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April 10th, 2003, 04:12 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Thanked 44 Times in 28 Posts
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Re: Tweaked experience...
I agree with your idea on experience.
As for the importing old characters, Yes I tried and had no problems importing old characters. The exp balance is tipped between level 8 and level 9 characters. The characters I tried importing were all lower than this (ie level 5, level 7, and a level 4 chr!)
I didn't have any higher level characters to try importing. But I suspect that all that will happen is when you kill your first monster you would gain the alloted # levels based on your experience points. I suspect that the big bad apple would occur when reverting back to the old xp system. Your new character could be at say level 22 and in the old sys he/she would only be level 16. I don't know how the game would handle the 'loss' of skill/spell and exp points!
That's what I know right now.
Cheers!
[ April 10, 2003, 03:12: Message edited by: David E. Gervais ]
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April 10th, 2003, 02:38 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Tweaked experience...
okay, I'll suggest that to Aaron. hmm, come to think of it, I already did a long time ago...
maybe it is time to suggest again and send along an updated bug list.
Rollo
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April 10th, 2003, 03:20 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Tweaked experience...
Quote:
Originally posted by David E. Gervais:
...snip...
I didn't have any higher level characters to try importing. But I suspect that all that will happen is when you kill your first monster you would gain the alloted # levels based on your experience points. I suspect that the big bad apple would occur when reverting back to the old xp system. Your new character could be at say level 22 and in the old sys he/she would only be level 16. I don't know how the game would handle the 'loss' of skill/spell and exp points!
That's what I know right now.
Cheers!
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okay, I will give that a try later with one of my high level testmonkeys. Somehow I doubt that big bad apple, when reverting to the old system, though. I assume there will be no problem.
The way I understand it, the game keeps track of your level and your current EXP, not the total EXP. But I could be wrong.
Will tell you later how the test went...
Rollo
[ April 10, 2003, 14:23: Message edited by: Rollo ]
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April 10th, 2003, 09:13 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Tweaked experience...
okay, I did the testing with a 14th Thief, who had a couple of hundred thousand EXP. As suspected he immediately jumped to 16th level after killing the first monster and he had 64k EXP leftover.
After that I exported him and opened a new game reverting to the old system. Good news  . He remained 16th level and kept his current EXP.
Rollo
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April 11th, 2003, 12:04 AM
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General
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Join Date: May 2002
Location: Canada
Posts: 3,227
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Re: Tweaked experience...
Good news indeed. I'm currently boosting my level 6 char again before exporting him to try your new mod. I've died about 12 times now. When I get swarmed, the monsters really pack a wollop!
But I'm sure I'll succeed eventually.
Cheers!
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April 13th, 2003, 08:03 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Tweaked experience...
I have given some thought to this (for what's that worth, LOL). While I totally agree with David that a smoother and flatter curve is much better for the later levels, I also feel that another change would be good.
IMO the lower levels are too cheap. I mean it is just too fast to get your character to, say, 8th level. Heck, just kill one or two monsters in the wilderness and you are already 2nd... slay a group of flies in the City and you are 3rd, find Little Billy and you are 5th...
I propose that the early levels should be more expensive. I worked on a system that is close to David's. I haven't put them in a new class.txt, yet. But here are the numbers. I have also included DO_standard and David's system for comparison. Thoughts/comments/flames..?
edit: ack, tabs are not working here. Here is a text file: 1050257772.txt
edit: ack again, the tabs are somehow screwed up. there, that should be viewable now...
On a somewhat related note, if we are using an altered classes.txt file anyway, how about some changes to abilities or even a new class or two? But I'll open another topic for that.
Have fun  ,
Rollo
[ April 13, 2003, 19:22: Message edited by: Rollo ]
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August 25th, 2003, 07:48 PM
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Sergeant
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Join Date: Nov 2000
Location: netherlands
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Re: Tweaked experience...
--BUMP--
I finally started working on my mod again, and I was wondering if I could use the tweaked classes file. It seems to make things a lot more balanced compared to the default Version. (credits given in the credits.txt file ofcourse)
Henk (mod 80% finished)
[ August 25, 2003, 18:49: Message edited by: henk brouwer ]
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