Inhalt dieses Posts:
#FAQ von mir
#FAQ von Trevor (Englisch)
#FAQ von mir:
Wie kann ich mulen? Wie kann ich PlugY benutzen? (Eigentlich brauchst du in AM nicht mulen)
Mulen kannst du ganz einfach über ein TCP/IP game. Alternativ gibt es PlugY (nur für shared stash)
Download von PlugY hier:
http://plugy.free.fr/en/index.html
Alle Dateien in den Aftermath Ordner entpacken.
In der D2SE. ini müsst ihr zwei Optionen ändern:
Code:
#Enable PlugY when ModAllowPlugY=1
EnablePlugY=1
#PlugY 1=Allow PlugY make sure the installed Version supports the D2 Core! (1.09b 1.09d 1.10f 1.11b 1.12a)
ModAllowPlugY=1
Zur PlugY.ini
Generell alles in PlugY ausstellen, außer shared stash und multipage (auch big stash muss AUS).
1. Hier ist meine Minimal PlugY.ini (Achtung bei Breit-Auflösung bitte Punkte 2 beachten)
Code:
; "PlugY, The Survival Kit" ;
; Configuration file ;
; ------------------------------------------------------------------------------------ ;
; Edit für Aftermath 2.0.2 von Gero00
; Auflösung 800x600 (Fenstermodus)
; Für die Breit-Auflösung bitte Punkt 2. im FAQ beachten, Link: http://planetdiablo.eu/forum/threads/1789268-Empfehlung-Mod-Aftermath?p=27392930&viewfull=1#post27392930
; ODER einfach in der Rubrik [Stash] die Y-Positionen (außer PutGold & TakeGold) um 100 erhöhen.
[LAUNCHING]
Param=
Library=PlugY.dll
[GENERAL]
ActivePlugin=1
ActiveLogFile=0
ActiveCommands=1
ActiveCheckMemory=1
[SAVEPATH]
ActiveSavePathChange=0
SavePath=Save\Mod PlugY\
[MAIN SCREEN]
ActiveVersionTextChange=0
VersionText=
ColorOfVersionText=5
ActivePrintPlugYVersion=0
ColorOfPlugYVersion=4
[STASH]
ActiveBigStash=0
ActiveMultiPageStash=1
NbPagesPerIndex=5
NbPagesPerIndex2=20
MaxPersonnalPages=2
ActiveSharedStash=1
SeparateHardcoreStash=1
displaySharedSetItemNameInGreen=1
;; das Seet-Feature ist mWn in AM enthalten, bei Crash auf 0.
MaxSharedPages=100
ActiveSharedGold=0
PosXPreviousBtn=323
PosYPreviousBtn=127
PosXNextBtn=356
PosYNextBtn=127
PosXSharedBtn=440
PosYSharedBtn=127
PosXPreviousIndexBtn=290
PosYPreviousIndexBtn=127
PosXNextIndexBtn=389
PosYNextIndexBtn=127
PosXPutGoldBtn=110
PosYPutGoldBtn=684
PosXTakeGoldBtn=367
PosYTakeGoldBtn=684
[STATS POINTS]
ActiveShiftClickLimit=1
LimitValueToShiftClick=5
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
2. Wenn ihr die Breitbild-Auflösung benutzt, innerhalb der Stash Sektion der .ini das hier ersetzen
Code:
PosXPreviousBtn=223
PosYPreviousBtn=227
PosXNextBtn=256
PosYNextBtn=227
PosXSharedBtn=107
PosYSharedBtn=227
PosXPreviousIndexBtn=190
PosYPreviousIndexBtn=227
PosXNextIndexBtn=289
PosYNextIndexBtn=227
PosXPutGoldBtn=110
PosYPutGoldBtn=684
PosXTakeGoldBtn=367
PosYTakeGoldBtn=684
Mein Totenbeschwörer (Necromancer) hat nur eine ECM Quelle?
- die zweite ist sein Lvl: Er erhält durch Lvlups ca. 1 ECM (ob später mehr, nicht getestet).
Dadurch sollte er die necro sachen alle tragen können.
Außerdem kann man sich bei den Quest rewards für ECM entscheiden statt zB +5 stats, 10 ECM(für Zauberer sehr nützlich) (ich sag nicht wo, findet jeder schnell)
Die Assassine bekommt Kein ecm? Das ist nur nicht im Tooltip aufgelistet:
Allgemein
- Claw Block +2
Nahkampf
- dragon heart +1
- alle charge-ups +4
Fallen
-Detonator-Genius +2
Und wie beim Necro: Option bei Quest rewards (das sollte die Assa aber nicht benötigen, evtl. mit Fallen)
Dein Rabies-Druid sieht interessant aus, ich hab keinen Plan wie man den baut.
(meiner ist etwas anders, hier nur meine Empfehlung, würde ich ihn nochmal starten)
Attribute level 5: Str 17, Dex 44, Ene 44 (nichts in Vita)
Attribute pro Level: Str+2, Dex mit Ene gleich halten +3 (Ene zuerst)
Skills: SuperMax Rabies, Wolf (+Bear). Max Dusk Forge, Moonstrike. Nachziehen Cyclone Armor. Nützlich Feral Rage 1-5. 1 Punkt-Wunder Nature's Mastery, Heart of the Wolverine, Hazel Seer.
Gameplay: Gegen schwache Gegner aufladen. Hit&Run, kein "Tanken". Durchs Level laufen während Gift wirkt.
Tipp zu Diablo's Schwert in Akt 4?
(ich gebe diese Info nur äußerst ungerne weiter, aber da der Guide für deutschsprachige gedacht ist)
Es gibt einen Level, wo ihr den gesuchten Ort seht, die Stadt
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
#FAQ von Trevor (Englisch) (Unbearbeitet unformatiert und ungelinkt, Aber vieeicht hilft es ja irgendwie bis ich hier weiter mache)
Before I begin, I would just like to say thank you for coming this far. It's far too often people simply skip the basic questions and answers that can easily be found on forums and clutter the place with posts that just piss people off as the same question has been answered 50 times previously. As a result, I will try to update this whenever one of these common questions is asked and answered in the forums, and if you would like something added to this FAQ, please send me a PM and I'll get it up there. Now lets get to the meat and potatoes.
Why are you here? You are looking for a new, fun and most importantly...*difficult* Diablo II Mod. This isn't your mother's cattle.net anymore, so please check your experiences at the door and prepare to be blown away.
What makes this mod so difficult? I've played all the others, they claim the same thing but never live up to their end of the bargain Great point! Being D2 addicts, we have all played them as well...and you're dead right. I haven't found another mod out there which I have considered difficult, and I know I'm not the only one. Back to Hellfire...yawn-fest. Median is fun for a while, but when the 'challenge' is beating the game on players 8 with a difficulty charm cranked up without spending any stat points and staying under a certain level...yeah. Even 'Hell Unleashed' failed to live up to it's name-sake.
As a result, we have set out to create something truly challenging. And we have succeeded. Before I get into exactly what it is that makes this mod so much harder than the rest, I would like to explain our philosophy. We do not believe Diablo II should be played alone. It is a game just begging for a multiplayer experience. Therefore, this mod is not soloable and we will not change it to be so. That being said, we also believe in scalable difficulties and offering content for everyone. To accomplish both of these goals, we have setup each game difficulty to be truly more difficult than the previous.
Admittedly, you will not find Normal to be hard. Do not be discouraged - the real fun is still to come. This difficulty is meant to be a warm-up and a way to introduce new players to the mod. Take your time, enjoy the scenery, the new effects and the cute little critters you've never seen before - this feeling won't last. On a scale of 1 to 10, we have tried to setup Normal to start out at a 1 and end up at a 2. Yes, this difficulty is easy.
Nightmare is where the real fun begins. Depending on how much leveling, crafting and questing you did in Normal, your initial experiences in Nightmare will vary. We all know fortune favors the well-prepared...so start getting prepared in late Norm to allow for an easy transition. As you progress through Nightmare, you will notice more sources of enemy resistance pierce coming into effect. Amp, LR and Conviction, among other, new debuff skills will start hitting you, especially for the big fights. Learn how to stack resistances and learn it well, or you will suffer the consequences. Further, monster resistances, hit points, immunities, damage and monlvls will begin to rise in Nightmare. So why is this good? You get a lot more experience as a result (both as a player and as a character, no less!). How much more, you ask? You are expected to be level 90-95 before finally getting through NM Baal. Yes, you heard that correctly. We have done our best to setup Nightmare as the real place to play for most individuals, and this is meant to be the end of the road as a result. The difficulty (1 to 10 scale again) ranges from a 3 at the beginning to an 8 by the end. Your character should be mostly finished (skill/stat wise) at this point as well.
Then you walk into Hell - literally. Monster resistances have been cranked through the roof. Trash monsters are all at least dual-immune, usually triple-immune. On occasion, you will find superuniques who are actually immune to all 6 elements, so I hope you brought some debuffs. Obviously, monster HPs and damage have also been bumped up throughout Hell, along with monster debuffs, curses, etc. The goal here is to start out Hell difficulty at a 9 and bump it up to a 10 before Hell Baal. We do not intend any soloing to be done in Hell, nor do we even expect smaller groups to be able to proceed. If you really want to move through Hell, get a group with 2-3 dedicated tanks and 2-3 dps chars dedicated to different elements, along with a debuff or two. Without the afore-mentioned group, you can and will run into major problems trying to move through this difficulty.
So why should I play this mod? You make it sound like a cakewalk, followed by a little bit of fun and finished up with slamming your head on a desk. There is so much more to this mod than meets the eye, and it is these features which truly give it life, substance and flavor. Here is a list of features which may garner your attention:
Diablo 1 style uniques (If you aren't sure what I mean, find a non-cursed unique in the game)
Cursed Uniques - There are a number of unique items which must be un-cursed before becoming usable.
The City of Menzoberranzan - I feel sorry for the melee who wanders here alone.
Customizable Personal Charm
Skill Books
Useful Stats - We have finally succeeded in making stat point allocation not only meaningful but actually rather difficult. Investing heavily in certain stats may provide some great bonuses, but what are you giving up as a result?
You didn't think I'd really ruin it all for you, did you?
Wait, what? You just mentioned all these new things and only gave us a small teaser about all of them?! Of course I can't leave you to hang like that...here are the details:
Unique Items We have two styles of unique items in this game. First, there are the D1 style uniques. For those of you that remember, most D1 uniques were very strong but also came with an inherent penalty. We have taken that concept and extrapolated upon it - these uniques are dangerously powerful but will punish your character for using them. Just wait until you see one, you'll quickly understand what I'm getting at. Then, we have the cursed uniques. These uniques will give only penalties until you are able to un-curse them - at which point they become some of the best items in the game. Just ask around about The Hero's Band and see what people think.
Customizable Personal Charm Ahh, now here we go. This is one that I am truly proud of and happy to talk about. We have an amazing new crafting system setup which actually lets you choose what specific mods you want and then attach them to your own personal charm. However, you can only add so many mods to this charm and you only get one set of choices per difficulty per character - so choose wisely!
Skill Books This one is a crowd favorite for sure! For starters, you should know that we have increased the skill cap to 30 skill points. We also have stat point requirements for each skill in the game - so casters will need a lot of energy to invest in their best skills...you get the idea. As a result, it is extremely difficult to actually invest the maximum number of skill points into a skill as the stat reqs for lvl 30 skills are extremely high. But don't despair: skill books take care of multiple issues. First, you only need a certain amount of skill points invested in the skill to use the book (and you need to be level 50). Then, you can bypass these high stat-reqs through the use of the books. This system has truly opened the door for character customization: dual-element builds are now not just novelties but actually viable, and dedicated builds, through the use of skill books, can achieve some truly outstanding feats.
Useful Stats This is perhaps the greatest thing we have been able to bring to Diablo II. Stat points now have meaning. You have to think when choosing which stats to invest in. You no longer will be able to simply dump every available stat point into vitality to get that life bulb nice and high...each and every point makes a difference in the final build of your character, what gear is available and what skills you can invest in.
I hope this helps you get things started. For some tips, check out the 'Strategies and Pointers' thread.
And finally, please let me personally welcome you to The AfterMath.
- Tarvalon
Common Questions Help! I can't log on! Alright, here is the surefire way to set things up to connect to AfterMath
1) Make sure you know your D2 cd keys. Completely uninstall Diablo 2.
2) ** WARNING - REGISTRY EDITING ** After you uninstall, press the windows key and enter regedit into the search box then press enter. Open the folder HKEY_CURRENT_USER/ SOFTWARE / If you can see a blizzard entertainment folder delete it. Then repeat the proccess in the HKEY_LOCAL_MACHINE directory. This will clean your system of any potentially dodgy battlenet configurations. It will also remove your registered graphics settings so after you intall LOD you will need to run the "video test" so it generates new graphics settings for you.
3) Install Diablo 2 from the Blizzard Store digital edition (create an account in the blizzard store, give them your cd keys, and you can download digital installations free). You can find the store here:
http://www.blizzard.com/store/details.xml?id=1100000474) Run D2 Vid Test.
5) Revert the version to LOD 1.10 by directly extracting the files into the D2 folder.
6) Directly extract the Aftermath files into the D2 folder.
7) Optional: Run D2ModSetup. Uninstall then reinstall.
8 ) Run AfterMathServer-Registry
9) Open BNetGatewayEditor and type in the correct IP.
10) Run game. exe and log into battlenet through the Aftermath server.
And of course, if this doesn't get you there, just come asking for help on the forums. We don't bite! (Many thanks to Moja for detailing this process)
How do I Craft (And Why Should I)? This is perhaps the single-most important paragraph you will read in this FAQ. If you take absolutely nothing else away from this, please remember just this: crafting is essential. Get used to it and learn to love it, as you will be doing a whole lot of it. Why? This is the best way to predict what mods you will be able to receive on your gear and make sure you have everything you need before you venture forth from town. The formula remains the same throughout the entire game:
1 Magic (Blue) Item + 1 Crafting Scroll + 1 Gem + 1 Ore = 1 Crafted Item.
However, the individual pieces will change based on your level. You can only use certain gem grades when you have achieved a high enough level to do so. They are as follows:
Chipped
Flawed - Level 11
Normal - Level 22
Flawless - Level 33
Perfect - Level 44
Brilliant - Level 55
Starstone - Level 66
Moonstone - Level 77
Celestial - Level 88
Uber - Level 99
The individual crafting scrolls and ore will depend on the gem grade you wish to use, as follows:
Chipped, Flawed, Normal - Ancient Magical Parchment - Bronze Ore
Flawless, Perfect, Brilliant - Ancient Magical Scroll - Silver Ore
Starstone, Moonstone, Celestial, Uber - Ancient Magical Tome - Gold Ore
Obviously, all of these materials are not free; they cost gold. Lots of gold. So get gold find gear, and then get more, and then get more. It will make your life so much easier. You can easily burn through 10's of millions of gold while crafting and I know people that burn through hundreds of millions of gold while crafting...every 11 levels. Achieving (near) perfect gear is no easy thing to do, but it it is well worth it in the long run. For a reference as to what mods to expect when crafting, please see this page (this is outdated, however, so a select number of these mods have been replaced by others. Also, keep in mind that you will receive additional random prefixes based on your clvl and the ilvl of the blue item.): Crafting Page I just got hit - but I swear I killed that thing! Hah! Gotcha! We have added monster counter-attacks to quite a few monsters in the game, and some are quite potent indeed. You will notice this right off the bat as fallen have a magic axe death-counter (meaning they cast magic axe when you kill them) and zombies have a nice poison cloud death-counter. Get used to these, they aren't going away, and be especially careful with attacks that generate a lot of hits (I'm looking at you frozen orb) as they both can and will generate an obscene number of on-hit monster counters that will bring you, and possibly your graphics card, to your knees.
Where is the cube? You will not find the cube in the Halls of the Dead any longer, as we felt that was simply too long to wait. Instead, you will find the cube in Act 1 underneath Tristram, I'll leave it to you to figure out where!
Where is NPC X? He isn't in town! A number of the Act-ending quest characters which need to be talked to in order to proceed to the next act have been moved. Out of town. In dangerous locations. We feel this adds a new element to gameplay as you don't just hop back into town and move onto the next act. Right off the bat, you will notice that Jerhyn is no longer in the Rogue Encampment. Here's a hint: He's locked up. You also will not find Meshif in Act 2 by the docks nor will you find Tyrael in Act 4. Getting to Tyrael is another mini-act unto itself now and provides one of the most memorable fights in the game. Hint #2: Finish the Izzy quest before you get to Tyrael to proceed into Act 5, you will regret it if you don't!
I just scoured the Plains of Despair...where is Izual? Great question! He has actually been doing some work getting ready for *you* while you trounced through the playground (read: Acts 1-3). Izual now resides in his temple, and is completely immune to all forms of damage. Further, there is only one way into Izual's Temple. First, you must defeat his guardians and collect their eyes. Then, you must cube the eyes together to get the key which will allow you access to Izual's Temple. Then, you must cast a spell using the power the key has granted you which will open a portal to Izual's Temple. But don't get rid of that key just yet! It provides a wonderful aura, which just so happens to be the counter to the defensive spells Izual has setup within his temple. Best of luck, you may need it!