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Best Mods for increasing difficulty?

nptitimnptitim Member Posts: 111
What are the best mods to install for increasing difficulty of the fights so enemies have better AI or more of them or harder, etc? I don't like way the "insane" difficulty works. I heard Ascension was good but I wasn't sure if that was working with BGEE at this point. This question is in relation to BGEE and not anything else. Thanks

Comments

  • AntonAnton Member, Moderator, Mobile Tester Posts: 513
    I would say SCS components.. But this mod has not yet been updated to support BGEE by @DavidW as far as I know.
  • mlnevesemlnevese Member, Moderator Posts: 10,214
    SCS amd Big Picture. @horredtheplague, the author of BP, is in the forum and has stated that he is already working in a BGEE compatible version.
  • shadow85shadow85 Member Posts: 128
    yes scs is very good for difficult increase, I am not playing BGEE until SCS is fully compatible, if it ever gets there.
  • Son_of_ImoenSon_of_Imoen Member Posts: 1,806
    edited January 2013
    I like the combination of SCS with Hard Times.

    SCS makes the game more tactical and has 1. the advantages of primarily improving on the AI and avoiding to have the enemies cheat (for the most part they don't do things that are off-limits to the player nor against the ruleset), 2. the advantage of being very customizable, so you can make is just as difficult as you want it to be (I pick most AI improvements, without the pre-buffs and only some of the tactical improvements myself).

    Hard Times makes prices more expensive and powerful items more rare, reflecting an economy in crisis (the Iron Crisis, not earth's 2009's still ongoing crisis). Combined with SCS, this makes the game much more challenging.

    I myself bought BGEE in pre-order, but will stick to Tutu until I can apply those mods (among others like NPC1-project).
  • MykraMykra Member Posts: 252
    edited January 2013

    I like the combination of SCS with Hard Times.
    I myself bought BGEE in pre-order, but will stick to Tutu until I can apply those mods (among others like NPC1-project).

    Damn, you covered everything I was about to say.

    What's funny is that in BG:EE I'm still in the SCS mindset. Take the very first real fight you have in SCS, after the Elminster encounter. Anywhere from 12-14 nasties just swoop down on you. In BG:EE, I steeled myself, pushed forward...and was jumped by one Gibberling.

    /shakehead
  • karnor00karnor00 Member Posts: 680
    That's no ordinary Gibberling. That's the most foul, cruel and bad-tempered Gibberling you ever set eyes on!
  • Son_of_ImoenSon_of_Imoen Member Posts: 1,806
    karnor00 said:

    That's no ordinary Gibberling. That's the most foul, cruel and bad-tempered Gibberling you ever set eyes on!

    ... and got killed with a single arrow.

  • ljboljbo Member Posts: 177
    Mykra said:

    What's funny is that in BG:EE I'm still in the SCS mindset. Take the very first real fight you have in SCS, after the Elminster encounter. Anywhere from 12-14 nasties just swoop down on you. In BG:EE, I steeled myself, pushed forward...and was jumped by one Gibberling.
    /shakehead

    Wow! I guess that one must have accepted Montaron's and Xzar's help then as I can't see how to beat a dozen nasties with charname and Imoen only.
  • MykraMykra Member Posts: 252
    ljbo said:

    Mykra said:


    Wow! I guess that one must have accepted Montaron's and Xzar's help then as I can't see how to beat a dozen nasties with charname and Imoen only.

    Very doable with two people. If you are a divine caster you root them, an arcane caster you sleep them, either way you kill them with slings and arrows as they are stuck - they come in two waves so if you are quick with the first, the second can be handled easily. If playing melee or a bowman yourself, you take one party member and draw aggro, then proceed to run around like a lunatic drawing the enemies away from Imoen (or yourself with a ranged weapon) who shoots them all dead. Sometimes they split up and you end up having a Benny Hill moment where you are running and criss-crossing all over the place trying to snap fire and clean the path for your other party member. It's kind of like a larger scale version of the Ogre and the belt - send the bait, let Imoen shoot him dead.

    It's a great training wheel fight as you need to actually funnel and protect your backlines in many fights in SCS. As was said earlier, it's smart and tough, but doesn't cheat. Enemy Rogues will stealth, and they will go after low HP targets or stationary casters. Mages don't face-tank you if possible. Stuff like that.

    Although yes, Montaron and Xzar become incredibly helpful as the increased spawns and tougher critters (Nashkel Mines is a nightmare of pain and tears for someone used to BG or BG:EE) really pitches the early difficulty back into an easy mode - plus, the BG1NPC banters for them make them even better to have around! :P

    karnor00 said:

    That's no ordinary Gibberling. That's the most foul, cruel and bad-tempered Gibberling you ever set eyes on!

    ... and got killed with a single arrow.

    Although a funny one-liner, SoI was spot on.

  • ljboljbo Member Posts: 177
    Casting sleep was the first option I considered of course but I thought that a mage and Imoen would not be able to kill 14 gibberling before they wake up! So casting a second sleep but even then I think one would need to be lucky to kill them all before they can attack back. With Xzar, one can cast 4 sleep spells, and that would be enough I think.

    Of course, kiting the group with one character while the other one shoots is a classic but against 14 enemies!?!? As you wrote, the attacking group would for sure break up and go after each char. Ok, now you say they come in 2 waves, so that helps but can we kill the first wave before the second one comes? It looks like to me that it would boil down to:
    1. run around till the pack of enemies aggro on one char
    2. the other char shoots
    3. loose agro
    4. rince and repeat, endlessly

    I mean a charname elf fighter would have good enough a thac0 to quicken the process but then one may very well get aggro on charname and Imoen will miss a lot more. With Imoen and a mage, this is gonna be an awful lot of missing all the way through and tons of running once the sleep spells have been exhausted.

    So all in all, it seems to me that one would need quite a bit of luck and/or a lot of patience to win that fight with only two characters. Yes, patience, not cleverness because at level 1, we have too little tools to be tactically clever. Not that there is anything wrong with that. For example, I have soloed Dragon Age Origin with every possible class and that involved running for hours (of real time!) while special attacks cool down withered away. I don't know why but I am less inclined to apply such grinding tactics in BG.

    Anyway, if I understood correctly SCS has fine-grained tweaks. I am mostly interested in making enemy mages more clever and I hope there is a way to play down some other aspects I find more questionable.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Mykra said:

    What's funny is that in BG:EE I'm still in the SCS mindset. Take the very first real fight you have in SCS, after the Elminster encounter. Anywhere from 12-14 nasties just swoop down on you. In BG:EE, I steeled myself, pushed forward...and was jumped by one Gibberling.

    I don't think this has anything to do with SCS. It's just that monster spawning in Tutu (which I'm assuming you were using) was a little wonky, so you always ended up with hordes of enemies. In BG:EE, it's closer to how it was in vanilla (although, for a while it was bugged so that monster spawns were much fewer than in vanilla).
  • horredtheplaguehorredtheplague Member, Developer Posts: 186
    mlnevese said:

    SCS amd Big Picture. @horredtheplague, the author of BP, is in the forum and has stated that he is already working in a BGEE compatible version.

    I don't think I'll bother with this, for a couple good reasons:
    1) BP was written for BG2, even though there's some BG1 overlap. To make it work for BG1 (and BGEE) would involve a complete redo from the ground up
    2) Everyone seems to already like SCS, and despite its age few have even heard of BP as an AI mod (c.f., a poll in these forums). I have little incentive to spend 100's of hours on a mod that practically nobody will even try or use.

    That's why I stuck to just party AI, this time around. There was a much higher demand and greater need for a quality set of these, and less viable options to fill that void.

    On the side, I am working on a much more modern, much more utilitarian (end-user friendly) install of the original BP mod for BG2/ToB. If that becomes well-received and downloaded/used, I'll reconsider this stance.
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