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phordicus

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Everything posted by phordicus

  1. It came from 1e, where they had the same immunity. I don't know their real world mythology enough to say why 1e had it. 2e screwed up a lot of things like this (ogre magi are in a similar circumstance). Rakshasas weren't just a show-up-and-fight-now-here's-all-their-stats enemy. They were masters of illusion, spending sometimes years to gain control of whatever it is they wanted: political influence, economic strength, oneupmanship on a rival rakshasa, etc). If you were fighting one in combat, it was only at the end of intense investigation. So for how you could change a defining c
  2. The Forgotten Realms cosmology and magic paradigm are more to blame. It's shit. Between 1e and 2e, TSR wanted to dump Gygax and Greyhawk, so they latched onto Greenwood and his Forgettable Realms. Nothing there should be dug too deeply into. You're doing the right thing.
  3. (from another unreleased mod readme): Another lovely concept in 1st edition that got obliterated into imbecility in 2e. Originally, MR was the % to block a spell BASED ON A CASTER LEVEL OF 11. MR was adjusted +/- 5% if the caster was higher or lower than 11; for example, a creature with 50% MR would have an effective MR of 75% against spells from a 6th level mage, and no MR at all against a mage of level 21 or higher. Naturally, a bungle of this enormity greatly changes the balance of power in BG. The worst part is, all of those previously manageable MR creatures like drow are now so
  4. Meant to suggest this a long time ago. We've made Negative Plane Protection protect from all undead special attacks (except mummy disease and ghast stench) like shadow's STR drain and ghoul's paralyze. We had to alter their attack items and do some CastSpellOnHit stuff but that's certainly within the parameters of IR+SR.
  5. can you recolor, give another sound, and vastly speed up the cone of cold anim?
  6. there's just not enough ways to specifically affect a mage. could treat FM as a non-silence Silence; no spell casting for 1-3 rounds? automatic unsummoning of his summons? randomly lost buff? 100% chance of wild magic on his next spell?
  7. has ToBEx given anything related to adjusting Caster Level? letting feeblemind reduce the target's casting level would be appropriate, perhaps.
  8. is there any way to make breach into a temporary effect, i.e. disable stoneskin/pfmw/etc for x rounds instead of completely doing away with it? probably not.
  9. wouldn't it be easier to start working in some Creature Revisions as a recommended but optional component? it seems it'd be better to provide immunities at the source instead of stacking EFFs across multiple spells.
  10. i know it's magic and all, but the two fire shields should cancel each other out. sometimes you just gotta make a managerial decision and go with what makes sense.
  11. i have yet to see any mod site/forum with as much downtime as bwl. you're right; it's not a big deal but only because no one really gives a shit whether it's up or down or not outside of that page. the first thing you should've done is posted that the site was down and an expectation for when it'd be back up. you're quick to do damage control, though. it is not for you to judge the importance of community property. learn to read. ----------- oh, the irony.
  12. at least mirror that page somewhere. the prefixes are vital to modders. it also looks like the BG mod community is run out of some 3rd world country. this one isn't absolutely current as my own recently acquired prefix of FU is not shown. Prefix Project Registration date Status Comments B0 Projet NeoBG 22. 10. 2004 OK BA World Transition Project 22. 10. 2004 OK Global TIS file naming registration for Baldur's Gate BP The Big Picture 06. 01. 2006 OK DC The Dragon's Call Unknown OK Prefix for areas E3 Fade Romance 22. 10. 2004 OK FA Fragile Alliance U
  13. http://forums.blackwyrmlair.net/ should probably mirror it or just put it on a new host.
  14. mmm. traditionally fire is a way to clear spider webs. what do you think of fire shield including immunity to web? would benefit efreeti and other fire creatures.
  15. i always imagined cloudkill as a combination of chemical damage (which is more what a contact poison is) + suffocation. i suppose different backgrounds lead to these different interpretations as i would have never thought to make spiders immune to cloudkill!
  16. for sure. immune to cold = immune to effects resulting from cold
  17. i didn't mean ignore it entirely, but PnP presumes an immediate and infallible arbiter of inconsistencies. here we're dealing with fixed solutions to fixed obstacles. as an example, in some PnP contexts the Inquisitor kit is no more and perhaps less powerful than a Cavalier, but within BG2 where True Sight and a 2x level Dispel Magic can solve virtually any encounter with mages combined with immunities to two of the most common and powerful attack effects, the Inq is without question more powerful. since "common sense" was his only other argument i just wanted to discourage over-reliance on
  18. PnP rules (relevant to BG) are notoriously arbitrary and inconsistent. there's a 2nd level spell that counts as a full night's rest including refreshed spells. in BG2 this is a Wish/9th/epic level spell. i'm not sure "PnP says so" is good argument for coding something into a computer game.
  19. i'm disinclined to put much time into testing because i suspect there will be a noticeable ~hiccup~ when enough AI's get in sync spawning and checking the multiple observers -- or will they? one observer isn't enough; no idea what BP does unless it just averages the position of the PCs and targets the observer/ground; not what i had in mind.
  20. without hundreds of lines of AI code, enemy wizards will never be as precise with unfriendly AoE as the player is. i can target a shielded enemy mage with a fireball and get their cleric and a few guys in melee with the blast and leave my own guys unharmed besides some singed eyebrows. the AI will never do that. aesthetically, AI-friendly AoE looks bad but if you're playing this game for accurate renderings of actions then my pity for you is unending (and RPGs aren't really your genre). i consider it a small price to pay rather than eliminating an entire range of extremely useful and commo
  21. on an only marginally-related note, i wonder if it wouldn't be better to just make some NPC-only AoE spells that are (their) party-friendly. i'd love it if the bad guys could use Cone of Cold or Fireball without range and ally-proximity checks.
  22. i haven't tested all of these but to me they aren't immersion breaking and have helped out my (enemy) clerics & druids: iron/stoneskin for druids isn't just the non-arcane version for non-mages; it's a literal transformation of flesh via natural magicks and as such, along with barkskin, is not subject to breach. two versions of cleric/druid casting times: all casting times are 1 regardless of level -- or -- all castings are uninterruptable. the former i have no problem with either RP or mechanic-wise as it's easy for me to imagine divine power being more of a "hey god help me" r
  23. meh. turning clerics into mages so they can solo vs the party? radical, at best. better encounter design is the solution and quite out of purview here.
  24. let's just do this IF !GlobalTimerNotExpired("skillXP","GLOBAL") THEN RESPONSE #100 SetGlobalTimer("skillXP","GLOBAL",3600) AddExperienceParty(25000) END now you can just assume all the things you think should provide XP do so. You could even substitute a Hotkey check for the timer and any time you think "Hey, I just used a skill! WHERE'S MY XP??!!?" you could get your well-deserved XP with the touch of a button. yay.
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