UniversalWolf
eaten by a grue.
I'm going to give it a try along with the newest RP when I finish my FIXT playthrough, which should be soon.
JimTheDinosaur said:Now that I've finally decided to do the damage calculations (i.e. steal the ones Nirran did), I've spent some time thinking about how I would change perks and traits to make more than 10% viable/interesting. I've put my ideas (alongside the original effects) in a pdf and if people would read it and give some comments/come up with new ideas (a lot of them I simply didn't have a clue), then I'd be much obliged.
You can view it here.
Jim's mod doesn't modify pro files, but the damage type issue is not a pro file issue but an engine issue I believe.Sduibek said:Small detail: changing molotov to Fire damage in the PRO file causes oddities, so for this to work it would need special coding or something, unless Fallout 2 processes that differently than Fallout 1.
Jim do you know of a way to modify the death type that something causes? I.e. changing a grenade crit to cause explode death versus the current which is side blown out death.
Sduibek said:Small detail: changing molotov to Fire damage in the PRO file causes oddities, so for this to work it would need special coding or something, unless Fallout 2 processes that differently than Fallout 1.
Jim do you know of a way to modify the death type that something causes? I.e. changing a grenade crit to cause explode death versus the current which is side blown out death.
-RavenWolf said:Kamasutra master: Trying to figure an improvement to this perk I realize that it can be a good option to make sex a morale booster (like alcohol) so this way, sex can have a real gameplay effect.
The perk can double the amount of morale recovered by having sex.
-Gambler: original + gaining money with gambling makes you recover morale based on the amount of money gained
-Silent death: seems good in concept, but compared to other perks of that level its useless. First, having to be in sneak mode isn’t relevant as you can activate/deactivate in combat at no cost. So the double damage bonus should apply to every backstab.
It should also add a passive critical chance bonus based on the sneak skill (like sneak/15 to critical). Also like in FOnline it shouldn’t require unarmed, so melee fighters can pick it without having to waste points in unarmed.
-Bruiser: I see a problem with this proposal, as once a enemy start to run away you wont be able to catch it again, this can be very frustrating if you don’t have a ranged weapon.
-Small frame: Due to your small size you are less likely to be hited, but you don’t have much resistance.
Effects: +2*AG to hit penalty for enemies shooting at you (kind of inverse kamikaze penalty).
HP gived by endurance are reduced to 3*EN (instead of 5*EN)
-Good natured: Not sure, but may be some way to allow you to resolve most quest without having to fight. But when in combat, you have more chances to enter in panic (specially against humans)
Theresnomagicandthatsok said:Loot: I value the low ammo philosophy you have implemented. It creates a need to react on the fly to resource issues. There is however a downside.
Furthermore I have a concern about random encounters. They are as follows.
-If we have figured out how to modify prototypes on the fly then we might be able to create a prefix and suffix system for items. A jury rigged plasma caster would be less accurate and/or less powerful. An old laser pistol would eat up more ammo. A well kept combat shotgun could decrease spread or reload or fire faster. The list goes on. And such a list would make adventuring in the wasteland more varied..
QuFu said:This mod makes some great changes in gameplay, especially for advanced Fallout gamers. Very nice!
I red the other thread caryfully twice, but it's still hard to keep all the changes (and the changes for the changes) in memory for bug reporting.
First some questions:
What happened to the CritChance based on Luck? I see, your derivedstats don't calculate it. Is Luck still otherwise important for critting?
Whats about the increased hp bonus from ST and EN? But then, you wrote something about capping the max hp. This confuses me... Are the hp on levelup also affected?
I don't know, if i like the AG Penalty of the heavier armors. It seems more realistic, but it's hard to give up this AP... Maybe there is a way to make that optional?
I did some short testing so far, playing a Narg character for some minutes (temple,arroyo,klamath,den,encounters). RP 2.2 + JimsMod 1.48 . Left all gameplay settings alone.
Didn't find strange behavior, except for the fleeing thing.
- The ants in the temple are fleeing, if i have the spear active. But as far as i understand, this should be ok because they think they could die in next round.
- encountered some hostile "holy people" armed with knives and spears. Fleeing, when i (lvl 1, unarmed) move some hexes away, but not when they initiate combat.
- 1st Kaga encounter: Tried a bit, but didn't get him to NOT flee instantly. Maybe he should get some new dialog, taking care of his fearful nature...
QuFu said:"More or less" i see it the same way. But later in game the incoming damage numbers spreads wider, which also leads to more sudden deaths. Ok it's all theoretical. I will have an eye about it this time.
I just did some calculations for how damage would pan out in an early fight with one of Metzger's lackeys with you having a Desert Eagle, versus an endgame fight with an Enclave Patrolman with you having a Turbo Plasma Rifle. In the former case, you do 13.5-22.5 damage with each shot against a 43 HP enemy, and in the latter case you actually do less damage: 8-22 against a 150 HP enemy. So this is a fight that takes 3-4 times longer, mainly because of HP inflation.
Of course, in practice fights wouldn't take that long because you would just eye-crit them one by one, but in my system that won't work any more.
But if armor is the only way to increase your survival ability, sooner or later everybody sneaks to navarro for getting the (almost) best armor in game. I did that one time. But it's boring to get best eqiupment early in game.
And finally, you force players to invest serious amonts of points in EN. Also a high IN value is recommended to reach all the armor reqiurements in time. This leads to limited variety for character creation.