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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Again PnP, DnD ... 2e, 3e, 3.5e, 4e, 5e, 984e, none of them apply, we are stuck with the Infinity Engine, not a source book with alleged things, but this: (the damage types resistances are after the saves...) Sometimes it's hard to take you guys seriously when it's like you talk about rule books which actually have no concerns but to be thrown about. Now then, conjuration is summoning forth an object, and in the case of Acid arrow, it's got nothing to do with the element of acid, but the creation of an object that has the capacity to damage the target with acid. Fireball is good invocation spell cause it's about bringing forth an object from the plane of fire that can damage the surroundings. And holding it steady until it's ready to serve a purpose. See delayed fireball. More magic, more control, more invocation.
  2. I don't remember the details... but there was supposed to be at least one mod that added the death animations to the magic ice/fire ... I would say it was the Spell Pack, but I am quite sure I am mistaken or something, but I never saw it in action, so I ... forgot.
  3. And what type of damage would the magic missile then use ? There's only so many damage types and so the game needs to respect those boundaries, yes, we could make the necromantic spells use the magical cold -damage, if we add the death animation for it, but ... that's going to be sticky subject as most other mods do not have that determination set in them that the generally accepted fact is that this type of damage is represented by that division of magic.
  4. I second this! Is there any possibility for unified Infinity engine THE ENGINETM? So we have some new stable grounds to build from... How would they know this ? As a fact. And by the by, your support here is as likely to be heard in as a fart from Venus.. I feel it's time to poke someone ! And the last reason to not port things is kinda bad, download size limit..
  5. Sorry to take this totally off topic, but I'll accept a week ban if I must, for it, as to me it's worth it. This... is symptomatic to a free dictionary, one that anyone can post on, the fact that the Baldur's Gate: Enhanced Edition (2012) uses the "Infinity EngineTM" has not been established ! I believe that the Beamdog had to recreate the engine from their own stuff and thus have the source code fully available for them, which then allows them to use a various of the old resources but also to create new. Making the last part of the wiki article a total lie.
  6. The original post doesn't mention it, but am I correct if I will still assume that the IWDEE uses the BG2 opcode base ? So if I use a opcode 261 in IWDEE, it's the same as in BG2, and not the one in IWD1 ?
  7. Nope. By average it is, but we are not talking about average but a dice that has 14 sides that all have equal chance of being landed to, so 1 is as possible as the 14 unlike in the 1d10+2, and so you know, the game rules have an exception that allows you to gain full 10 out of every 1d10 if you like by setting the Difficulty to Easy, and 2/3's of max if it's less than hardcore. Cause the system is rigged.
  8. Well, which changes would you split... cause some of the stuff can't be, really should you know.
  9. Well, just like sorcerer kits in BG2 you can't make a direct kit selectable from the character creation, but you can make a fighter kit that turns it into a Monk that then has a unique kit. It's simple really.
  10. Maybe it should have the crossbow feature with quick attack and then it sets the movement rate to zero for a bit... after all the character could be swinging the axe before they reach the max throw distance. Or not exactly as fast as the xbow, but faster than it is now.
  11. Could be that the image doesn't get the item bonuses... AND IT SHOULDN'T EITHER ! Edwin has too many already anyways.
  12. It can. Efreeti is not summoned, he's gated, thus he cannot be banished. You can envision summoning vs gating something like: summon is created from "nothing", i.e. a spellcaster conjurs a creature just like he can conjure an Acid Arrow gated aren't "created", they live somewhere else (i.e. Hell, Elemental Plane of whatever) and caster "calls" for their aid. Looking at spell description per Efreeti: "The gated genie is immune to Death Spell" . According to the realms lore that I have... NO ! Summons are called from the same plane, while the Gated are called from another plane... so summons should not be able to be banished, while the gated should be. Of course any other unsummon spell works well on the summon spells as well they are usually just slain with Death Spells etc. Ouh, by the by, when ever a demon or devil is killed, it's banished from the realm(that is the Prime Material Plane) for 100 years or so. That is unless you go and call for them specifically, with a name and so on, which in turn gives you special power over them as you can banish them with near a though .. that is if they are still in the realm of your influence, usually a sanctified shrine or the like. Yep, if you are attacked and the shrine gets disturbed, well then you are in a lot of trouble. This is why the game has the original Death Spell, the Abi-..d Wilting has the same effect. And why the 1st level Protection From Evil spell protects from the Demons and Devils etc. with blindness. Well technically Invisibility. So you are just saying that you reinvented the Death Spell ? WTF ?!?
  13. This is totally wrong, there's a very good reason to use poison, it's not to kill them though, it's to disable them, and thus make a demand for additional support that not directed at the source of attack, military strategy. AKA, you kill 3 people, they have 3 less soldiers, but you poison 3 and they actually loose 9 ... 2 to carry each one that was poisoned. But the game has to have a rule set that removes the inreallife aspects. The fire arrows... yeah, they could be used as fear spreaders... but the way they are used in the game, the distance of travel is less than the what every bow could flung the arrows to. As you can throw axes accurately as far.
  14. No. It will be used approx 100 times in BG2+ToB. Still, comparing that figure to the PfMW...
  15. So in short we must make sure that the AI get the best treatment from both ends... Well no. The likelihood that the enemy will use the spell is really low in the original place, so setting the power to not mass kill legions of powerful creatures(alone) should probably be the primary objective.
  16. So there's no such things as mineral acids... :whistle:
  17. No, it didn't. Which version of the spell are we talking about ? I bet there's one that has it, and another that doesn't... we have about 5 editions of the PnP rulesets, and they have subsets ... so arguing if it did or didn't doesn't work here, as the game engine is the more important fact, and that the game has 6 elements, two of which won't work if there's no death animations, so the rest are; Fire, Ice, Electricity, and Acid. The original game has Protection From Acid -green scroll, as it does have one for Fire, Ice and Electricity as well. That's all I'll care. The VANILLA BG1 doesn't have the spell.
  18. Usually it's expected that you install everything from a clean install. Now finishing the game and playing a beta mods is sometimes viewed as the very opposite things... but as a real beta tester, you ...ould know.
  19. Sure. It would look even worse however, since sprites attempt to move even if MS=0, so it looks as if they're sliding on ice. I can't believe that out of all SR modifications, Charm has the most posts about it. And Freedom of Movement -spells and effects(Free Action) would not allow you to set this. Take example of a Monk. The other effects have same like weaknesses.. unless you really work at it, you will likely just do bad things, mostly.
  20. Well, whatever other uses do you would have for the Non-lethal damage that reduce the enemy's HP's so they go unconscious... so you can later kill them. Without the others around to interfere, when they are dead already... or sneaking around the corner targeting your mage, although they never saw him, they know where he is. We were talking about the code, not about the quotes... whahahhahahha. Too obvious joke ... be only sorry that you didn't see it that way.
  21. 1. The racial Charisma penalty is more or less there, as the regular Paladin needs the 17 minimum, it's not something that you would usually do... but I think the ToBEx has this covered. 2. Erhm, not to my knowledge ... but you can try to go around this by applying targeted bonuses to the characters attacks vs. the specific species. 3. Well, you can make a spell that replaces the used item with a magical.... but there's like a 1000 item mods that have different items, do you wish to make the mod account for all of them, individually ? You might be better off by just giving the ability to create a temporary throw-able hammer that get's better when you gain levels.
  22. Yeah, and we are talking about a 1st level spell here... having it turn the battle like it does in the given example with a relatively well defended cleric battle is totally OP vs stunning the said cleric for a short time, where the skeletons can still kill the player. Whelm is too magic missile like, while the Random Action... could work, but ... it boils down to the types of actions that are used. The d8 table: 1, can't be done. 2, aka berserk. 3, aka spook. 4, no, you don't want to gather all that stuff up. And what if the enemy has an immunity/min-hp-ring ? Let's pick that up yey. 5, aka command spell anyone ? 6, new idea... 7, fun yeah, but how could you code that stuff up ? :whahahahahahhahahahahaa: 8, ...berserk.
  23. Well, no, it's not possible. The fun thing with the +2 HPs, the original Barbarian has that exact bonus coded in the kit, even though it says that it get's d12 HPs. The Enhanced Edition has the file the two additional tables just for this operation.
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