A you-tube gamer that a lot of us know has made a little thing for doing this game with rules.
that would be Glock9...
So, i tried it myself, but changed a few rules to maybe make it more do-able.
i did like his playthrough of this game with those restrictions,
but i don't play on Insane.. that would be.. insane..
Those who can, do.. those who can't... watch.
ok
a few things,
changes to xml:
progression... [cost_multiplier_per_level=] 1.18 changed to 1 (attributes)
[i also changed each attribute per level to 1, dunno if this is necessary with the above change.. but i know if ya don't change that, you will still pay extra for attributes above 4]
bag drop changed to .1 from .02... changed to .2
(<property name="LootDropProb" value="0.02"/> )
grease monkey from whatever each one is to lvl 25, to speed it up a little..
vultures are blind (optional)
(I would sell my soul for rock'n'roll, but no dice for these dudes)
<!-- Stealth --> <property name="SightRange" value="10"/> (from 70)
in entityclasses file
basic game rules:
start out, do start quests
go to trader, clear those initial quest(s)
collect stuff, sell to trader for dukes to use in vendors
(everything you have collected, everything trader will take)
gtfo, high-tail it to d-shong
once inside, the d-shong footprint..
dishong tower is a block square, this is your boundaries
difficulty - any
loot - 2x
no loot respawn
BM - every 1, offset 4
to hopefully be pretty random
I think that is all...
goal:
survive in D-shong tower until you are able to fly gyro off into the radiated green yonder
counter to vanilla: there are no mods, apart from editing xml.
xml edits have been noted.
if you do not know how to edit xml, that is
not average user level, hack n slash like i did,
until you get it.
[i have left some clues]
maybe i leave a post here n there how it's going...
thank you, and a long, daunting night,
12pack
that would be Glock9...
So, i tried it myself, but changed a few rules to maybe make it more do-able.
i did like his playthrough of this game with those restrictions,
but i don't play on Insane.. that would be.. insane..
Those who can, do.. those who can't... watch.
ok
a few things,
changes to xml:
progression... [cost_multiplier_per_level=] 1.18 changed to 1 (attributes)
[i also changed each attribute per level to 1, dunno if this is necessary with the above change.. but i know if ya don't change that, you will still pay extra for attributes above 4]
bag drop changed to .1 from .02... changed to .2
(<property name="LootDropProb" value="0.02"/> )
grease monkey from whatever each one is to lvl 25, to speed it up a little..
vultures are blind (optional)
(I would sell my soul for rock'n'roll, but no dice for these dudes)
<!-- Stealth --> <property name="SightRange" value="10"/> (from 70)
in entityclasses file
basic game rules:
start out, do start quests
go to trader, clear those initial quest(s)
collect stuff, sell to trader for dukes to use in vendors
(everything you have collected, everything trader will take)
gtfo, high-tail it to d-shong
once inside, the d-shong footprint..
dishong tower is a block square, this is your boundaries
difficulty - any
loot - 2x
no loot respawn
BM - every 1, offset 4
to hopefully be pretty random
I think that is all...
goal:
survive in D-shong tower until you are able to fly gyro off into the radiated green yonder
counter to vanilla: there are no mods, apart from editing xml.
xml edits have been noted.
if you do not know how to edit xml, that is
not average user level, hack n slash like i did,
until you get it.
[i have left some clues]
maybe i leave a post here n there how it's going...
thank you, and a long, daunting night,
12pack
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