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Androdion

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Everything posted by Androdion

  1. Well if it isn't necessary with the final version maybe a footnote can be left on one of the topics for the patch? It's just that it was weird to see the game halt like that, but maybe I screwed up somewhere along the highway when reinstalling it or something. Regular quick save then, no biggie. Thanks for pitching in.
  2. But, it was you who recommended it during 1.60 development?! Anyway, I just thought is was super weird that the command worked flawlessly during almost a year and the all of a sudden it started not working.
  3. Hey guys. I'm having this extremely weird CTD, out of the blue. When I press F7 for quick save (and sysflush) the game halts and just goes away. I did reinstall the game but I didn't touch options.txt so if it was working before it should be working now as well. I even deleted options.txt and reconfigured it as it was, same result. This is the log for the CTD: Nome da aplicação com falha: sacred2.exe, versão: 2.65.2.0, carimbo de data/hora: 0x4be45a9b Nome do módulo com falha: KERNELBASE.dll, versão: 6.1.7601.24231, carimbo de data/hora: 0x5b6db2d4 Código de excepção: 0x80000003 Desvio de falha: 0x0001338d ID do processo com falha: 0x1f44 Data/hora de início da aplicação com falha: 0x01d45c4b5bcf1194 Caminho da aplicação com falha: C:\Jogos\Steam\steamapps\common\Sacred 2 Gold\system\sacred2.exe Caminho do módulo com falha: C:\Windows\syswow64\KERNELBASE.dll ID do Relatório: d7e77008-c83e-11e8-8e02-00248cfc7fef I have no idea what just happened. I double checked the instructions for sysflush with the options.txt and everything is the same, commas and everything. I did try changing the quick save key to F6 and it saved instantly without any issue. Changed it back to F7 and CTD. I really don't know what's going on...
  4. Gotcha. There's more to it than "just" balance.txt it seems. I've went a bit through the file in these past few days and came up with a few tweaks of my own, got to test if they all act the way I want them to. By the way, and I think it isn't mentioned in this topic, but these lines are supposed to control the minimum and maximum levels at which enemies spawn per difficulty level on the first area. I have no idea if changing those values will indeed have an effect but their names and numbers seem intuitive enough. Spawn_OffsetLow = {0,0,40,70,110}, Spawn_OffsetHigh = {0,35,80,120,175}, These values +1 and probably with SB accounted for as well.
  5. Q: If I change "DropMaxRandomRare" to 15 can I have a chance to a drop from any of the 15 tiers on each and every kill I make? A: Answered my own question, put the ZRareExpectation15 to 1000 and everything else to 1 (and eventually to 0 to be 100% sure), and I filled my inventory three times with everything being gold or green but no orange to be seen. Which begs me to do another question, why can't we force legendaries to drop? Is it the same scenario where we can't force a merchant to sell the upper tiers past yellow items?
  6. Well, at least you found out what your problem was. Glad you got it working then.
  7. I'm not versed in Sacred 1 but my guess is that it should work. Did you have any installation error? What went wrong?
  8. I've tried changing the following: DefenseFactorDiff AttackFactorDiff LifeFactorDiff DamageFactorDiff Enemy_armor Enemy_weapondamage Enemy_spelldamage I also changed values on these: MP_damage MP_combatvalue MP_lifeHP MP_EShieldHP MP_armor The only ones that had an effect on the "last opponent" window were DefenseFactorDiff, AttackFactorDiff and LifeFactorDiff, where the HP of the last enemy doubled and the values for "opponent-chance to hit; player-chance to hit" were accordingly different. All other entries had no practical result in the stats displayed. I put double the original on the value correspondent to Niob on the first group (rightmost one) and doubled the amount of the first (leftmost) value on the second group, tested it with a level 200 BFG seraphim from the unskilled chars on the download section. Weird... Shouldn't I be seeing different results? (Yes, I had some spare time today, hurray!) PS: Fun fact as to what ZRareExpectation is concerned. I changed everything from tier 11 to 15 to 1000 and everything from tier 00 to 10 to 1, did a Guardian run in Niob with the seraphim and got three legendaries. Alas, they do drop! ---------------------------------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------------------------------- Ok, so a few corrections here as last night results' were bugging me. So I changed these values from 1000 to 1 and then to 10000: MP_damage MP_combatvalue MP_lifeHP MP_EShieldHP MP_armor Yeah, they work as expected and related. With 1 it was one shot one kill, with 10000 I could barely kill anything with so much HP that any mob had at level 200. The important thing to note is that none of these values change the stats on the "last opponent" window! So yes they do work, it's just that these changes aren't displayed anywhere. Whereas changing DefenseFactorDiff, AttackFactorDiff and LifeFactorDiff will update the stats on the "last opponent window" these MP lines won't do it. So that's clarified. Is changing both necessary? I don't know, as I have no idea if one overrides the other (MP_lifeHP and LifeFactorDiff for example) or if they work together and multiply themselves one by the other, which would be hard to control and could get out of hand very easily. Then I thought that maybe I screwed up in testing Enemy_armor, Enemy_weapondamage and Enemy_spelldamage as well. So first I changed the fifth value to 1 and afterwards to 10000. Results were, well, few to none?! Then I switched all five values in those three parameters to 1, then to 10000 then to 100000. In all instances I couldn't really notice a difference in terms of damage inflicted to and by mobs. I have no idea why but I've changed these values in several different ways and nothing seemed to change. As for DamageFactorDiff, I still have no idea what it does... The MT and NPC values I didn't touch, nor did I mess with AllEnemy_lvl. And that's it. If someone cares to present some aid or clarification by all means, do so.
  9. I haven't tried it, maybe I can travel to Canada one day for that. Nowadays I need to stick closer to Europe when it comes to travelling.
  10. Well, those are a lot of different values indeed! I assume those values only work in SP and that each value corresponds to a different difficulty level?! By the way Flix, do you have any notes on the proportion at which those values could/should be changed? Or is it trial and error?
  11. I'm quite horrible at math, but even going by the formula on the Wiki page step by step with the potencies and just by inverting the values from negative to positive (ExpLS100 = 0985 to 1015, etc.) I'm getting a bonus at level 199 of... +1866%?! So even if an enemy just gave 100k worth of XP that would mean it'd turn into almost 2 million worth of XP! And even if my math is a bit off, I mean damn... That's probably why idbeholdME was telling me not to turn it into a boni! @idbeholdME - If you're reading this mate, you were right. It gets out of hand very easily! IMPORTANT NOTE FOLKS: DO NOT PUT THE RED VALUES OVER 1000 AT THE RISK OF BREAKING YOUR XP PROGRESSION! ExpLS100 = 985, ExpLS125 = 980, ExpLS150 = 975, ExpLS175 = 970, Sorry for being so dramatic folks, but I believe this is an important note for newcomers. If I almost screwed it up then it's perfectly easy to do so. Yeah, but wouldn't that require editing every single creature entry? Making every creature type more hardened via balance.txt seems like a cleaner way to do it. It's just that between a Kobold and a Nameless Guardian +10% can be very little or too much, so I'd like to get some insight on the scale for changing those values.
  12. I believe he was talking about the post-100th level penalties turned into bonuses. I just wanted to know by how much he changed it because I'm not seeing it giving several millions in XP just like that. 😉
  13. I can definitely browse with more stability on my phone, and my browser doesn't seem to crash on the forum anymore. I can even make long posts, uhu!
  14. So there's no way to increase the mobs' attributes by different values on different difficulty levels but the natural scaling with each difficulty and enemy level will still take into account any changes made to the first value (yes for SP). Another question then, how much is too much to make the game unbalanced? Or better put, let's say I want to make the game more challenging and feel like every new area is harder than the previous one. What order of values over 1000 would be good enough for that and which values would be nightmarish and one-shot wonders? Is a 10% increase too little or too much? That sort of thing. I haven't played in a while because with moving it hasn't been possible, but I'd like to eventually get back to it but feel more challenged. Basically rebalance the mobs' "hardness" with the added experience gain so that every incursion on a new area would be a potencial risk, making exploration more of a necessity. But with added experience gain it wouldn't be a grinding task. I'd also like to rebalance upper magic tier find (12-15 I believe) because even with EP maxed out there's still a lot of set pieces barely dropping. I got a Seraphim to level 120 and couldn't complete a Genesis Sideria by one piece, so I'd like to be able to do so in a timely manner as well. I remember you saying that anything above 8% gain would be too much?! Something like that. I get the feeling that EP does more for yellow items than for the remaining upper tiers, but I could be wrong. So yeah, I'm into trying to rebalance the game here, but without breaking it. @Bezlonir - I'm curious as to how much of a bonus you turned the penalties into to get one level per kill. Care to elaborate further?
  15. Graphics are all back Schot, though after lunch today both sites were offline. All is working well though, as far as I can see. One thing I noticed is that on my phone the site seems more responsive, even with all the adds. And my phone sucks so I can notice it being somewhat lighter on it.
  16. Quick question. These values listed below rule over the mobs' attributes, so increasing the first value on the left will increase their attributes no matter what level and difficulty they're at right?! Is there a way to make mobs progressively tougher on each difficulty, or given the natural scaling of the game's difficulty levels changing that sole value will suffice? MP_damage = {1000,1050,1100,1160,1220}, MP_combatvalue = {1000,1100,1210,1330,1460}, MP_lifeHP = {1000,1300,1650,2100,2650}, MP_EShieldHP = {1000,1300,1650,2100,2650}, MP_armor = {1000,1100,1210,1330,1460}, So if I'd change it from 1000 to 1250 the mobs would cause 25% more damage, have 25% higher values of attack/defense (I assume), and 25% extra HP/armor/energy shield. How would that translate from Silver to Gold to Platinum to Niobium given the already standard progression of the mobs from one difficulty level to the next?
  17. While that worked and the main forum page is indeed https, once I click on any open topic it becomes "insecure" again. So something might be a bit off. Also, is anyone finding the graphics on the forum broken today? There are no background images, icons, etc.
  18. Yep, broken it is. Could've been caused by the recent hosting move. I'll contact the man at the helm.
  19. The heads also give you summon companions based on where they dropped right? Isn't the one from Garganthropod some crazy badass one?! PS: Yeah they do! http://www.sacredwiki.org/index.php/Sacred_2:Shrunken_Head
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