Jump to content

bradinmemph

Members
  • Posts

    102
  • Joined

  • Last visited

Posts posted by bradinmemph

  1.  

     

    @brandinmemph, the 3rd lvl Animate Dead no longer summon the Skeletal Warrior but "only" Greater Skeletons. The SW summon was freaking OP for a 3rd lvl spell slot, and even for a 6th lvl spell slot it is still extremely competitive (just compare it side to side with an Air/Fire/Earth Elemental and you'll see what I'm talking about).

    ohh no no no complaint... i totally agree skeletal warrior is beyond the scope of animate dead..

     

     

    just wanted to make sure i hadnt actually lost my freaking mind..

     

     

    btw for anyone how do i get around the 24 spells at sorcerer learn spells of X lvl screen at lvl up??

     

    i know i could hidespl.2da or set the [pick for me scheama to customize via that 2da file but there has t o be some sort of tobex thingy for EE mods..

    right?? or a more elegant solution...

  2.  

    This EE stuff is ridiculous. Screwing not just one random animation, but two in a row?

    Right, or you could use creatures that were actually originally designed to be combat creatures and have none of the crashes. Think, it's not illegal.

    Besides, you can always supply your own animation resources and in EE, you don't even need to modify the .exe to use them...

     

    +1

  3. bad news Bats Ctd in bg2ee

     

    ToB at least

     

     

    others all work fine

     

     

    admitedly losing bats for tob isnt huge ..

     

    but still...

     

    Im dl'ing fresh bg2ee will install newest sr build and nothing else and test Soa and Tob

     

    but so far not looking good for bats rats..cats or hats... in As1

     

     

    also animal growth I know ive mentioned this before...

     

    but either the summoned critters need to be associated to fighter class..

     

    or just give a 50% hp bonus ,dble norm damage.....+ top ac.. and ...specials for the top tier AS spells....,for the bearsvi-vii chance to "maul "under animal growth.. or increased chance ..

    giant snake +animal growth chance to crush...(its not venomous or there'd be a posion save )so must be constrictor... ...

  4. yup yup though i was picturing monty python and the holy grail.. (what can i say im old LOL) but yeah same thing.. LOL

     

    on an aside note ive actually had the "let him do it himself he'll get more expereince that way"conversation with my counterpart.. when doing arcitc satt comm and training newbies...or as christopher titus says "wait wait.... this should be good"(stands back watches)

     

     

    anyways the bats loook great

  5. So, a bit of a feedback on those druid thingies:

     

    - color of Obscuring Mist is fixed, looks really nice;

    yup

     

    - both bats (which is expected), PCs (which is debatable) and NPCs (which is good) seem to be unaffected by Obscuring Mist, hostile creatures are affected as usual;

    - bats are like rats but cooler, Obscuring Mist combo will have more weight with OM affecting PCs though;

    yuppers

     

     

    - bats currently have unarmed "fist" weapon that can be switched to and, obviously, applies no disease on attack;

    - regular disease-on-hit works fine (and wears off after some time as it should), but I still think that for bats it should be replaced with spook-like effect (or it should be added on top of that, maybe with some bonus to saving throw, and no, it won't be overpowered, since those bats have hard time hitting anything at all, and even low-level creatures are making their saves like there's no tomorrow);

    id make disease on hit added too spook not instead.. of .. and sure give a save.. but no need to add a bonus.. heck the chance of bat hitting isnt great.. and anything they are likely to hit..is probably not terribly overpowered...

    so disease and sppok effects yeah give em both give it a save vr poison/disease.. but no need to fudge the save with a bonus to roll

     

     

    - I'm not sure if that Swarm ability works (that, or I can't grasp how it's supposed to): bat misses\hits charname on 10\11 roll both alone and with additional bats around, and still can roll 1 or 2 on attack even while in group. Is it supposed to positively affect the chance of higher attack rolls?

     

    yeah im not getting swarm effect but that could just be me not seeing it..

     

  6. so did timer on magic stone ever get changed to 240? i did it for own game based on the 255+= timing error.. for the opcode...

     

    240 gives 4 turns instead of 5 but its better than magic stone dying in 2-4 rounds..

     

    sppr106.spl

    looks unchanged still at 300 duration which = 3 seconds rlt in bgee with the opcode time error..

    240 durr gives me a nice min or 2 rlt..

     

    testing newest build right now..on clean bgee bg2ee install(beamsoft) has got to be wondering why im re downloading the game 8 times a day LOL

  7. horror and fire trap or snares .. works well as combo too... snares if you have the advantage of retreat and re engage... or on the fly.. fire trap behind em and then horror... ..as they run right into traps/snares

  8. sorry to be the harbinger of doom demi but .. you wanted beta testing and Im really good at running into "features" glad the AS1 CtD on 2EE isnt me only LOL

     

    "bats would work..." insects.. ??? would be cool too vorpal bunnies!!?"its just a harmless bunny..." "look at the bones!!""killer squirrells??

  9.  

    subtledoctor..

    "Demi I don't remember if Imade this clear in whatever other discussion came up about these spells... but I hate to lose one of the three fiend-summoning spells. Is there no way to keep it? Maybe collapse Djinni and Efreet into one spell? I don't even know what the difference between them is, as far as tactics, but I know there is a greater and more interesting difference between them and Cacofiend."

     

     

    +1^2 LOL i totally agree would like to keep the fiend summons

     

    also re the spell shield fix

    since its being worked out in thread for geg.. is it going to appear soon on a rebuild of SR?

    djinni is majour air elem and efreet fire elem..

     

    id like to keep both of those if poss

     

     

     

    and demi still testing As1 and the others.. so far other than as1 failing critically CtD in SoA and ToB for bg2ee all looks good other wise

  10.  

    inBG2EE SOA with fresh and imported druids AS1 fails critcally fails as in CTD .. as2-6 work great..

    ???:wallbash:

     

    I cannot find any error within ASI files...

     

    hey if the words war dog is there instead of wolves *re AS 4 for druids desc* and SoA and ToB As1 doesnmt work.. that really isnt too bad gonna wipe and do fresh install bg2ee and sr only to re test the as1 ctd error

  11. more errors

     

    inBG2EE SOA with fresh and imported druids AS1 fails critcally fails as in CTD .. as2-6 work great..

     

    ohh and in AS3 under special attack,.. pack: for each war dog within 10 ft ..etc..+1 thaco..blah blah"

     

    umm those are wolves not war dogs:)

    just a typo in the desc

     

    but as 1-4 work fine in BGEE now so thats something positive:P

  12. okay i thought so 60 sec turn yup yup 4 turns would be a good compromise.. .. much better than 5 rds.. i just edited sppr106 from 300 to 240 secs and it works

     

    thank you subtle....

  13.  

     

    On a side note, Magic Fang and Animal Growth are not supposed to be used for ASI.

     

     

    lol no id use em for AS IV-VII though

     

    The current animals do not get any hit point from their CON values. I have to assign them a PC class to make the stat work. That means the next build will see much tougher animals, especially mid-high lvl ones.

     

     

    i didnt think they did 1) i think they defiently should gain hp as part of being animal growthed..... thats part of what animal growth is..about..still think you should consider the no entangle for AS-VII as very legitamate size argumentsa can be made about animal growth infulenced ASV-VII creatures falling nicely into huge'gigantic.. *see my earlier comment and maths regarding polar and cave bear sizes...i speak as someone who worked for parks can for several yrs when i left silly valley to do arctic and sub arctic satt comm .. in places with more polar bears than people.( churchill ..baffin etc.......)...* now if the extra HP for animal growth happens as a function of class being assigned to animal and then con boost kicks in fine....fine.. or maybe just make it a straight number based as a 50% increase to the usual max HP for a non animal growthed creature...

    8 hp normal ..= +4 hp when animal growthed..=12 hp

    20 hp normal = + 10 hp or 30 hp total animal growthed etc...

     

     

    but what i actually was refereing to /meant was for a normal AS spell make the creatures summoned have normal max hp..

     

    so if ASII summons 2 HD creatures.. at least give em 16 hp a peice this would increase durability a bit..

     

    and then if under animal growthed (say you lost your mind and wanted to AG a bunch of 2 Hd creatures,.. give em a 50% boos to hp for Ag or 16 hp for 2 hd under normal circumstances.. and 24 hp total or 16+50%(8hp) when AG

     

    The current state of AS spells is just a first draft. I'm waiting for more feedback to understand how to refine them. That includes an eventual change of the amount of summoned creatures. The caster level at which you get more of them too.

     

    also ad a HP buff to the animal growth not just a con /str bonus...

    The CON bonus will translate into 20-40 additional hit points (and even a small regen rate for bears) once I fix the above "issue".

     

     

     

    sounds cool hope what i said makes sense

  14. AS could stand to be slightly buffed ..but as everyone is eager to point out not supposed to be as powerful as MS ..though personally id buff the AS slightly increasing the summons number or instilling a built in max HP buff when animal summoned hps=max ..something to make em slightly durable

     

    also ad a HP buff to the animal growth not just a con /str bonus...

  15.  

    stones disappearing after few rounds, can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...

    Works fine for me.

    same as kreso they disapear after few rounds .. no where close to 5 turns

    Ehm...Kreso actually said they work FINE for him. :rolleyes: I'm starting to fear another EE-related issue...

     

    lol lost in the cascade.. but yeah in ee they last about 5 rounds instead of 5 turns

  16.  

    stones disappearing after few rounds, can anyone reproduce it and help me track the issue? I couldn't find any error within the spell files...

    Works fine for me.

     

    same as demi they disapear after few rounds .. no where close to 5 turns

  17.  

    yeah i saw the dup numbering for first issue.. but havent played with the spell shield and thanks man sorry to play crash test dummy.. ill sit tight til you upload a fixd build btw any plans for mon sums 4-9 in next builds love to know what your thinking for that

    You are really unlucky man. Every build had its problems but not so annoying and persistent. That damn Spell Shield fix is giving troubles since like the last 3 builds.

     

    Anyway, you'll probably see a first draft of MSI-IX spells within the next build. I'll post more infos soon.

     

    @geg_Ma3gau, I'll let you know, but it depends more on Crevs than me. Sorry.

    and cool cool re MSX spells

×
×
  • Create New...