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About polytope

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  1. Bumping this topic, it's of interest to me. I do use OR() a lot in my scripts to see when a caster should attempt True Sight, dispel etc. you're saying that it's faster to check in separate blocks whether Player1 is STATE_IMPROVEDINVISIBILITY, Player1 is STATE_MIRRORIMAGE, and so forth for each potential target? I have noticed script related slowdowns on a map I was working on with 5 mages, 10 archers and 10 warriors. The mages when spawned together via console on a separate map didn't cause such problems, and their scripts are ~3400 lines each. Experimentally, I replaced them in
  2. Of course it isn't, why would it be? Chaotic Commands protect from mind control; conceptually, psionic powers originate from the mind but don't necessarily affect it, detonate blows up solid things. Same applies to the amulet. Protection from Magic Energy will block the damage from Detonate (...it's another spell that does more than it should, much like Chaotic Commands). Stoneskin or Mirror Image will absorb Ballistic Attacks, which are usually even more of a threat.
  3. David, I've found a few more if you're planning on updating soon: The precast druidic Iron Skins (DWSP506.spl) is still flagged as a spell rather than combat protection (on classic, anyway). I mentioned in another thread the issue with giant spiders launching multiple web tangles per round, I forgot to note that phase spiders can teleport multiple times per round due to the same bug (much less troublesome though). The more aggressive AI for Invokers (flinging AoE damage spells without regard for their own safety) increases their threat level but also has some unintended conse
  4. Incidentally, the Icharyd buff-expiration thing also happens with vampires summoned by Limited Wish, which sets the time to midnight. I like Angel's idea of teleporting the party to a cloned "night map" and back instead, which is simple enough to do (editing the TIS to give the "starry void" effect is not). Further findings from my playthrough, in no particular order: Necromancers (can spot them even without a editor, they have no illusionary prebuffs) use minor sequencers with Blindness (not sure if they also have spell sequencers with Imp Invisibility). Mages can turn invisi
  5. I've been very busy at work for the past two weeks but I've found some time to play and consider the feedback. Well, @Salk I will just say that I avoided using opcode 226 in favor of 220 because certain nonmagical abilities are flagged as "Combat Protections", Hardiness and Greater Evasion for instance (those are also considered alteration magic in vanilla, my mod changes that); incidentally, this means they can be removed by Breach, but then it's the prerogative of Breach to make a creature easier to hit, whereas Dispel Magic really should be incapable of negating protections that are
  6. Thanks, with my modification it caps for both caster and recipient at level 36, I also experimented with +/-7% per level difference (as an average of vanilla game 5% above ,10% below) but found it was still too poor at removing buffs of a higher level target, too overwhelming against lower level foes (fine for dispelling harmful magic on your own team though, which I guess is the only point of Dispel Magic versus Remove Magic). A breakpoint of 7th circle spells was chosen because this is the tier where archmages part ways with bards, and as I mentioned, where seemingly redundant spells
  7. I will, but it might take me a while because so much of my earlier work has been lost with my old hard drive (backed some of it up on USB stick, but not enough) for now I must just emphasize what other posters have already discovered do not use the troll component on Enhanced Edition. (In my defence, EE hadn't touched the troll-death mechanic when I released Polytweak all those years ago)
  8. Following the other recent threads about nerfs of the Inquisitor relative to the mage and dependency on Spell Immunity: Abjuration in SCS to keep protections active, I had the thought to post my own view about the overwhelming effect of Dispel Magic on gameplay and a modification of my own that I made a while ago, but it was part of my much larger mod which is now mostly lost and mostly incompatible with EE. Even with the fixes implemented by ToBEx, and later EE it's still a fool's game to throw Remove Magics at buffed spellcasters who are even slightly higher level than the party, becaus
  9. Ah, there is definitely a problem with Giant Spider scripting now that I look closely. They lack this block: IF StateCheck(Myself,STATE_PANIC) THEN RESPONSE #100 RandomWalkContinuous() END Which most SCS enemies have at the top of their script to prevent them from using abilities while panicked. More importantly, the implementation of their ranged web spell like ability doesn't have a proper timer or count on number of uses: IF OR(2) Global("DMWW_spider_difficulty","GLOBAL",0) GlobalGT("DMWW_spider_difficulty","GLOBAL",2) OR(2) DifficultyGT(EASY) GlobalGT("DMWW_sp
  10. I never suggested you did, the fact that CC can be recast in combat is to the player's advantage though, rather than the AI's. True, but fighters are more item-dependent, so it's difficult to make enemy fighters level-appropriate in power without providing a surfeit of loot (and many in the vanilla game are useless anyway, as you know, 9 in every stat, no proficiency in the weapons they use etc.). I used to play sorcerers but not so much with SCS anymore as I find them simply too powerful (fine for Improved Anvil though, which I've recently tried out, and I feel the same way ab
  11. I can see where you're coming from re arcane power but I think the nerf to inquisitor dispel is about right (12th level inquisitor having a 50% shot to dispel 18th level mages seems neither weak nor broken). Inquisitors are also not the only class who have a chance to dispel enemy casters, bards can too, (and SCS adds scroll of the more convenient party-friendly Remove Magic for Haer). Even single class mages can have some luck with RM provided you're playing with a party of four or less, rather than six. Hmmm, I mostly agree. Timestop: Should have a reduced duration for anyone e
  12. It's always been the case that creatures suffering magical fear or morale failure will occasionally swing at you if you get close enough. It might be more noticeable with SCS because they are more often hasted (potion or spell) which gives an initiative bonus, and makes the attack more likely to resolve while they are fleeing.
  13. You're right, I was confusing myself, of course I can't do that anymore. The demiliches no longer try to use Trap the Soul! Not even on vulnerable targets. Just tested and they behave like a regular lich (but much more resilient) also a Horrid Wilting that was saved against for half did 102 damage (which is obviously impossible on a plain 10d8) so can confirm Insane difficulty still doubles it. It's true that the variables in your scripts prevent mages from using more than a certain level appropriate number of 9th circle spells, but they now have the sorcerer-esque ability to choo
  14. Now that I think about it, there's very little that can be done about mage HLAs occupying separate slots to other 9th level spells, since in the latest versions your selection of casters using HLAs is determined on the fly, in game and adjusted for difficulty rather than at install time i.e. If a mage has only HLAs memorized for 9th level but the difficulty setting is too low for them to use HLAs then they will simply be without any 9th level spells... What I will try for my own game is not to install the HLA component, but instead copy the references from the HLA choice 2DAs to the spell
  15. Most mages of level 18+ have far too many 9th level spells, up to 8 for a 25th level lich. I suspect the HLA for mages component assumes "Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells" is installed. A side effect of this is that every high level mage (except perhaps invokers) seems to have a gate to Dark Planetar memorized, but most won't cast it unless you're playing on insane, feels weird though. Incidentally, the component to disable difficulty based damage increases doesn't appear to work on classic BG2; enemies definitely still
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