10+ Party Slots
TvrtkoSvrdlar
Member Posts: 353
So, apparently, this is a thing now:
https://github.com/lynxlynxlynx/gemrb-mods/tree/master/10pp
@TrentOster, any chance we can get a DLC with something similar once you guys finish SoD?
https://github.com/lynxlynxlynx/gemrb-mods/tree/master/10pp
@TrentOster, any chance we can get a DLC with something similar once you guys finish SoD?
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Comments
Just thinking about the problems you would have when you try to navigate all 10 of them through a small space or corridor, gives me shivers, the pathfinding would be a nightmare.
Flaming Fist Officer - Halt! Who goes there?
CHARNAME - We're the party of CHARNAME.
Flaming Fist Officer - Party? Hah! You mean army, no?
It's only at the start the game is harder when you have more people.
Personally, I'd play with a party of 7 or 8.
@billbisco
I know people keep asking for something similar, but this is the first time (that I know of) that someone has managed to make a stable 'mod' which expands the maximum party size without choking the rest of the game to a standstill.
Regardless, I'd pay good money to have this as a DLC for the Enhanced Editions.
I don't know the ins and outs of scripting, but I'm pretty sure Beamdog could make this happen, all it would take is time. The way it's been explained to me (in an earlier thread) is that it's more of a drawn-out nuisance than a technical challenge to go back and update/rewrite the code to take into account 'partymember X' instead of 'partymember 1-6'.
Yeah, it's a pain in the ass, but it *can* be done, and I'm pretty sure a $10 DLC for 10+ parties would make Beamdog a ton of money. Those who are against the idea can simply opt out and not purchase the content, though I have a hunch that they'd be in the minority.
Just something for Trent and the gang to consider post-SoD, before they bite into another huge project.
No clue what point you're trying to make, but if you're against the idea, no one's forcing you to participate in the thread.
Thanks for the bump, though!
Especially IWD; ten player created characters... Somewhere between dream come true and total nightmare...
With this mod, there wouldn't be a need to update the existing scripts (save for 1 or 2 rare exceptions the mod is unable to handle), but yes, it's going to be a pain in the ass since a rather big part of the game's engine (the Infinity Engine) will have to be re-written to work with 10 party members (because the limit is hardcoded in the IE (meaning you couldn't even change it by hex editing the executable), whereas in GemRB it's softcoded, meaning that you can change it's value from a .INI file).
/rant
Also, instead of making Feature Requests here, go ahead, install GemRB and have fun with 10 party members today (full satisfaction due to incomplete engine implementation not guaranteed )
Also, it would look like an army, or a mercenary company , or you'd have to be quite the leader since your companions are there for different reasons, have diffenrent aligments and might even serve different gods.
Even in comics, hero groups are usually from five to eight , and in case there's more they split into two groups. Why take ten characters to investigate Ulcaster when you can split the party and have the second group check Firewine ruins instead?
Here is the example: https://github.com/lynxlynxlynx/gemrb-mods/blob/master/sorcerer-monk-cleric/README.md
Would it affect replayability? Part of the reason I keep playing is because I still haven't tried every party combination.
Moot point however since I don't think we'll ever see it in the EE games to be honest. For modders it's a labour of love to make things like this happen, for a professional company it's a matter of time, resources and money being worth the result and in this case I don't think they would be.
Yup, one could do a playthrough with 7, which would still be pretty balanced. Then with 8 or 9 for some wacky adventuring. And then 10+ for the sake of novelty. Choice is a wonderful thing!
@CrevsDaak
I get what you're saying, but only the EEs have expanded content. While probably fun on its own, gemRB lacks the polish and new areas/NPCs/items that Beamdog has created.
@DJKajuru
BG2EE is a game, not a PnP campaign. And more party slots is one of the most basic and long-sought content updates from a huge part of the community. I admit playing with 10+ companions would be more on the side of novelty, but there's no reason one can't have fun running parties with 7 or 8 characters.
@billbisco
Beamdog doesn't lack the technical know-how, merely the inclination to pursue this kind of tweak. I'm sure the majority of the fanbase would shell out a couple of bucks for 10+ party slots. Personally, I'd be willing to pay up to $10, but that's just me.
@Wowo
It's not a mandatory feature, nor is it required to finish the game. People spend literally hundreds of dollars for vanity items in MMORPGs, and this isn't much different. I realize it's not everyone's cup of tea, but what I don't get is why some of you seem so militant about restraining others' spending habits. Not trying to flame you or anyone else, but why do you care how much money a person is spending if it's their own coin?
@CaloNord
They could put a single programmer on it, and he'd probably finish the work in a matter of weeks. Possibly much sooner if he dedicated all his time to it. I highly doubt Beamdog would go bankrupt with a single dude working on this instead of whatever other large project they're tackling at the time.
Until we hear it from the horse's mouth, there's no way to verify such claims.
Can it be done? Sure. GemRB has done it, but they may have made more flexible design decisions in the early phases of development. Without an actual evaluation of the code, saying it could be done "in a matter of weeks" is pure speculation, and I would not be surprised if you have underestimated the work involved by at least an order of magnitude.
EDIT: And just wait for the "Petition to fix awful pathfinding in Firewine with 18 party members!" threads.
'My 22 party members can't fit through the door to beat the snot out of Mencar Pebblecrusher. Please widen the doors or move him to a more accessible area.'
(also they've been working on the engine for several years) I've tried to do that (without using C:MoveToArea() with single characters, which breaks when you travel normally and it's not very convenient) several times, but I never succeeded. I think it would require to change some code (no idea how much, but I guess it's much less based on how the .GAM structure keeps the reference of each NPC's current area and updates it in the saved game (to test this simply create a new BG:EE game, get out of Candlekeep, recruit Imoen, travel to another area, save, open you save with NearInfinity and compare your save's Imoen's current area with the default baldur.gam's).
This needs a Titan Quest mod though, which triples every boss.