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[MOD] Tactics Remix

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  • deadinsidedeadinside Member Posts: 62
    Hey all, I am excited to announce that Tactics Remix is expanding into Planecape Torment! We are going to give the nameless one a proper challenge!

    EDIT: April Fools!


    Would have been fun, but I guess it would be a massive undertaking. Improved scripting alone I don't think would even improve in the slightest the combat of the game. The entire spell system would need to be reworked too.

  • Kensei_xXxKensei_xXx Member Posts: 449
    Got me man…

    But who knows, never say never… ;)
  • morpheus562morpheus562 Member Posts: 715
    Tactics Remix official release for version 7.3 which brings the following enhancements:
    • Fixed Beholder attacks using the wrong modifier type when applying reduction in piercing resistance.
    • Updated Resar so he uses mage scripts.
    • Fixed minor bug in Thief scripts where they would chug potions of invisibility early.
    • Fixed minor bug in Mind Flayer scripts causing them to heal early instead of after a rest.
    • Fixed bug in IWD mage scripts where Comet HLA didn't have a level prerequisite in the script allowing lower level enemies to cast it.
    • Updated Kryll to use Tactics Remix casting.
  • valkyvalky Member Posts: 407
    SCS does all those things for me......
    Never change a running system!
  • morpheus562morpheus562 Member Posts: 715
    Are you trying to troll? SCS doesn't do any of the things as well as Tactics Remix. SCS scripting is subpar in comparison, and it covers less of EE content (games and mod added) than Tactics Remix.
  • valkyvalky Member Posts: 407
    edited April 9
    So you got the order from the whatever almighty one....and think, that TR is the ultimate? while ignoring the work, that was pu into SCS?
    SCS enhances gameplay, but doesn't add silly shayt

    edit: you just copy/paste existent work and make it your own. and even remove existent modules.
    SCS at least enhances gameplay.

    edit: lets be honest: what did you do?
    I played the weimar mods like 20-30+ years ago.....you didn't add a shit a bit
    I basically grew up with BG2 ..... maybe some old Amiga games and such

    edit2: why does SCS scripting suck? it'Äs more catered to common people, who like to enjoy a game and not get ridiculed by stupid shit

    copy&paste my ass

    (on a very weird sidenote: I have your 'scripting' and I have 'Weimar's scripting and there is not much difference---- name me difference for all I care. There is little.....)

    Just just made it into an EE installer...nothing else.
  • morpheus562morpheus562 Member Posts: 715
    Tactics Remix objectively has better scripting than SCS. Not ignoring the work put into it, the scripting simply falls short. Without EEex, Tactics Remix has better scripting and when you add EEex the scripting goes to a different level as Tactics Remix can now use new scripting Triggers and Actions to check for things and do things that SCS scripting simply is unable to do. Not diminishing the work put into SCS, but it simply isn't as good as Tactics Remix at an objective level.
    valky wrote: »
    SCS enhances gameplay, but doesn't add silly shayt

    edit: you just copy/paste existent work and make it your own. and even remove existent modules.
    SCS at least enhances gameplay.

    edit: lets be honest: what did you do?
    I played the weimar mods like 20+ years ago.....you didn't add a shit a bit
    Its clear you haven't played current TR and are here to troll. Very little of original Tactics is used in the current version and most everything was rewritten from the ground up by me.
  • morpheus562morpheus562 Member Posts: 715
    @valky Tactics Remix is different than the Tactics Mod that you also commented on. Tactics Mod is a copy/paste and died in development. Tactics Remix is on my website and is completely rewritten from the ground up. They are not the same mod.
  • deadinsidedeadinside Member Posts: 62
    edited April 9
    They are different. SCS also has difficulty modules that "add silly shayt". The SCS Tactical modules do just that and some are even taken from the old Tactics mod.

    From the beginning @morpheus562 specified that he got permission to revive the Tactics mod. He then added some extra stuff, streamlined other things and just made the mod more compatible with newer games. It approaches difficulty in a slightly different way than SCS. Like SCS, it not only tweaks the enemy AI but also gives certain enemy types new abilities.

    The only thing I miss is an individual difficulty slider for each component. That alone make SCS far more customizable and less frustrating to play through. TR forces you to "get gud", which is fine.

    Besides, it actually works with IWDEE without breaking scripts like SCS does, so it's a no brainier for me. I still prefer SCS in BG games, mainly due to the individual difficulty settings (I never was a fan of pre-buffing and that lets me minimize it in my games).
  • valkyvalky Member Posts: 407
    edited April 9
    Will give it a shot then.....
    The old Tactics were based on using the smithing mod and such.

    Pardon my sayin ' - I'll still finish my current run using SR/IR/SCS!

    It is what it is....

    (the old weimar stuff was very weird) we'll check1

    SORRY....I'll give it a try

    edit: Don't get me wrong, but I've had a very weird experience toward that mod. several times
    Prove me wrong!
    edit2: weimar tactics is just abusive and weird

    I'll give it a shot

    edit3: no offense meant :) can I try typing the weird smiley: Þ
    Have a good one, no offense meant!

    edit4: we'll check ^^ for sure....trust me!
  • valkyvalky Member Posts: 407
    weird question: does it work with spell & item-reviosion? and maybe RR
  • morpheus562morpheus562 Member Posts: 715
    RR yes, but I do not account for Spell Revisions. Item Revisions is likely fine, but I personally prefer my mod: Forgotten Armament instead.

    One thing I found when making my Enhanced Powergaming Scripts cover SR is that it requires net new scripts to account for all the nuances in the spell changes it introduces. I might get to it eventually, and I do like some of the things SR does. I do find that SR changes limit viable gameplay options by some of the changes it introduces (e.g., Improved Haste only improves APR by 1 which makes dual classes objectively inferior to multiclasses who get GWW).

    To those who point out that SCS covers SR and I do not, I will note this: SCS does not cover the games vanilla spell system and forces you to use its spell system. TR gives the player the option if they want vanilla or my updated spell system. If you install SR with TR, it will likely behave as well as SCS handles SR. There will be some unoptimal things selected, I'd know things are not the best or unoptimal due to my proximity of the scripting, but the player will likely not be aware.
  • valkyvalky Member Posts: 407
    edited April 9
    we'll give it a try

    Ihave had bad exp with weimar shit
    so to say-
    I'll give it a try

    edit: I really like those changes: APR+1/AC+2 for like 1 turn
    for ultra speed
    SR mod is really dope....

    It is what it is :P
    the old 1.5-3.5 shit or whatever
  • valkyvalky Member Posts: 407
    RR yes, but I do not account for Spell Revisions. Item Revisions is likely fine, but I personally prefer my mod: Forgotten Armament instead.

    One thing I found when making my Enhanced Powergaming Scripts cover SR is that it requires net new scripts to account for all the nuances in the spell changes it introduces. I might get to it eventually, and I do like some of the things SR does. I do find that SR changes limit viable gameplay options by some of the changes it introduces (e.g., Improved Haste only improves APR by 1 which makes dual classes objectively inferior to multiclasses who get GWW).

    To those who point out that SCS covers SR and I do not, I will note this: SCS does not cover the games vanilla spell system and forces you to use its spell system. TR gives the player the option if they want vanilla or my updated spell system. If you install SR with TR, it will likely behave as well as SCS handles SR. There will be some unoptimal things selected, I'd know things are not the best or unoptimal due to my proximity of the scripting, but the player will likely not be aware.

    okay
    it's the weird Rammstein shi. :P

    no offense!
  • valkyvalky Member Posts: 407
    ich hab soviel shit
    lass mijch ein ruhe----
  • deadinsidedeadinside Member Posts: 62
    To those who point out that SCS covers SR and I do not, I will note this: SCS does not cover the games vanilla spell system and forces you to use its spell system. TR gives the player the option if they want vanilla or my updated spell system. If you install SR with TR, it will likely behave as well as SCS handles SR. There will be some unoptimal things selected, I'd know things are not the best or unoptimal due to my proximity of the scripting, but the player will likely not be aware.

    This alone makes it worthwhile, for me at least. I was never a fan of many of the changes SCS does to the base spell system and the fact that the Core changes are hardcoded never sat well with me. Even with those, one is recommended to install other changes (I think it was the spell nerfs) to better accommodate the AI. Now with TR I still install some of the spell changes, but mostly because I have been playing with SCS for so long that I have gotten used to some of the changes. The Mage Chess changes in TR make much more sense anyway.

  • deadinsidedeadinside Member Posts: 62
    Trying the mod with BGEE. Any idea why the smarter mages and divine caster module are causing slow downs with the UI (particularly the smarter mages)? Like clicking "New Game" causes a noticeable delay and some UI actions during gameplay seem jerky. This is happening with both the stock UI and LeUI. Load times also seem to be a noticeably longer. IWDEE in comparison is smooth. It only happens when I install the mentioned modules of TR, installing anything else in the mod does not do this. It's just something odd I've been experiencing.

    Another thing, with the smarter mages module (no extra spells). For some reason mages are casting their initial protection spells (the contingencies they all start with) twice in the same instance. Tarnesh in Friendly Arm for example, usually starts out with Mirror Image, Blur, Protection from Evil, and a few other potections. Looking at the combat log I can see he is casting his protections spells twice. Playing on Insane. Doesn't do anything in battle, just something funny I noticed.

    4i42szzwo97w.png
  • morpheus562morpheus562 Member Posts: 715
    You're seeing the first line of what is being cast and the second instance is it's cast on him. Normal behavior. Only thing is gonna be mirror images cast twice.

    No idea regarding UI slowdowns as I'm not touching the UI.
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