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[MOD] Tactics Remix

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  • EtOpISTEtOpIST Member Posts: 10
    edited May 8
    Warning can safely be ignored as the fixpack is correcting the same thing that I am correcting. I'll probably push a fix out shortly to get that warning removed. It is completely harmless.

    Thank you for your quick reply, glad to hear everything is OK!

    Do you maybe know any way to stop Project Infinity from pausing installation after each warning for each component? It's really tedious to manually unpause installation like 30 times in row after each warning...
  • morpheus562morpheus562 Member Posts: 564
    I sadly do not know. You could stop the PI install before Tactics Remix and install everything else after it manually.
  • EtOpISTEtOpIST Member Posts: 10
    I sadly do not know. You could stop the PI install before Tactics Remix and install everything else after it manually.

    Thanks for the advice, was thinking about the same approach :) Anyway, if you push the fix soon I hope this won't be a problem anymore.
  • EtOpISTEtOpIST Member Posts: 10
    @morpheus562 Could you please elaborate on the difference between "Add extra Spells" and "No extra spells" for Smarter Mages and Divine Casters components? Which extra spells are added?

    I've read description for this component on your site:

    Arcane classes (e.g., Mages, Sorcerers, Bards, etc.) will receive improved scripts that include prebuffing, bringing in minions/guards, HLA use (if applicable), smart dispelling and invisibility detection, and better use of available spells. A lot of lessons learned with Enhanced Powergaming Scripts and then Crucible and other Tactics Remix mage fights were used to make these incredibly robust to give the player a more difficult experience.

    Liches are equally made more fearsome. Instead of bringing in the standard guards that most mages have, they will bring forth a contingent of undead bolstered by either a Fallen Planetar, Demon Knight, or Pit Fiend.


    Do I correctly assume that "No extra spells" option still means all this described smarter spellcasting with prebuffing, minions, HLA, dispelling, etc only without some extra spells?

  • morpheus562morpheus562 Member Posts: 564
    No extra spells means the caster will use their vanilla spellbook and then the prebuffing. Extra spells means they get their vanilla spellbook + extra spells appropriate for their level + prebuffing spells.
  • SatSat Member Posts: 29
    Thanks for the constant update on this mod that I am rediscovering.
    I would need some help on Kuroisan. I recovered the needed weapon and now I forgot about the conditions needed to have him appear. Is there a timer set?
  • morpheus562morpheus562 Member Posts: 564
    You have a day or so and he will attack you in Athkatla.
  • EtOpISTEtOpIST Member Posts: 10
    No extra spells means the caster will use their vanilla spellbook and then the prebuffing. Extra spells means they get their vanilla spellbook + extra spells appropriate for their level + prebuffing spells.

    Ok, I see, thx :)

    Are vanilla spells or extra spells set individually for each enemy spellcaster? Or are they common and depend only on level and Arcane or Divine?
  • morpheus562morpheus562 Member Posts: 564
    I iterate through all characters in the game and assign spells based on level and class (e.g., Bards and Mages/Sorcerers will differ). I plan on making this whole thing more fleshed out in later versions to do more around Specialization and such, but no ETA on when I am going to tackle that.
  • EtOpISTEtOpIST Member Posts: 10
    And another very important question:

    Do I need to start new game or do something else in game each time I add/remove/change components which improve/
    toughen/increase HP for enemies? What do I need to do in game to apply new changes?
  • morpheus562morpheus562 Member Posts: 564
    I personally do not recommend that component for the first time attempting tactics remix. If you are handy with Near Infinity, you can make a couple item updates each time you want to change the amount, otherwise, I recommend doing a new install of the component.
  • SatSat Member Posts: 29
    edited May 9
    You have a day or so and he will attack you in Athkatla.

    He found me... and it is tough. It will also be later on this one...
    Post edited by Sat on
  • morpheus562morpheus562 Member Posts: 564
    @Sat yes, he comes with a few new tricks up his sleeve this time around. I hope you enjoyed it!
  • SatSat Member Posts: 29
    Well not really yet :) Many cheeses are not working anymore, high level needed now.

    I found a bug when fighting the lich in the dock. She can't be killed with damage. Maybe with stats drain later (if not immune)... It seems that it is the only lich with this issue so far. Would it be something unheard?
  • morpheus562morpheus562 Member Posts: 564
    @Sat she should be killable with damage. I'll take a look and see what is going on.
  • SatSat Member Posts: 29
    edited May 9
    I was playing with 1.2 until I went midway (chapter 2 or 3) with a new install with the latest version (same mods with slightly different order to have Crucible after ascension and to remove wtp Familiars).
    Post edited by Sat on
  • TrouveurTrouveur Member Posts: 901
    Sat wrote: »
    Well not really yet :) Many cheeses are not working anymore, high level needed now.
    I beat him with a 1,000,000 XP party. Summons help.
  • SatSat Member Posts: 29
    edited May 9
    Trouveur wrote: »
    Sat wrote: »
    Well not really yet :) Many cheeses are not working anymore, high level needed now.
    I beat him with a 1,000,000 XP party. Summons help.

    Well done. It did not work for me even if more levels... He was easily getting rid of summons with a death fog spell, I did not push to check how many he got.

    On a more general way (but would be useful for this fight), I haven't found yet the best option to limit the efficiency of on hit dispel beyond having higher levels to reduce % of success . Protection from Magical weapon, spell immunity are not helping at all there...

    If someone is willing to share his secret :)
    Post edited by Sat on
  • morpheus562morpheus562 Member Posts: 564
    The biggest thing I've found that helps is to have settled your situation regarding use of magic in athkatla and the cowled wizards. Last thing you want is for them to port in and start attacking you.
  • EtOpISTEtOpIST Member Posts: 10
    edited May 9
    I personally do not recommend that component for the first time attempting tactics remix. If you are handy with Near Infinity, you can make a couple item updates each time you want to change the amount, otherwise, I recommend doing a new install of the component.

    Ok, I see.

    I think I should reformulate my question:
    Are changes from adding/removing any TR components applied immediately on my current game or should I start a new game or do something else to apply the changes? I mean not only changes from HP component but changes from any TR component making enemies tougher like "Improved Bassilus".

    Do in-game difficulty options affect TR just in vanilla way or have some extra effects?
    I'm asking because in SCS there are new in-game effects and descriptions for difficulty options while in TR difficulty options seems like have vanilla descriptions.
  • morpheus562morpheus562 Member Posts: 564
    Difficulty slider impacts A LOT! Number of enemies, types of enemies, enemy bonuses/equipment, abilities they can use, prebuffing and targeting within the ai scripts, etc. are all impacted by the difficulty slider. It will cause a big swing in difficulty. As far as adding/removing components mid playthrough, if you have been in an area and seen a creature already, then any stat changes will not take effect; however, going into new areas and the creatures will be updated.
  • SatSat Member Posts: 29
    Morpheus, Sorry for bringing this topic again. I want to check a point on Celestials (No component from Spell change installed from Tactics or other mods). Are Planetars from the improved component meant to dispel your protections on hit even though you have PFMW on (In vanilla, it was sufficient to negate the effect as far as I can recall)?
    If yes, the component update dispel on hit weapons will help to rebalance I guess? Could it be installed midway after all Tactics components safely (tactics is the last mod).
  • morpheus562morpheus562 Member Posts: 564
    Without any of my spell components installed, the Planetar dispel on hit will be blocked by PfMW and Absolute Immunity. With my protection spell changes and PfMW shifted to Lesser Mantle, then only Absolute Immunity would block the dispel on hit effects. My dispel on hit changes component is meant to balance Planetar and Carsomyr to work in a game without PfMW blocking dispels on hit. You should be fine installing this component after the celestial one, but that isn't going to be the case for all of the spell components.
  • SatSat Member Posts: 29
    Thanks once more for your reactivity in the answers. After running few tests with own summons, I made a mistake... PFMW was effectively blocking it as supposed with vanilla rules... I don't understand how I put this in my head.
  • EtOpISTEtOpIST Member Posts: 10
    Difficulty slider impacts A LOT! Number of enemies, types of enemies, enemy bonuses/equipment, abilities they can use, prebuffing and targeting within the ai scripts, etc. are all impacted by the difficulty slider. It will cause a big swing in difficulty. As far as adding/removing components mid playthrough, if you have been in an area and seen a creature already, then any stat changes will not take effect; however, going into new areas and the creatures will be updated.

    Thx for your replies as always :)

    Is something wrong with my installation because I don't see any extra TR details on difficulty options in game? Difficulty options descriptions are still vanilla ones: for example only 50% enemy damage increase for Insane and nothing else is mentioned.
  • EtOpISTEtOpIST Member Posts: 10
    Is TR compatible with Rogue Rebalancing? What is install order?

    http://www.shsforums.net/files/file/320-rogue-rebalancing-windows-version/
  • morpheus562morpheus562 Member Posts: 564
    I don't edit the text in the difficulty bar, but I promise you that it changes when moved. Yes fully compatible with RRm. Install RR first.
  • EtOpISTEtOpIST Member Posts: 10
    I don't edit the text in the difficulty bar, but I promise you that it changes when moved. Yes fully compatible with RRm. Install RR first.

    I don't doubt that difficulty bar affects TR difficulty - just confirmed everything is OK with my install :)

    Could you please post a list of actual compatible mods which you personally recommend to use with TR for BG1EE and BG2EE for most complete and interesting game experience? I think it would be a valuable info for other players as well :)
  • morpheus562morpheus562 Member Posts: 564
    It's going to be a lot that works with it. I keep my Weidu log up on my discord if you want to see a comprehensive list.
  • morpheus562morpheus562 Member Posts: 564
    Golems are getting a bit of a facelift in the next version of Tactics Remix. Below you can see examples of the new Clay, Stone, Iron, and Flesh golem animations I was able to take from NWN and convert into use within IE games. Fun thing to note, the Stone and Iron golems now have an animation to show when they are throwing stones at the player. These, and much more, will be included in v3.0 of Tactics Remix.
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