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Showing content with the highest reputation on 03/13/2022 in Posts

  1. 1 point
    @N-DReW25 Might this work? repsoldsample01.wav
  2. 1 point
    Nah, doens't really bug me. Just, wanted to make sure if it was a known thing or not. Or if I did have some kind of real bug issue. If it's just cause they didnt bother to change it, them I'm totally fine with it.
  3. 1 point
    Hi folks! About a year and a half ago I was working on a mod for KotOR1 to make enemies more dangerous by improving their AI and use of feats and weapons, but I had to set it aside after a while when life got too busy. Thankfully, though, all the kind advice the good souls here at Deadly Stream gave me back then won't be wasted, as I've finally got a bit of free time coming my way this month and hope to be able to finish the project. I'll be tracking what I get done here on this WIP post. I'd be particularly grateful for any suggestions, too, especially pertaining to how we can make enemy AI smarter. So far, the focus fire feature has proven to be particularly challenging to fight against, and I suspect it could be even more fiendish with additional priorities beyond the standard "kill the one in the dress waving his hands and healing" sort of thing. 8) KotOR1 Enemy Enhancer Completed Features Player Quality of Life Changes [X] New Passive AI script. This selectable script prevents party members who have it assigned to them from performing any actions in combat other than those the player queues up. [X] Party AI toggle. Turning on Solo Mode now disables all party member AI in combat, regardless of assigned scripts. Turning Solo Mode off causes party AI to return to normal. Enemy Enhancements and Bug Fixes [X] Focus fire. Enemies now tend to seek out the party's weakest members/support characters (especially healers) and coordinate their attacks against them. [X] Guns 'n stuff. All enemies and party members with ranged attack feats now use them properly. [X] Shield happy! Enemies who possess shield units can now activate them more than once per fight and will do so when prudent. [X] Stat scaling. Enemies whose ability scores are lower than what their level would give an equivalent player will be dynamically granted bonuses to make up the difference. [X] Difficulty scaling. Instead of altering enemy damage totals, the in-game difficulty settings will instead determine the frequency and degree of the various Enemy Enhancer features. In Progress [-] Bonus equipment. Enemies will randomly be given medpacs, shield units, grenades, and other goodies to use against you in combat. [-] Extra feats. Enemies will sometimes receive a package of new feats (in line with their level and class, of course). [-] Stim junkies. Enemies will now use combat stims, including the squad recovery stim. Possibilities... [?] Enemy reinforcements. Certain enemies will have a chance to summon friends to help them.