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Kit Revisions (Rangers)


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#256 subtledoctor

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Posted 09 November 2015 - 09:43 AM

No worries, obviously I agree with you. :) Even if I don't use KR, i think this makes sense and would be a good thing to add to KR.

There is a component in some mod... TobEx or The Bigg's Tweaks, called "everyone can backstab at 2x, thieves for more." This would be a nod in that direction, but just for rangers, which I think makes a ton of sense - after all they have stealth and tactically, one of the main benefits of being stealthy is surprise attacks.

(I thought I fixed it in my mod, I'll take another look at it to make sure.)

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#257 Yllib

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Posted 10 January 2016 - 06:59 AM

Sorry if this has been posted already, couldn't find anything with the search function and don't feel like sifting through 18 pages right now.

 

When installing on the enhanced editions only the true class ranger gets d8 hit dice, the rest keep the d10. Looking at HPCLASS.2DA it seems every kit has been assigned its own "hp class", as opposed to the original game where it was set by the base class. I assume they did this purely to accommodate the dwarven defender and dragon disciple kits (and mod kits too I guess?).

 

For now I've just gone and changed the values for the ranger kits manually myself (no coder otherwise I'd have added to the .tpa file myself).

 

On that note, R/C multi will most likely need to have its hp table changed too yeah?



#258 khelban12

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Posted 10 January 2016 - 09:24 AM

When installing on the enhanced editions only the true class ranger gets d8 hit dice, the rest keep the d10. Looking at HPCLASS.2DA it seems every kit has been assigned its own "hp class", as opposed to the original game where it was set by the base class. I assume they did this purely to accommodate the dwarven defender and dragon disciple kits (and mod kits too I guess?).

Which version of ee are you running ?

On BG2EE v1, 3.2064 linux version, i get the following hpclass.2da

Spoiler


It indeed contains all the kits but if i understand correctly, they point to the same table as the base class. I may be wrong though.

Ah, i looked the KR code and i get it now. It modifies RANGER to use HPRNG table but the kits are not modified and use HPWAR. You are right, please disregard my post.

Edited by khelban12, 10 January 2016 - 09:27 AM.


#259 Demivrgvs

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Posted 10 January 2016 - 09:45 AM

Ah, i looked the KR code and i get it now. It modifies RANGER to use HPRNG table but the kits are not modified and use HPWAR. You are right, please disregard my post.

Thanks, I'll fix this asap. Cannot wait to go back to KR.
 
Ranger Backstab

I think you should consider giving  the TrueClass Ranger the ability to backstab at x2 around level 5 - which is where thieves hit x3. It could possibly be set at a higher level, but I would like to be able to actually use it in BG1.
 
I like the current implementation of Rangers using light and medium armor very much, but would love to see them get a bit more out of their high stealth scores. Even with this change, the stalker would still be the prime backstabber among rangers - with the ability to backstab from level one and the possibility of advancing beyond x2. As such, I don't think giving a x2 modifier to TrueClass Ranger would invalidate the Stalker at all, which is of course an obvious concern.

I once dared to suggest adding a spell to temporary give x2 backstab (I don't remember it now but I think it was from Spell Compendium) and it seemed like most players were against it. Overall I'm really torn on the whole idea, on one side I like it because it makes ranger's stealth a bit more interesting, otoh it kinda spoils the Stalker's main feat and to a lesser extent Thief too.



#260 Yllib

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Posted 10 January 2016 - 03:00 PM

Yeah sorry it was late and I wasn't particularly clear in my post. I actually tried to edit the .tpa myself to make it change the other kits, but I am no coder and it ended up not assigning hprng to anything :jump: so I'll just stick with my manual fix for now.



#261 janoha

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Posted 02 March 2016 - 03:03 AM

Ranger Backstab

 

Hey Demi.. 

 

Though there doesn't seem to be a lot of enthusiasm for the idea of letting Trueclass Rangers get x2 Backstab at e.g. level 5, I still want to make another case for at least a partial implementation for it.

 

To reiterate, I think the main benefit will be to really let the Ranger use his Stealth score for something, and I don't think a delayed x2 multiplier will seriously infringe on either thieves or Stalkers (who get higher multiplier, get camouflage etc.).

 

Since there is no strong support (nor opposition, really) would you perhaps consider to add is an ini. option? I have no idea how much work this entails though, so if it would take a lot of your time, then I certainly understand if you don't do it. 

 

I myself have no idea how to mod it in, otherwise I would just make that adjustment myself.

So, in short, a plea for you to take on (a little?) more additional work :p

 

 (As an aside, if it is fairly simple and someone feel generous, I would really appreciate some hints on how to do it :) )



#262 Jarno Mikkola

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Posted 02 March 2016 - 04:36 AM

If we talk about the non EE games...

Ranger Backstab
 (As an aside, if it is fairly simple and someone feel generous, I would really appreciate some hints on how to do it :) )

You open the normal rangers skill table, normally it's the clabrn1.2da with Near Infinity if it's not in the override folder, in which case you can open it with Notepad too, you go to an empty 5th level slot and you add in AP_SPCL332 . Replacing the **** .
Say like:

2DA V1.0
****
            1           2           3           4           5          6...
ABILITY1    GA_SPCL311  ****        GA_SPCL311  ****        GA_SPCL311 ...
ABILITY2    ****        ****        ****        ****        ****       ...
ABILITY3    ****        ****        ****        ****        AP_SPCL332 ...

... mean that the table continues. :p


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#263 janoha

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Posted 02 March 2016 - 04:44 AM

Amazing! Thank you Jarno! :D

 

Edit: we do talk about the EE though, so..?

 

Edit2: It seems to be the same for the EE though? I found the file, and I assume I just pick an empty Abilities row? There is also a clabrn5 though.. Do I also need to edit that one?

 

Edit3: Tried adding it but did not seem to work in-game.


Edited by janoha, 02 March 2016 - 04:57 AM.


#264 Jarno Mikkola

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Posted 02 March 2016 - 04:57 AM

Well it works in EE too, or you could also make use of the backstab.2da table instead.

Presuming here a little, but you just add the kit identifier, which is to great surprise "RANGER" and then just add the bonuses:

2DA           V1.0
0
              0             1             2             3             4             5             6             7 ....
THIEF         1             2             2             2             2             3             3             3 ...
SHADOWDANCER  1             1             1             1             1             1             1             1 ...
ASSASIN       1             2             2             2             2             3             3             3 ...
BOUNTY_HUNTER 1             2             2             2             2             3             3             3 ...
STALKER       1             2             2             2             2             2             2             2 ...
RANGER        1             1             1             1             1             2 ....

Not that I am sure.


Welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand.
Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#265 janoha

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Posted 02 March 2016 - 05:02 AM

That worked! Thanks a bunch Jarno :) Really appreciate it. Sorry for the OT though Demi :p

 

Interestingly though, it needs to be 0 for the first levels and then 1 afterwards for x2.


Edited by janoha, 02 March 2016 - 05:05 AM.


#266 Jarno Mikkola

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Posted 02 March 2016 - 05:42 AM

... There is also a clabrn5.2da though.. Do I also need to edit that one?

That's actually the fallen Ranger kit, no. There's at least 2 mods that edit that.

Glad that I could help... to get this topic off topic. :D


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Here's how to install all the ... mods you ever really could want to Infinity Engine games. I removed the stable word from there as Roxanne began to add BS mods that are likely to break compatibility from the BWS.

#267 subtledoctor

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Posted 02 March 2016 - 05:16 PM

If we talk about the non EE games...

Ranger Backstab
 (As an aside, if it is fairly simple and someone feel generous, I would really appreciate some hints on how to do it :) )

You open the normal rangers skill table, normally it's the clabrn1.2da with Near Infinity if it's not in the override folder, in which case you can open it with Notepad too, you go to an empty 5th level slot and you add in AP_SPCL332

That's exactly what my mod does... except my mod does it for every ranger kit in kitlist.2da, and also patches Stalkers to be 1+ multiplier better than other rangers.

Faiths & Powers: Spell spheres and kit pack for priests and paladins
Might & Guile: Tweaks and kits for warriors and rogues
Scales of Balance: Game tweaks and rule overhauls
NPC_EE: More options for NPCs in BGEE, SoD, & BG2EE


#268 DrAzTiK

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Posted 14 September 2017 - 01:38 AM

true  ranger looks quite weak Imo, especially if we compare him to the archer kit.





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