Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - rakshir

Pages: [1]
1
Gameplay / Hydra Lag
« on: 29 June 2021, 02:57:31 »
Greetings, fellow Titan Questers! One of the few characters I've stuck with 'til Legendary made it to the hydra and is having an absolute nightmare. I'm playing a pure Pyromancer in a mod I'm working on. The character is extremely squishy and lacks the resists to deal with the hydra's damage. So I've had to try not to get hit. I don't mind a challenge, but after I've been fighting her a while (and dying repeatedly), the game always starts to permanently lag to an absolutely unplayable state. Then I die again and have to exit the game. It's a pretty demoralizing situation. Apparently others have had the same problem and some have said that it's one of her breath attacks that's the culprit. Can anyone confirm or does anyone know which one it is? Anyone ever fix the problem in a mod? If I knew the cause, I could try to address it. Thanks in advance!

2
Modifications / Modding Question
« on: 03 January 2021, 03:46:21 »
Hi. I'm getting back into TQ modding after a long break. Starting with mastery reworks. I'll eventually post details if I make enough progress. I'm trying to figure as much out on my own as I can and doing well, but I'm going to have occasional questions. Hopefully experienced modders don't mind answering.

The first things I'm wondering is if Ragnarok needs to be installed to have a working 10th mastery and if Atlantis needs to be installed to have fully functional mastery bars up to 40 pts and 7th tier skills. I have both but don't always play with them installed.

Thanks in advance!

3
New Projects / Should I Include Atlantis and/or Ragnarok in Mod?
« on: 19 August 2020, 04:05:47 »
For years I've been tinkering with modding with the intention of creating a specific game play experience for myself and others of like mind. It wouldn't stray far from vanilla but tweaks many things more to my liking. Skills and trees get tweaked and changed. Mages and hybrids become more viable. The challenge of the game gets upped overall but the difficulty spikes and outliers get leveled out a bit. The experience of leveling from the beginning is very important for me and my modding aims to make it consistently fun through each act and for each skill tree. There are numerous ideas that I've implemented in various versions of personal mods and have a pretty clear idea of what I want to accomplish.

One of the things that's halted my progress is the release of Ragnarok and Atlantis. While I never regretted buying them and found it interesting to play through them at least once, I could never bring myself to start planning how to incorporate the acts themselves into my mod. For one thing, I won't have accomplished heroes so adding the acts makes for a really long playthrough from level 1 through legendary, and I like to play all character types. For another, in my opinion, the quality and consistency is just not quite in line with the rest of the game. It seems like it would take a tremendous amount of work to make them so. I keep waiting for patches to make them a bit better but I don't think anything major is going to happen. I'm a numbers guy and pretty good at balancing but a real novice at modding. But to cut out so much content seems extreme. This has been keeping me in limbo.

So I really want to get the opinions of anyone who will share them. When you think of the "perfect" Titan Quest playthrough experience for you, does it include the Ragnarok and/or Atlantis acts? Side question: what about throwing weapons? I'm not a huge fan and always wanted to have wands in my mod. Ultimately I know these things are up to me but sometimes getting other opinions gives me the clarity I need. Thanks for reading and any opinions.

4
Art Manager / Large Projectiles?
« on: 12 December 2018, 14:16:50 »
I've recently started to mess around with modding this amazing game again and I have a question. Is there any way to give projectiles an actual size that affects the radius in which enemies get hit as the projectile travels through the air? For example, if I wanted to make a lightning ball that hit every enemy in a 3m radius as it traveled through the air, is it doable? Modding the "radius" of the projectile doesn't seem to do anything. Thanks for the help, even if it's just to confirm that it's not doable.

Pages: [1]

SimplePortal 2.3.7 © 2008-2024, SimplePortal