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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Against a wizard that casts lightning balls and other 4th spell level sorties, especially with SCS... you are far more likely to gain entrance if you go and get a dwarf that regens, and a bard, a necromancer and a fighter/thief and then make a mess out of the wizard.. Ouh, yeah, and install my mod and you can have endless supply of spells... with your own set timer of them coming back, not just some lousy cantrips. But let's not go to whose mod is best, if power hog -used. F/T at FAI, who ? Cause Montaron is in the Lion's Way with Xzar, the first map outside the Candlekeep. Nevermind, back to original topic.
  2. Unless you got the patient of a saint, that ain't going to happen... you do realize that a level 1 mage only has a 1 level 1 spell to utilize, at caster level 1. Yes, specialists will have 2... but then you'll loose other things. Yes, the mages are good, but they grow so much stronger after a few level ups. That you ain't going to get if you start with a mage. Yes, Imoen can be used to carry you a bit, but you also need to utilize your melee ability even as a mage, and that's scary.
  3. Just get a newer Near Infinity. Easy. This was fixed like ages ago.
  4. Nope, you don't, you can use the T... other protocol and have fun with that. It works well in the recular(non-EE) BG2 too.
  5. Regular rangers backstabbing... well I could partially see it. They should get a HLA that gives them a bonus damage multiplier for example, in addition to the x2 they would have at some point, just like the Stalker could probably use one.. .. if they already don't have too high one. Maybe appliable on level 25.
  6. This mod was programmed for the non-EE version of the game. It probably just needs a few updates. EDIY: Correction, lots of updates.
  7. Which exact weapon ? Basically, was it flagged as silver and cold_iron in Near Infinity ? And did it actually have a +3 in the enhancement ? The different weapons in the game... will disappoint you in different ways. Yeah, and the creature can also be resistant to all cold_steel flagged or silver weapons. You will be a horrible being for that, but who gives a &¤%#% what a horrible things you do.
  8. Still, import is not the same as creating the character... because you are not selecting the start spells. Hiding spells with the new system has this effect, you can't select the hidden spells. Traditionally the NRD cannot be at that list. Because of Wild Mages. Yes, you can create a Wild mages without it, but the whole class is basically that spell alone. Cheesy yes, but it has it's own good and bad sides... you shouldn't ban the whole kit because of that. Unless you come up with a better concept for a wild mage. And even then the best policy is allow it to be be a choice of custom or traditional Wild Mage.
  9. v Sorry, but how an FALSE dawn can lower a Drow immunity ? They might not have ever seen a real one, but in a cave ... it's hard to get a illustration of the real thing. Now Sun Ray on the other hand would be a real candidate. But can that actually be made ? Yeah, you need to patch all the drow .cre files to have a unique target variable, and even then it can get difficult.
  10. Well yes, the point you make is that the heat is not the only thing that matters, but also how it's transfered in the material(s). (here on Earth)An open flame is not hot enough to usually instantly burn things, and the material(wood) has it's own heat transfer rate which actually makes the surface material burn(making the black marks, process which takes a lot of heat and actually makes the heat transfer even worse), while the inner core will take a lot more time to heat up to have the potential of burning and fabricating heat. Of course we do not actually know the worldly conditions(Standard conditions for temperature and pressure) of the Toril, so not knowing those, you can kind of throw the standard rules of thermal dynamics to the trash bin. Which is probably a good idea anyways as the alchemy is magic based. Where the above is physical chemistry(aka we actually know things).
  11. I know rational consistency is rarely considered, but bathing a wooden stick in magical fire is mocking reality just a bit too much, no? Sorry, but nope.
  12. Actually 32 per icon, minus a few(2)... but you also have a 255 red by 255 green by 255 blue by 255 shade palette under that, which makes the color choises, erhm remarkable plenty. So not just 256 colors, but about 4 billion colors. Yep. This is because the the palette is the compressing color element of the .bam file. The EET already has one, at least I think it does, the BG2EE one, and with the v1.4 update, you can customize it as you like.
  13. The icon stuff would be so much easier if the game would have only 16 colors.
  14. Sorry, but making such a change is as troublesome as it is to make it use the ADD_SPELL ... eventually at least. And what comes to EE compatibility, worry about that when the times comes to in, and do now what you have already done, release, and fix the fuckups you have, later. And sorry, but the reality is, that if there's no update after v4 in 5 years, there's a reason for it, it's that Demi is brain dead. That's why there is v3.1 now, the v3 was a f&%¤d, so the v3.1 is less so. It's not that hard to update the mod if you just have a working example of it in the ups. But if you aren't going to make the v4, there isn't ever going to be a v4.1 . Yeah, you might wish the v4 is the end of it all... but it won't likely to be. And if you look at the SR forum, it looks very much as if the v4 was live, without the download forum thread, not potentially there in the next few years. The top 5 pinned topic threads are, "New Divine Spells for v4", "New Arcane Spells for v4", "Feedback", and "SRv4", the last is about compatibility, not in that order... while the v4 isn't out: WHY ?
  15. No. Actually adding spells that way allows them to be easier to identify, so the SCS would benefit from it... after it was updated of course to account the change.
  16. So what ? Well, the only thing that's going to do is to suspend the mod from use in the new EE games, just like it does with the betas now, if it does. Are you saying that a mod maker CAN'T make a non-EE BG2 updates to mods now ? Besides, if it has taken 3 years from the last official release... how much tinkering is it going to take before the next is going to get online ? At this pace, it's unlikely to get online before it's too late anyways. No matter what the hell you do. By the by, the ADD_SPELL thing has been there for years already... and they counted it out from v4 at a stage last year...
  17. And you could push those back to v5 and release that next week if you make the crucial thing by then, and if not, you still have a v4 in the mean time.
  18. Then you could consider making an official release out of the thing... if you really think this way. It's not likely that the v4 to be any worse than v4 beta 13 april 2015. And you have a numberious way to make small and easy updates. But no. You have to release a mod every... quarter century, right ?
  19. Actually it's modifies movement, not just imp-air-ment... as it also protects from haste. So smell that. Well, it does so in the original game. Cause it protects from the opcode itself. So you can justify the change to also protect from teleportation this way if you wish.
  20. Maybe if you take more than the last one down, the number of protections goes to the upper limit so you end up with 255 additional protections. Or what ever the cap is... one can use multiple types of secondary types that protect the lower ones. Over all it's bad for sectype sets, but it's up to the mod maker to make the choice.
  21. How is this doable? The old secondary type that the vampire weapon removes trick(with a new type), should work fine.
  22. I believe you can make a list of areas marked as outside, using that make a list of their area scripts.. k, more like use the same list, make a sctipt extension where if the party tries to rest Nyyber comes and says "Ouh, bugger off ?" Or just use the script action 321, after resting in the rest script so that it disallows resting in the same area more that ones in say 24 hours(the restoration of the flag can be set via the area script with using a global and a gloabal timer, duh, as re-entring the area when the timer has expired shall fix it). I would presume the SCS does this to the start dungeon after the first rest.
  23. Hmm, wouldn't it be a lot more simple to edit the .2da tables just a little bit and not use as many of those spells ? :devlook: :devlook: That's what the monsters did too... Edit: And surprice... I am with Demi on the prebuff+resting part of the dungeonering... The DM would never allow such, or well, they would just set the dragon attack during the rest, and you would dream a good sleep of sweet death.
  24. Aka, @Avenger: Is there any other alternative ? Or something to have a middle ground ? Aka, have the happy.2da set the count to -200, and then add to that a dialog options that make the creature calm down or enrage, which ends up after a while to the character auto leaving the group.
  25. Or you could just be a bit web nerdy and make sure you won't ... by selecting all the text and CTRL + C for ones in your life. And you'll never loose a thing again, as it's easy to get it back with CTRL + V.
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