Not sure how balanced this mod is, at least for me early on. I will very frequently have rounds where only two members of my team get a turn, while ALL of the enemies have their turns twice, before my allies get one. I like the idea though. And not sure if this is an early game issue, or i need to invest in Wits more. But right now, it sucks and makes encounters feel a little unfair
yea i had to uninstall mod i got stuck in a perm loop with a high wit toon never getting a chance to do anything it just was instant skipping the toons turn over and over for like 30 rounds with 2 badies they stopped trying to attack the toon i even had mod last in load order
Does this only count for the initial set up of turns or is it dynamic? Like if I have someone with 20 wits, will they in the long run get more turns than say someone with 12 wits or will the 20 just always be far ahead of the 12 in rotation?
Hey, I was hoping you could maybe help me with something. I wanted to get in touch with your over Steam, but the Workshop requires you to own the game to comment, and you've turned off comments on your steam profile - and you also don't want rando's to try to friend you, which I understand. So I'm just hoping you see this.
I'm wanting to use this with some kind of mod to randomize turn orders by modifying initiative, similar to the "D20 Based Initiative" mod, but the idea would be to make a "roll" every full round (not just at the beginning of combat) to, round-by-round, modify every participant's initiative by +/- 1d[total initaitive/2].
This would mean that someone with an Initiative of 10 would have a per-round Initiative range of 5-15 (i.e. 10 +/- 1d5). Someone with 20 Initiative would have a per-round Initiative of 10-30 (i.e. 10 +/- 1d10). Notice how the average is always equal to the base initiative, meaning that if you have 13 initiative, during the course of all your rounds, you will average out at 13. Your initiative still matters just as much as it did before, but when combined with a way to remove the round-robin turn order system it removes the utter predictability of the base system.
Is there any chance whatsoever that you could work a mod out to do something like that, or assist a clueless fool such as myself in doing so?
Either way, thanks for an excellent mod. The round-robin turn order system was actually one of my main critiques way back when D:OS2 was first released.
The mod right now still relies on you (1) researching your enemies' wits/initiatives in order to (2) build your character with an advantage above them.
Edit: For example, if I know that the typical mook gang has ~12 Wits, I'll put all my guys at 13 or more Wits. In fact, even in Round-Robin vanilla, I have it set up so my first two characters have quite high Init. For example, my 19 Initiatve guy which may not beat the enemy at 21 lol but then my SECOND character I set at 18 Initiative, and quite often that I get to go 1st on my 2nd turn against the 2nd strongest enemy, which currently in my run go at 17.
Then my last two characters does the above, stacked to 13+ wits so that every turn, my guy goes first before every mook. Huge deal because I could kill him before his turn at it.
And all of the above is done in vanilla round-robin, not with this mod. I think rolling Initiative would be the best way to do it. As long as Initiative is a *constant* rather than a *variable* (er, game-controlled variable, not manually), it is impossible to rid stacking because all you have to do is pick your Init constant higher than others.
Yeah, that is what I needed. If I'm not wrong, classic edition at the beginning has it done that way. Anyway, I am in at beginning of Act 2, currently, so I'll try to report any bugs etc.
13 comments
i got stuck in a perm loop with a high wit toon never getting a chance to do anything it just was instant skipping the toons turn over and over for like 30 rounds with 2 badies they stopped trying to attack the toon
i even had mod last in load order
I'm wanting to use this with some kind of mod to randomize turn orders by modifying initiative, similar to the "D20 Based Initiative" mod, but the idea would be to make a "roll" every full round (not just at the beginning of combat) to, round-by-round, modify every participant's initiative by +/- 1d[total initaitive/2].
This would mean that someone with an Initiative of 10 would have a per-round Initiative range of 5-15 (i.e. 10 +/- 1d5). Someone with 20 Initiative would have a per-round Initiative of 10-30 (i.e. 10 +/- 1d10). Notice how the average is always equal to the base initiative, meaning that if you have 13 initiative, during the course of all your rounds, you will average out at 13. Your initiative still matters just as much as it did before, but when combined with a way to remove the round-robin turn order system it removes the utter predictability of the base system.
Is there any chance whatsoever that you could work a mod out to do something like that, or assist a clueless fool such as myself in doing so?
Either way, thanks for an excellent mod. The round-robin turn order system was actually one of my main critiques way back when D:OS2 was first released.
The mod right now still relies on you (1) researching your enemies' wits/initiatives in order to (2) build your character with an advantage above them.
Edit: For example, if I know that the typical mook gang has ~12 Wits, I'll put all my guys at 13 or more Wits. In fact, even in Round-Robin vanilla, I have it set up so my first two characters have quite high Init. For example, my 19 Initiatve guy which may not beat the enemy at 21 lol but then my SECOND character I set at 18 Initiative, and quite often that I get to go 1st on my 2nd turn against the 2nd strongest enemy, which currently in my run go at 17.
Then my last two characters does the above, stacked to 13+ wits so that every turn, my guy goes first before every mook. Huge deal because I could kill him before his turn at it.
And all of the above is done in vanilla round-robin, not with this mod. I think rolling Initiative would be the best way to do it. As long as Initiative is a *constant* rather than a *variable* (er, game-controlled variable, not manually), it is impossible to rid stacking because all you have to do is pick your Init constant higher than others.
Anyway, I am in at beginning of Act 2, currently, so I'll try to report any bugs etc.