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Awachi

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Posts posted by Awachi

  1. Skirmishers would start out faster due to armor choices. Not all CREs would give the same "engagement" penalty, and some will ignore it completely. I'm glad you brought this up, because a trait/ability like "slipstreaming" (?) could be available to appropriate classes. 

    @doc:  thank you, this is manifested only on the "try to implement" worksheet while I learn to code in the less controversial/radical/stupid stuff. 

  2. I like getting to the original problem, which I alluded to in another question, namely the complete lack of (what is usually known as) melee engagement, tiny battle maps, inability to physically block most CREs, and the absurdity of missile weapons in bg (zero obstacles, shooting into melee without restrictions, etc). I'm just looking for a way to redress it without onion layers of protection. 

    I've been thinking of giving every (combatable) CRE a small aura that reduces movement speed. 

  3. I just realized (from a friend) that if you can't tolerate -- much less enjoy -- BG's convoluted interpretation of magic combat, you're most likely not going to want to play at all.  Barring masochistic solo runs and/or extreme cheese, you pretty much have to have an arcane caster by the end of BG1 and certainly for BG2.  You can't even offload this from Charname's responsibility, as party NPC scripts are even worse at spell use than even the most elaborate of enemy AI.

  4. I'm not necessarily requesting you do it, but I figure you're one to most likely know if it's possible:

    For the hair/skin/etc color selections, can the selection be a large static box, and Left and Right arrows used to scroll the entire palette under it? 

    What's the etiquette on tagging? @lefreut just in case the following discussion about BD's forums buries this. 

  5. I'll be damned if being wrong once (or more) will stop me trying to contribute.

    BG2 and BG2EE.  AR0406.  There's a guard (Actor 13 using GUARD1.CRE) that is assigned the Specifics script GUARD1A.BCS.  This moves him out of the way when Lehtinan gives Charname permission to the back rooms.  However, there is no check once he's moved, so he stays active(?).

    This is what the code could/should be (with new lines commented):

    IF
    	Global("Backroom","GLOBAL",1)
    	Allegiance(Myself,NEUTRAL)
    	Global("f4imoved","LOCALS",0)	//	new
    THEN
    	RESPONSE #100
    		MoveToPoint([1320.1507])
    		SetGlobal("f4imoved","LOCALS",1)	//	new
    END

     

  6. I got ahead of myself after seeing the first few of any particular resource tending to match.

    7 hours ago, jmerry said:

    there are more missiles in BGEE than BG2EE, because of SoD stuff, and those (new in 2.6) missiles got numbers at the end. I have to read the IDS instead

    This is not what I wanted to hear. So if I make a mod for bgee, it won't work on bgee+sod? 

  7. There are quite a few of these almost-but-not-quite-FP issues.  Didn't the og Tweakpack have a specific category exactly for that?  Basically coming down to "yes, it'd be smart, consistent, and implement-able, but we can't interview the original devs to see if they meant it this way".

    1 hour ago, DavidW said:

    That sounds like a good change but I struggle to justify it as a bugfix.

    I'd love to see arguments for why not, too.  Is there even an opposition party in this election?

  8. The narrower the focus, the more profound the change. 

    Treating TotSC and ToB as optional is really liberating. 

    Definitely leaning towards piecemeal release. I'm positive I'll burn out if I make a trilogy-spanning mod my goal. 

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