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Fiann of the Silver Hand

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Posts posted by Fiann of the Silver Hand

  1. The biggest issue is getting the AI to use any hugely divergent spell like that. Personally, I think it's a good idea (I'm implementing it myself), but without a massive AI rewrite (vanilla, SCS, and simding0's at a minimum), it's just too unbalancing in favor of the player.

  2. Anything relying on friendly fire as a balance is really only a hindrance to the AI. A player can target with infinitely more precision than any enemy he faces, virtually nullifying friendly fire as a legitimate detriment.

  3. I would like to propose at this time that the various *Revision mods might be hosted at a place like GitHub, where the blatantly uncontroversial corrections can be uploaded for all to continue testing with. These mods are constantly in flux, and as such, are much better suited to this schema than individual PMs and biannual updates.

  4. Long ago, some of the global changes were included in the main component, so the .itm files had stuff like "Remove Cleric Weapon Restrictions from Multi-Classed Clerics" pre-installed.

     

    That makes sense. As much as I like religiously documenting changes, I also don't want a 1000 page log to consult between builds. I think I'm leaning towards two distinct tp2s: one as the big required main component with no options, then a separate tp2 with all the optional stuff.

  5. The point is that they're not really "cast" in the normal sense, and it's simply inconsistent for them to be interruptable. Also, there are many scripts where triggers/sequencers aren't there to replicate pre-battle prep. I don't think Ahrimal is complaining about the ones that do so, but the ones that fire when, for example, an AI mage has run out of stoneskins or spell protections somewhere during the battle.

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