From what I gather these are handled by creature packages, I selected the Unique/Boss package on one of my humanoid enemies, rank is elite boss, and MIN_LEVEL is 25, yet my party (after epilogue) absolutely destroys him. He does 10-20 dmg to my tank and is almost constantly stunned/frozen by my rogue and mage, and he dies in about 15 seconds.
Is there a tutorial available which tells you how to make new packages and make enemies harder, and use the spells you want them to use. Also, how do you make them immune to stuns and knockdown?
One other thing, I have an area transition placeable which is meant to take the player to the world map screen, but I don't know what to put in the PLC_AT_DEST_TAG variable, I tried wide_open_world and world_map but nothing works.
Thanks!
Changing creature stats/abilities
Débuté par
Calneon
, juin 09 2010 12:23
#1
Posté 09 juin 2010 - 12:23
#2
Posté 09 juin 2010 - 12:50
that rank *should* make the creature immune to stuns and knockdowns... it neednt be more complicated than that. Can you confirm in-game that the text over his head is dark orange?
#3
Posté 09 juin 2010 - 01:20
Yes, it's dark orange and he still gets knocked down/stunned/frozen.
#4
Posté 09 juin 2010 - 02:39
hmm, im afraid i dont know. I had understood rank to make resistance checks to effects like stun and freeze impossible for boss-ranked creatures: http://dragonage.wik...sistance_Checks. I can't help you on this matter, or the matter of difficulty - it seems like somethings going badly wrong but I have no more idea than you why its going wrong.
In terms of making your new package, you need to take a look at the existing packages available Program Files\\Dragon Age\\tools\\Source\\2DA\\packages and emulate those to make a new GDA for your creature package. Ensure that you also give the creature the spells so that the package is able to cast them - for the creature to cast the spell it must be present in both their package and their "spellbook".
In terms of making your new package, you need to take a look at the existing packages available Program Files\\Dragon Age\\tools\\Source\\2DA\\packages and emulate those to make a new GDA for your creature package. Ensure that you also give the creature the spells so that the package is able to cast them - for the creature to cast the spell it must be present in both their package and their "spellbook".
#5
Posté 09 juin 2010 - 03:29
Ok, that looks like what I'm after. Is there a list of all the available conditions and actions you can use? Otherwise it's going to be almost impossible to do what I want. Also, how do you get it into the toolset once i've made my new .xls file?
EDIT: Did a bit more researching, found this tutorial, and found condition and ability lists in ABI_base.xls, and the AI_TacticsConditions.xls file. I'll give it a go. Thanks for the help.
EDIT: Did a bit more researching, found this tutorial, and found condition and ability lists in ABI_base.xls, and the AI_TacticsConditions.xls file. I'll give it a go. Thanks for the help.
Modifié par Calneon, 09 juin 2010 - 03:57 .
#6
Posté 09 juin 2010 - 03:53
how to convert .xls into a 2da to be used in your override directory:
http://social.biowar.../Compiling_2DAs
Did a quick search for any existing documentation on packages but can't find much. This thread may be helpful though: http://social.biowar.../index/595886/1
EDIT: seems you did better than me at finding a suitable tutorial ^^ well found.
http://social.biowar.../Compiling_2DAs
Did a quick search for any existing documentation on packages but can't find much. This thread may be helpful though: http://social.biowar.../index/595886/1
EDIT: seems you did better than me at finding a suitable tutorial ^^ well found.
Modifié par mikemike37, 09 juin 2010 - 03:54 .
#7
Posté 09 juin 2010 - 05:55
I'm having a bit of trouble getting a new package to show up in the editor. I called the GDA packages_cal.gda, and it contains a new package called Void Guardian with a unique ID of 200. Yet it doesn't show up in the packages list in the editor. Something i'm doing wrong?
EDIT: Oh yeah i put it in Documents\\BioWare\\Dragon Age\\AddIns\\call_of_andraste\\core\\override
EDIT: Oh yeah i put it in Documents\\BioWare\\Dragon Age\\AddIns\\call_of_andraste\\core\\override
Modifié par Calneon, 09 juin 2010 - 06:11 .
#8
Posté 09 juin 2010 - 06:11
you need to also add a line to the packages_base GDA I think. Ive not done this, im just kinda guessing here. You may also need to add it to 2da_base. Not sure. What did the tutorials say you needed to do to get it in the toolset?
Modifié par mikemike37, 09 juin 2010 - 06:11 .
#9
Posté 09 juin 2010 - 11:15
Ahaha! Finally figured it out. I was getting the naming wrong after converting into a GDA file. Here is a quick screenshot of the three GDA files and how they link together. Now I just have to change the tactics in the AIP.
www.alttabbed.com/upload/files/1/packageAIs.jpg
www.alttabbed.com/upload/files/1/packageAIs.jpg
Modifié par Calneon, 09 juin 2010 - 11:16 .
#10
Posté 10 juin 2010 - 12:07
crossing my fingers for you
#11
Posté 10 juin 2010 - 02:38
It works
I have my guardian cast Aura Of Pain when combat begins and then Frightening Appearance on the nearest mage. Still can get knocked down and stunned, but he seems to have high resistance to it.
#12
Posté 10 juin 2010 - 03:06
can someone confirm that the base difficulty ai isn't working properly? i don't wanna change all the scripts to get the ranks to work. for bosses this makes sense but for the normal grunts it should be enough to choose the rank.
#13
Posté 10 juin 2010 - 10:40
Any idea how to change the health of the enemy?
#14
Posté 11 juin 2010 - 03:30
You could try just sticking an item on the enemy that adds to its health. Or giving it a +health property in ABI_Base (passive_abilities sheet.)
Otherwise you have to create a new basic type of enemy... they're listed as classes I think.
Otherwise you have to create a new basic type of enemy... they're listed as classes I think.
#15
Posté 11 juin 2010 - 06:06
If a boss-ranked enemy doesn't seem to be enough challenging, it might be due to designated party level for the area they are in being too low. I think you can fix that by opening variables in enemy's creature file and setting MIN_LEVEL (or something like that) to whatever value you want.
About bosses not being immune to stun or knockdown, I think that's normal because cone of cold can freeze the high dragon. It just recovers from it a lot more quickly than normal-ranked enemy.
About bosses not being immune to stun or knockdown, I think that's normal because cone of cold can freeze the high dragon. It just recovers from it a lot more quickly than normal-ranked enemy.
#16
Posté 11 juin 2010 - 12:07
I found a better way
I made my own rank, it lets you change their health, damage, and name colour.
#17
Posté 11 juin 2010 - 02:15
ah sounds like a nice plan. just be careful there arent any hard-coded gameplay scripts using exactly rank "boss" or whatever. You might be safe, but I don't know if, for example, the script for Blood Control prevents it controlling enemies ranked exactly "boss" or "elite boss". No doubt you'll spot this stuff testing your new rank though.
#18
Posté 11 juin 2010 - 04:45
Still need an answer to this if anyone knows
"One other thing, I have an area transition placeable which is meant to take the player to the world map screen, but I don't know what to put in the PLC_AT_DEST_TAG variable, I tried wide_open_world and world_map but nothing works."
"One other thing, I have an area transition placeable which is meant to take the player to the world map screen, but I don't know what to put in the PLC_AT_DEST_TAG variable, I tried wide_open_world and world_map but nothing works."
#19
Posté 11 juin 2010 - 05:16
You're using the wrong variable. You should use PLC_AT_DEST_AREA_TAG, put world_map in it.
@mikemike: Indeed there are several scripts testing for creature rank, for example arrow of slaying damage is severely reduced for ranked enemies. Therefore I recommend Talisender's method, use passive abilities or non-droppable rings to give more health, damage or whatever else to your enemy. Otherwise unpredictable stuff might happen.
@mikemike: Indeed there are several scripts testing for creature rank, for example arrow of slaying damage is severely reduced for ranked enemies. Therefore I recommend Talisender's method, use passive abilities or non-droppable rings to give more health, damage or whatever else to your enemy. Otherwise unpredictable stuff might happen.
Modifié par ZeRux, 11 juin 2010 - 05:17 .





Retour en haut






