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Some thoughts / remarks concerning DSotSC


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#1 Sven1982

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Posted 15 August 2005 - 07:58 AM

1/ Quite a good job, taking the mod as a whole it was very entertaining.

2/ There are some minor bugs though:
a/ DSC002, but I've already mentioned this in another thread
b/ Conchobhair's equipment:
* His sword doesn't give a AC bonus (as stated), while his helmet does give an AC bonus (not stated)
* It's stated his sword can only be used by Conchobhair, while I can equip it (Paladin / Dragonslayer)
c/ Dh'arlo'me Robe: Eventhough it's stated in the item description that it's a Mage Robe, all classes can wear it, I find that strange.
d/ The dog from that shadow elf (please don't ask me to type his name :P) remains on the maps when you leave them... So at this moment I have this dog on the campfire map, in beregost, in the smithy of beregost, in the beregost temple map... you get the picture ;)

3/ I enjoyed all of the extra quests (eventhough some of the NPC that join you in those quests are quite overpowered (esp that shadowelf... I equipped him with his own scimitar and Belm and I can assure you he took out entire maps on his own... and that is without his dog... which is even more overpowered than the shadow elf himself :P))
There is however 1 BIG exception... and that is the last one... I mean, come on... I had to plow through dozen maps (without any added value...) The first time you come against a Duergar fighter and it tells me my corpse will rot in the mines I'm like 'bring it on sucker...' But after the 65th time, I'm about to bash my mouse straight through my head from frustration. Also I'm kinda disappointed in the sloppy programming (all the Nashkel mine and Cloakwood mine maps have the guard at the beginning of the map saying: "so you're the bunch of troublemakers...") I have no real problem with the recurring areas, but the fact that there are only 5 kinds of enemies (Duergar Miner, Duergar Fighter, Duergar Mage, Duergar Priest, ?Black Talon Elite? (very few, but guess it's to show that there is drow involvement in the problems of the Sword Coast) and some occasional Drow Warrior) on a dozen of maps, without any advancement to the storyline makes me kinda sad... Why not just cut 3/4th of those useless dungeon dwelling, kill everything you see, maps? It would save the player a load of frustration and would make the package to download smaller...
Another problem that would be solved by decreasing the number of useless dungeons would be the huge amount of gc you make in this quest... If you actually stockpile all equipment you find and then sell it, you make half a million gold coins :P
I would suggest 1 or 2 dungeons with duergar fighters/miners/clerics/mages before tagging up with the dwarf NPC, and then another 2 or 3 areas with drow before you come up to the final battle (which is quite awesome btw :))

4/ In your readme file are some mistakes:
a/ The Dark One: you just have to kill him, there are no 6 bottles on his corpse
b/ The citadel quest: The Morninglord of Lathander will not go to the temple east of the FAI, but in the temple east of Beregost.

My 2 cents :)

#2 Sir BillyBob

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Posted 15 August 2005 - 02:19 PM

Conchobhair's equipment
Dh'arlo'me Robe
The citadel quest

Noted.

The rest of it, I didn't make this mod, I only converted it to BGT. I have no intention of rebuilding it just to make some people happy. It wouldn't be the same mod as the original (how old is this mod now?). Nuf said.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#3 Red Carnelian

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Posted 16 August 2005 - 08:20 AM

Conchobhair's equipment
Dh'arlo'me Robe
The citadel quest


Conchobhair's sword should have a script associated with it called DSTEST. In the version for BG1 I made sure that it worked and fixed the damage effect and also remove the armor bonus and reduced the THACO down to 2. That script should penalise anyone else who trys to handle it. Whilst equipped it should periodically cast aura of protection on Conch.

Cuch's dog has a claw with a + 6 thaco. Whether that's a good thing against the level drain I really can't tell but I think its worth reducing. Cuchs's sword was geared to kill undead outright with a 20-30% chance. Again far to much. I reduced it in the BG1 version to 5%.

That problem with the dog being in different areas. I had that problem when I reinstalled the game and tried playing from a save game. GAM file problem perhaps.

#4 Sir BillyBob

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Posted 16 August 2005 - 01:11 PM

The dog/wolf has been a problem since the original game. There is a script for the dog that checks to see if Cuchy is still with the group. If he isn't, the dog disappears from the area. So it may take you a few seconds on each area to clear him out. He should not be there later the next time you appear. This was one thing I did fix from the original.

Any time you make an item that is only for one person, you run into problems. The ITM file can be tailored to match the person's stats. However, if a stat changes (reads a book of wisdom or such), the person can't use the item anymore. I had looked into the DSTEST script or something like it that the original had and didn't use it, but I don't remember why now. There were several scripts in the BG1 version that didn't convert correctly to the BG2 engine. Jet's mace would always hit her for 3 points instead of only undead. I had to use different scripts to get it working.

The dog is overpowered, the NPCs are somewhat overpowered, the items are overpowered. That was all part of the original game. I have stepped down many items to make them more inlined with the game. I will not change areas, characters, or plots. If you don't like them, don't install the mod, or go make your own version. I cannot justify changing someone else's mod (TeamBG) because the areas are repeated or whatever. It is no longer DSotSC at that point.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website