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Old 04-28-2008, 12:41 AM   #11
JrKASperov
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Default Re: (IWD2) A New Adventure

I don't think such a found value is a good representative of what the game would give you were you of a lower level. After all, it is still an adaptation of a 2nd ed. game. A XP value of 10000 is definitely not 3rd ed. so I guess BI wrote a code to convert 2nd XP to 3rd, hence explaining the "absurdly" lower value. Whatever the case, you need to keep in mind that you don't need as large XP values to level like in 2nd ed.

That said, I guess I agree with your complaints about the balancing stuff. In a computer game, the XP rule doesn't work that well. In a pnp game, however, a DM should use encounters that aren't too far out of the party's capabilities, avoiding the XP rule altogether. (actually, in pnp there is a table with concrete XP values per encounter level, no xp rule).

What it comes down to is that BI have implemented a pnp rule which perhaps isn't quite as fitting for a game as pnp.
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Old 04-28-2008, 12:41 PM   #12
ZFR
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Default Re: (IWD2) A New Adventure

By the way Dundee, there is a mod that makes all kills give you at least some xp. never tried it myself though. And from what I heard, the xp is still too little.
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Old 04-29-2008, 04:05 AM   #13
Dundee Slaytern
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Quote:
Originally Posted by ZFR View Post
By the way Dundee, there is a mod that makes all kills give you at least some xp. never tried it myself though. And from what I heard, the xp is still too little.
That would be WeiDU's IWD2 Ease of Use mod, which yes, I have already downloaded and installed some of the components.

Still looking for a tutorial on how to fix broken .ids files.

Cheers.
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Old 04-29-2008, 05:11 AM   #14
Kakero
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Default Re: (IWD2) A New Adventure

Quote:
Originally Posted by ZFR View Post
By the way Dundee, there is a mod that makes all kills give you at least some xp. never tried it myself though. And from what I heard, the xp is still too little.
The mod is there just to give you a feel good factor. With or without the mod. Your characters will still gain the same level at the end of the game.
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Old 05-01-2008, 09:48 AM   #15
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Default Re: (IWD2) A New Adventure

Unless you squat.
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Old 05-08-2008, 08:49 PM   #16
Dundee Slaytern
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Arrow Re: (IWD2) A New Adventure

Currently about to enter the 4th level of Dragon's Eye. Gameplay has been rather sporadic as ironing out the kinks in the AI scripts have been eating up much of my time. My second run-through should be much smoother, since amending scripts is much less tedious than creating one from scratch.

The fight for the Holy Avenger was unfortunately, not feasible by AI scripts alone as the various immunities made it too complicated for the scripts to handle, short of making a specialised script just for that fight alone. My AI scripts are designed for general skirmishes, and thus far, they have been fun to witness.

I just wish the .IDS file for slots was complete, since there is currently no way my script can detect whether a particular weapon/shield is being equipped on a character. Oh Black Isle... why did you remove the trigger HasItemEquipped() from the Trigger.ids file?

Cheers.
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Old 05-10-2008, 10:46 AM   #17
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Crazed Silly Re: (IWD2) A New Adventure

Wow... I didn't expect to earn over a million gold pieces in one chapter alone... This is probably the first time I managed to earn over two million gold pieces in an IE-game. Looks like I can aim for three million gold pieces in my next run-through.

Just like my first run-through on Core Difficulty in the first IWD game, my party entered the Final Fight when they were only Lvl-16 or so. Due to the presence of the allied monks, I switched to manual combat and man... it was a massacre for the Legion.

By that point, I was overflowing with high-level scrolls and items and it was merely a matter of literally throwing everything at the evil beings while my Cleric was on standby to cast Mass Heal. Mass Heal is most probably one of the most broken spells ever conceived of.

I probably felt more tension fighting the Silent Six than the final boss fight.

Second run-through will be on Hard Difficulty, and a stress test of the AI scripts.

Cheers.
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Old 05-10-2008, 07:24 PM   #18
Kakero
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Default Re: (IWD2) A New Adventure

Hard difficulty is still considered easy. Why don't you try HOF mode instead?
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Old 05-11-2008, 12:04 PM   #19
Dundee Slaytern
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Hard difficulty is still considered easy. Why don't you try HOF mode instead?
Because the AI scripts are not complete yet.

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