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Jarno Mikkola

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Everything posted by Jarno Mikkola

  1. Well, which changes would you split... cause some of the stuff can't be, really should you know.
  2. 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.
  3. 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.
  4. Could be that the image doesn't get the item bonuses... AND IT SHOULDN'T EITHER ! Edwin has too many already anyways.
  5. 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 ?!?
  6. 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.
  7. No. It will be used approx 100 times in BG2+ToB. Still, comparing that figure to the PfMW...
  8. 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.
  9. So there's no such things as mineral acids... :whistle:
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Dire Charm should allow the player use the creature as he sees fit, regular charm should either just stop the charmed creature from attacking(and/or moving), or attack friendly target at sight range(but no other movement, except attack, and definitely no ordering by player).
  18. Well, that component should be fine if installed after everything else... or you could just cheat in the XP with the Console: CLUAConsole:SetCurrentXP("yxy") Where the yxy is the amount for that char when it's under the game pointer. Ha, didn't get ninjaed, even if I was tried to be.
  19. Yes. How ? There's a possibility to pause the install process(in BWS) at any time you want to (so do so after the BWS has extracted the mods), and then remove the old files and extract the beta files, the file names need to be named as they would be in the current version(though I don't think you need to do this with Demivrgvs's mods), so do the renaming, and once everything is set up as if it were in the old, unpause and let the install process continue. Yeah, erhm, you can't actually install BWP, as that's the BiG World Project... the BWInstall.bat install and BWS(.vbs tool) installs are a bit different, people usually mean BWS when referring to the BWP and I am hoping that's the case here with you. Also if there's any added or removed components, you might need to change the BWS install settings or quote out the component name header from the beta mod so it's installed as a part of another component. There's all sorts of possible of trouble coming from using beta mods and so know that using them is done with your own discretion. Or ask the resident Imp. Ouh, never mind.
  20. Well, because the game disallows the use of both to the player, the AI that does not cheat (SCS) cannot use it either ! And by that, I'll just Ctrl + Y your char...
  21. Well, if you want to use the mod betas, then yeah, but if you want to actually play a large install without beta mods, then no, the choice is really up to you.
  22. Nothing in that order is so flawed that if you only install those and the Generalized Biffing that you would need BWS to do it... it's best to make this install manually.
  23. Hmm, I am not that sure about that, it could set to a higher value with the set DR, and a barbarian could set his resistance to even a higher value for the short duration. But the main point is, that if the warrior hasn't picked every one of the resistance increasing items, he could specialize with the HLA, just like the ones that pick the whirlwind attack, or they could rely on their armor and other things WHICH won't stack with the HLA.
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