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mongretops

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  1. okay guys, thanks for your attention! seems like the game engine makes it hard to fix that spellcasting/armor thing out. On another subject, is there a mod that balance out the two-handed weapon vs dual-wielding? it really seems to me (and i believe most people agree) that dual wielding just does a lot more damage than two handing, on pretty much any stage of the game, wouldnt there be a mod that at a third star to two handed proficiency to maybe add one more APR or something? or something that nerf dual wielding to the same damage as two handing?
  2. Okay, i will take a look at this mod, thanks! Oh... so for programmers this is way more complicated than it seems, because of the BG's round system. Can't someone adjust the round so that a round is acctualy 12 seconds instead of 6? and then adjust the time of all spells and APR to balance it out? just asking if it is possible, seems like too much work, but im just wondering if the possibility exist.
  3. Greetings! i ask in advance for forgiveness for any mistakes i might be making on this comment, or post, i just created an account on this website, and i dont even know how to do this, but basically i would like to drop an idea for the people working on tweaks antology. Personally, I dont like the idea that you cant cast arcane spells while wearing armor, it does not make any sense to me, mages should be using robes because robes make them better mages, not because they are restricted to it. Then i see that this tweaks anthology has this component called "Allow Arcane Spellcasting in Armor" with is one component in regards to that preference issue, but i dont think that this is a good way to solve the problem of casting arcane spells while wearing armor. You see, casting a spell, to have it miss, is wasting the spell, and if you are playing on high difficulty, with SCS installed, you cant just waste an important spell, say a imprisonment on a powerfull unit that is about to kill your party, just because you are wearing armor, basically this makes the component not even an option for me, because i dont think you can affort do completelly waste a spell, plus it is a frustrating experience to miss spells all the time, you never realise that dream of being a "knight spellcaster". Instead, if you guys would be kind to change it from miscast chance based on armor, to increase casting time of spells, so that the spell is not wasted, but rather delayed, that would make it so that arcane casting and armor is a viable combination in my oppinion, preferably increase the time by flat time instead of percentages, because otherwise, with a percentage in time, say for example, 100% more cast time while wearing armor, wouldnt make much difference on spells like magic missile that have a cast time of one, but would make spells of big cast time nearly impossible to cast, instead i would really like if you could simply add a number on the total cast time of the spell, say 0 for no armor/robe, 2 for leather, 3 for mail and 4 for plate, basically, a negative Robe of Vecna. For example; Arcane Missile: base cast time of 1, with plate 4 (from 0.6 seconds to 3 seconds) Time Stop: base cast time of 9, with plate 13 (from 5.4 seconds to 7.8 seconds) I would even like to apply this armor restriction to clerics as well in my games. And of course, if you guys really like this idea, change the game so that some enemy creatures benefit from this, turn a few fights against guys that are simply fighters in armor, to fighter-mages, to make it a little interesting. Sorry if someone already gave this idea.
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