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DavidW

Gibberlings
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Posts posted by DavidW

  1. 1 hour ago, Jarno Mikkola said:

    1. Like said yes.

    2. No, it will be a spell that the "items user will cast". Just like every potion under the sun.

    3... The Breath Weapons saves and dex checks are the same thing, from 2nd ed to 5th ed. Ususally the breath weapons do half damage cause the other is non savable... and it's almost never a Xd6, cause it's actually Xd3+Xd3 save-able. Look for fireball(spwi304.spl).

    2: distinguish 'spell' in the engine sense from 'spell in the in-game sense.

    3: not true in either 2nd or 3rd edition. (Also, the Xd3+Xd3 thing isn't true on EE - there's a save-for-half flag instead.)

  2. The breach spell description is probably getting corrupted when SCS 5900 is installed. What I'm interested in is why. I'd very much like to see its description immediately *before* SCS 5900 is installed. Could you uninstall just 5900, then see what it is? I don't just mean 'is it corrupt?', I mean the exact description.

  3. At what point? When version 32 released, about a year ago (or 18 months ago for the playtest version). 

    As for why: there were three design principles driving the redesign of the install system for v32.

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    1) Move difficulty-related choices out of the install process and into the game wherever possible, for the reason Fouinto gives (you can change the difficulty on-the-fly rather than having to do a lengthy reinstall). This wasn't possible until EE and ToBEx allowed the hardcoded increased-damage feature of the difficulty slider to be disabled.

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    2) When the readme flagged a choice of components as 'not recommended', move the option to choose it anyway out of the main install process and into the ini or the fine-tune-difficulty system, so as to make sure people who don't follow the recommendation know what they are doing and aren't just getting a non-recommended choice by accident. (And so I can make clearer to people which issues are bugs that I will try to fix, and which are 'use at own risk' consequences of exotic install choices.)

    For instance:

    - I have long recommended that users install the SCS spell-system changes, because those changes are assumed by the AI and not using them leads to behavioral glitches in enemy spellcasting. So in v32 they are installed by default (but can all be deactivated via the ini, if someone knows that they are going against the recommendation and wants to do it anyway).

    - I have long advised against giving HLAs to every 18th-level wizard in SoA, but I still used to get complaints that it was unfairly difficult. Now you can still do it, but it's a 'legacy of Bhaal' difficulty, accessible (unless you're playing on LoB) only via the fine-tune-difficulty dialog.

    Quote

    3) simplify where possible: as Jarno says, the install process had got a bit unmanageable. (But this is relatively minor compared to (1) and (2) ).

    I don't think there are any install choices available in v30 that aren't still available in v33, but the default options, given to non-power-users who don't make use of fine-grained customization, are more streamlined and offer less chance of a problematic install. I appreciate your feedback, but it seems to be very much the minority view, so this is unlikely to be reverted.

    A couple of minor points:

    - it was never the case that changes as specific as the Guarded Compound staircase locking were called out explicitly in the install process. (That particular change came in v32 and was to avoid various reported glitches, but the lich in the Crooked Crane has been doing it since SCSII was in beta).

    - I have always had the view that if you don't read the readme, it's your own lookout. That said, the installer's description of 'Initialise AI components' could probably be more explicit that the initialisation includes spellsystem tweaks.

  4. I’m not sure I understand the question. Angel’s diagnosis of the incompatibility is correct, but it’s not really something SCS can fix.

    (My own implementation of the Lanthorn quest doesn’t have this problem, but that’s a quite different Quest in any case.)

  5. I'm wondering if this is a language-dependent issue. The weirdness originates in the SCS component that dynamically generates descriptions for antimagic spells, and that component relies on search-and-replace moves that aren't always robust on language change. Unfortunately that's very hard for me to sort out, as I don't speak German. I would be interested if it can be reproduced, in a non-English language, on a clean install of SCS.

  6. On 7/9/2020 at 9:55 AM, Nathan82 said:

    No they only used melee attacks. I remember one of them had a gas attack in IWD but wasnt sure if it was carried over. Neither type of beetle had any special ability or anything, only melee attack option.

    OK. Try removing the file cdibombb.spl from your override and see if that removes the crashes.

  7. I don't really know. The price aTweaks pays for deciding to be installed after SCS and reliant on its structure is that it would need to be updated any time SCS itself updates. And unfortunately it's no longer maintained, so that's not happened. I can't allow for it on my side and I'm not willing to accept the design constraint of permanently conforming to the assumptions about SCS's structure that aTweaks makes, especially since I don't actually know what they are. Somebody would have to go through its code carefully and see just what assumptions it's making and where.

  8. I don't know for certain. But aTweaks makes quite specific allowances for SCS's fiend-summoning structure, and that structure in turn changed quite drastically when v32 was released. So there is a realistic chance of serious bugs... but I don't know if there actually are any.

  9. I see the case for this. But I don't feel confident it's unequivocally a bug or mistake, which makes me reluctant to change it. 

    (I also think it's good for the occasional creature to be vulnerable to Greater Deathblow - otherwise why take it? - but I agree that the Drakes aren't the ones I'd choose in my own mod.)

    Maybe I'll compromise and tweak this in SCS's version of Improved Abazigal.

  10. 14 hours ago, subtledoctor said:

    No. SCS makes separate versions of the fiend-summons for enemy mages, who do not need ProEvil. Even if I add the ProEvil requirement for death knights, SCS will have no way if knowing the make the enemy-only version without that requirement. Then SCS casters will be torn apart by their own summons... which would be funny for a few seconds, but unsatisfying overall. 

    I don't *think* I edit SUMMON_DEATH_KNIGHT (or the Death Knight script) on an SR install. I think I just use the baseline resource.

     

  11. On an earlier bug you reported:

    Could you put the attached folder in your BGT game folder, make a copy of setup-stratagems.exe called setup-dw_387_audit.exe, and run setup-dw_387_audit.exe and install its one component? (It won't affect your install or show up in your WEIDU.log, it's just a research tool). It'll take a couple of minutes to run, probably, and when it's done there should be a file called 387_log.txt in the folder weidu_external/data/dw_387_log . Open it in a text editor and copy-paste its contents into a post.

    (This is guarding against situations where some spell/item tries to use the ToBEx Set Stat opcode (318) with an old (value <387) stat, which is what caused some of the crashes I think you reported earlier. That shouldn't happen on SCS, and doesn't on a clean install, but interactions with other mods may be leading to edge cases.)

    dw_387_audit.zip

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