you had gotten there
at a
> > higher character level with no other differences.
>
> I think you probably want Ishan's "Always Toughest Random Spawns in
> Dungeons" from the Tactics mod package.

Yes, but that *also* includes other things like certain monsters being
either "improved", or always using the scripted tactics and AI that
they would use on Insane difficulty, even when on lesser difficulties.
I do NOT WANT these changes - if I wanted them always on Insane, I
would play on Insane difficulty. I do not do so - I play on Core.

I think I've worked out which files are relevant though. Would I be
right in guessing that it is simply the twelve SPWNFOO.BAF files
(decompiled versions of .BCS files) that would deal with this, and
that if I copied *them* (or compiled them into .bcs files and then
copied them) into my override folder I would get the desired effect?

(And, possibly, the AR****.BAF files, which appear to deal with which
monsters turn up in Watcher's Keep depending on whether you visit it
in SoA or ToB (I visit exclusively in ToB.) I might not need them if I
don't enter the Keep in SoA - I only ever go there to buy their
containers early on.)

Would this work?

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

Jonathan Ellis wrote:

> "Graeme Dice" <grdice@sasktel.net.NOSPAM> wrote in message
> news:xWTdc.67071$Pk3.54669@pd7tw1no...
>
>>
>>I think you probably want Ishan's "Always Toughest Random Spawns in
>>Dungeons" from the Tactics mod package.
>
>
> Yes, but that *also* includes other things like certain monsters being
> either "improved", or always using the scripted tactics and AI that
> they would use on Insane difficulty, even when on lesser difficulties.

Not when I had it installed, it didn't. Believe me, that would have
upset me just as much as it would you. I'm pretty sure it's /just/ the
same random encounters that would show up if you were highest level.
 
Archived from groups: alt.games.baldurs-gate (More info?)

"Kish" <Kish_K@pacbell.net> wrote in message
news:kXUdc.35342$Bm6.21787@newssvr29.news.prodigy.com...
> Jonathan Ellis wrote:
>
> > "Graeme Dice" <grdice@sasktel.net.NOSPAM> wrote in message
> > news:xWTdc.67071$Pk3.54669@pd7tw1no...
> >
> >>
> >>I think you probably want Ishan's "Always Toughest Random Spawns
in
> >>Dungeons" from the Tactics mod package.
> >
> >
> > Yes, but that *also* includes other things like certain monsters
being
> > either "improved", or always using the scripted tactics and AI
that
> > they would use on Insane difficulty, even when on lesser
difficulties.
>
> Not when I had it installed, it didn't. Believe me, that would have
> upset me just as much as it would you. I'm pretty sure it's /just/
the
> same random encounters that would show up if you were highest level.

Also, is there a way to get the Beholder Colour Changes (so that Elder
Orbs and Hive Mothers look different - did the modder also remember to
make Death Tyrants look different?) and Underdark Hive Mother (from
the Smarter Beholders) without the actual Smarter bit of Smarter
Beholders? Again, I think I can see how to do this by picking the
relevant files out of the Tactics mod, but am not absolutely sure
about it...

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

The tactics mod contains various "components" and I think the Always
Toughest Random Spawns component does exactly what you want, at least that's
how the description looks to me. Just don't install any of the "Improved . .
.." or "Smarter . . ." (or really any of the other) components.

"Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in message
news:c595n8$e16$1@newsg3.svr.pol.co.uk...
>
> "Graeme Dice" <grdice@sasktel.net.NOSPAM> wrote in message
> news:xWTdc.67071$Pk3.54669@pd7tw1no...
> >
> > I think you probably want Ishan's "Always Toughest Random Spawns in
> > Dungeons" from the Tactics mod package.
>
> Yes, but that *also* includes other things like certain monsters being
> either "improved", or always using the scripted tactics and AI that
> they would use on Insane difficulty, even when on lesser difficulties.
> I do NOT WANT these changes - if I wanted them always on Insane, I
> would play on Insane difficulty. I do not do so - I play on Core.
>
> Jonathan.
>
>
 
Archived from groups: alt.games.baldurs-gate (More info?)

"Gwalchgwynn" <Gwalchgwynn@donotsendspamtome.net> wrote in message
news:h7Wdc.35308$e17.535@twister.nyroc.rr.com...
> The tactics mod contains various "components" and I think the Always
> Toughest Random Spawns component does exactly what you want, at
least that's
> how the description looks to me. Just don't install any of the
"Improved . .
> ." or "Smarter . . ." (or really any of the other) components.

According to the README file for the "Always Toughest Random Spawns"
component (known as "ishan" in the sub-folder:

- it includes different AI scripts for monsters, which I suspect are
the kind of thing that I mentioned above I do NOT want. These includes
scripts for Imps, Succubus, Yochlol, Erinyes, Glabrezu, Quasits, plus
the unique monsters Y'tossi the Djinn, Karashur, Tahazzer, the Demon
Wraith and the Demon Wraith's servants. It also contains a script
called CBARD12A.BAF, but nobody appears sure which monster it applies
to, and an apparently empty file called LOWBYE.BAF. All files are in
BAF form rather than BCS form, in the latest version of Tactics - do
they even WORK in this form?

(It also *claims* to contain three scripts called MAGE12A.bcs,
MAGE14A.bcs and MAGE16A.bcs, but these files are actually not present
in this particular component of the mod - most likely they were
removed without the README being updated... What were they supposed to
be?)

Also present are various files that change what happens in specific
areas, particularly Watcher's Keep and the Temple Ruins Tombelthen
Journal Fix (which, as far as I can tell, is already in Baldurdash
Bugfixes, from which he claims to have copied the file - I have never
found the item at all, and I have never played either a ranger or a
cleric that can be dualled to ranger or have been dualled from ranger,
so I suspect my game is already working properly in that respect.)

All in all, it looks like a bit of a mess, not as clear-cut as you
state, when you actually get down to *looking at what is there in the
actual folder and reading the readme before installing*.

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

Always a good idea to check the readme's before installing. The Readme for
the mod is less descriptive. I think they would have to be in .BCS format so
you would need to use the installer rather than just copying the files, but
you probably could remove the files you don't want prior to running the
compiler. Although I am probobly not the best one to give advice on this, it
seems after installing the files you want would then be in .BCS format in
the overrides folder, so you could verify that none of the others were
installed, but take my word for it at your own risk, heh.

"Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in message
news:c59cr5$1i5$1@news6.svr.pol.co.uk...
>
> "Gwalchgwynn" <Gwalchgwynn@donotsendspamtome.net> wrote in message
> news:h7Wdc.35308$e17.535@twister.nyroc.rr.com...
> > The tactics mod contains various "components" and I think the Always
> > Toughest Random Spawns component does exactly what you want, at
> least that's
> > how the description looks to me. Just don't install any of the
> "Improved . .
> > ." or "Smarter . . ." (or really any of the other) components.
>
> According to the README file for the "Always Toughest Random Spawns"
> component (known as "ishan" in the sub-folder:
>
> - it includes different AI scripts for monsters, which I suspect are
> the kind of thing that I mentioned above I do NOT want. These includes
> scripts for Imps, Succubus, Yochlol, Erinyes, Glabrezu, Quasits, plus
> the unique monsters Y'tossi the Djinn, Karashur, Tahazzer, the Demon
> Wraith and the Demon Wraith's servants. It also contains a script
> called CBARD12A.BAF, but nobody appears sure which monster it applies
> to, and an apparently empty file called LOWBYE.BAF. All files are in
> BAF form rather than BCS form, in the latest version of Tactics - do
> they even WORK in this form?
>
> (It also *claims* to contain three scripts called MAGE12A.bcs,
> MAGE14A.bcs and MAGE16A.bcs, but these files are actually not present
> in this particular component of the mod - most likely they were
> removed without the README being updated... What were they supposed to
> be?)
>
> Also present are various files that change what happens in specific
> areas, particularly Watcher's Keep and the Temple Ruins Tombelthen
> Journal Fix (which, as far as I can tell, is already in Baldurdash
> Bugfixes, from which he claims to have copied the file - I have never
> found the item at all, and I have never played either a ranger or a
> cleric that can be dualled to ranger or have been dualled from ranger,
> so I suspect my game is already working properly in that respect.)
>
> All in all, it looks like a bit of a mess, not as clear-cut as you
> state, when you actually get down to *looking at what is there in the
> actual folder and reading the readme before installing*.
>
> Jonathan.
>
>
 
Archived from groups: alt.games.baldurs-gate (More info?)

"Gwalchgwynn" <Gwalchgwynn@donotsendspamtome.net> wrote in message
news:VqXdc.35885$e17.29027@twister.nyroc.rr.com...
> Always a good idea to check the readme's before installing. The
Readme for
> the mod is less descriptive. I think they would have to be in .BCS
format so
> you would need to use the installer rather than just copying the
files, but
> you probably could remove the files you don't want prior to running
the
> compiler.

I've just been checking what the *other* files contain - the ones that
I thought I might not want.

It seems that they concern only the behaviour of these particular
monsters, or their appearance, depending on (1) whether you are in
EASY difficulty, (2) whether the Party level is too low (typically
below 14 or below 16), or (3) whether the Party number is too low
(typically less than 4 characters in the party.

In other words, they wouldn't actually affect a party on CORE or even
NORMAL difficulty, playing Watcher's Keep in Throne of Bhaal with a
full 6-member party. Frankly even a 4-member party, at Throne of Bhaal
XP levels, should be able to beat the *full* encounter rather than the
reduced one. Even a party in Chapter 6 shouldn't have too much trouble
with the full encounter rather than the reduced one, so it's an insult
to them to suggest that they need nannying.

Of course, a party in chapters 2 or 3, or consisting of less than 4
people, would still have trouble with the full encounter. But who
cares? Watcher's Keep isn't *meant* to be solo-ed, nor is facing the
Prince of Demons something that you would expect a low-level party
fresh out of Chateau Irenicus to do. Admittedly it may be
theoretically possible to do so, especially with the easy bits.

So, in other words, in goes the "Always Toughest Random Spawns" bit of
the Tactics mod, and fair enough, since it doesn't make anything any
more difficult than you could expect to meet on Core if you had a
party of sufficient experience - unlike the reputation of much of the
rest of Weimermods ;-)

And there is in fact one item which IMHO should be part of this
component, but is not: that is, the extra Rune Assassin and Bone Fiend
that only appear if you are of high enough level when pursuing the
Tanner into his lair. The relevant file is TANHIGH.BCS, and I am
sending an amended .BAF version of the file to Weimer to be considered
for future inclusion in this mod ;-)

Jonathan.
 
Archived from groups: alt.games.baldurs-gate (More info?)

Jonathan Ellis <jonathan@franz-liszt.freeserve.co.uk> wrote:

> And there is in fact one item which IMHO should be part of this
> component, but is not: that is, the extra Rune Assassin and Bone Fiend
> that only appear if you are of high enough level when pursuing the
> Tanner into his lair. The relevant file is TANHIGH.BCS, and I am
> sending an amended .BAF version of the file to Weimer to be considered
> for future inclusion in this mod ;-)

I will be including it, as well as Jonathan's other related suggestions. I
will also be looking into the "random AI scripts" of this component and
either pulling them out into another component or removing them.

- Wes