Katzapult: i´ll just update this thread:
this mod makes the game a lot easier. Swalzibar anounced that there will be some nerfs to rebalance the game and make it harder again. But if i remember correctly, this was in July. So it seems to take some time until these changes will be made.
Is it possible to make the game any harder after installing the mod? Maybe if you use the editor? Is this a difficult task or is there an easy way to make some quick changes?
Apparently the best way to make the game harder is to set the AI to use 2 attacks per turn, instead of limiting it to 1. I actually don't get why they didn't do this in the first place (and balance the game around that), as it always feels like I'm cheating by being able to fire more often than the enemy.
I say "apparently" because I haven't tried this, although I have heard there is a mod that does it. Unfortunately I don't recall what it's called or where it is.
In theory it shouldn't be that hard to mod in the editor - from looking at the text files just now (which you get when you "save as source" from the editor), the AI routines are all located in data/ai, and the files to edit are gumbo_<charName>.gumbo.ai, e.g. "gumbo_adept.gumbo.ai".
Most of them should have something near the top of the file like this:
{number, MAX_ATTACKS, 1}
Simply change the 1 to a 2 (or a 3 if you want to go nuts) and it should hopefully work.
Note that some of them already have this set to 3 - leave those alone as they're boss AIs, you don't want to make them easier. Also you'd probably want to leave the matrix-related AIs alone, or change them a different way (depending on whether you want the matrix to become more annoying or not).
Of course you can also go nuts and edit other stuff in the AI here - weapon types used (AOE vs direct), etc.
Hope this helps - and hope it works the way I think it does, as it's possible you may need to do more than just up the number of attacks. There's a doc about the scripting language used for the AI here: SRHK_Data\StreamingAssets\ContentPacks\shadowrun_core_data\ai\gumbo_doc.gumbo.bytes. Despite the AI files in this dir being ".bytes" they're actually text files. Also some of these might need to be edited too, since I believe they form the "base" AI files (they might be used directly by some characters).
Now that you've made me think of this, I might mess with this myself and see how it goes - when I feel like playing HK again that is.
IMPORTANT NOTE: I believe no mods or UGC actually have their own AI files - they just reuse the ones from the base campaign (HongKong) or from shadowrun_core. So AFAIK you'll have to edit those directly, unless you want to have to go through and edit every single campaign/mod instead (which will take more effort).