Hehh, life is mean... prepare to see your ex-girlfriend as crazy lamb obsessed elven assassinI'm sure I spotted it first though, as it was my default female avatar since I learned abut BG2 custom portraits



Posted 17 September 2003 - 10:56 AM
Hehh, life is mean... prepare to see your ex-girlfriend as crazy lamb obsessed elven assassinI'm sure I spotted it first though, as it was my default female avatar since I learned abut BG2 custom portraits
Posted 17 September 2003 - 11:49 AM
Posted 17 September 2003 - 12:28 PM
Just to eventually find out that it is already used by Grombula the chaotic good half-orc Pig-farmer MOD...I think I've found an adequate portrait substitute...but I won't post it untill v3.00 is out
Posted 17 September 2003 - 12:41 PM
Posted 17 September 2003 - 01:51 PM
If you would have a party like that, what would you try to get that Lanthorn without alarming the Vampires? Remember, Bodhi has no idea about the theft, and she is truly a superhuman being with an INT score higher than 20 and dozens of various undead creatures at her disposal.I'm pretty sure that three cunning Thieves, a Sorceress, and a Priest of Cyric and a relatively bright Barbarian could think of some way to take the Lanthorn from the bloodsuckers.
Better give this credit to Wes Weimer, he is the man that made this bloodsucker an (almost) unstoppable killing-machine..Also, Bodhi is only as powerful as she is because Bioware made her character that way.
Posted 17 September 2003 - 03:33 PM
Perhaps they wanted to save their strenght for teh PC and his group.If you would have a party like that, what would you try to get that Lanthorn without alarming the Vampires?
Remember, Bodhi has no idea about the theft, and she is truly a superhuman being with an INT score higher than 20 and dozens of various undead creatures at her disposal.
Better give this credit to Wes Weimer, he is the man that made this bloodsucker an (almost) unstoppable killing-machine.
Posted 17 September 2003 - 11:40 PM
Posted 30 September 2003 - 10:31 AM
Posted 30 September 2003 - 12:27 PM
In one of the earlier versions of your mod, you increased the damage score of Bounty Hunter traps significantly as one levels up (up to 16D6 if I'm correct). Now, I say this is a terrible thing to do for two reasons.
1.: they shouldn't get normal (innate) abilities as powerful as a HLA ability. This will make the HLA Spike Trap (20D6) almost useless - who would waste a point in ST if dozen ALMOST equally powerful traps are already available
aVENGER, please keep in mind, that Bounty Hunters are not a kit for KILLING enemies, they are for capturing them or make them unable to fight.
So please, think on this and change those trap damage in the next edition of the mod.
Posted 30 September 2003 - 01:30 PM
Well, this is a STRONG point, but still, I'll throw in my thoughts, just for fun then...now seriously, I don't think I'll be revising the BH or the other kits anytime soon (too stressing) and I definitively won't do much work on my mod in the next week or so
And this is something I wish to complete in my revision - a new set of traps for the thief class/kits. Right now, I'm facing several difficulties in this effort (see Help forum topics), but I'll try nonetheless.Well, I originally had some completely different plans for the BH Special Snares
And thieves can reach lvl 21 in later-mid SoA. With some mods installed, of course.they are only 8d6 at level 21
Umm..this seems interesting.. spcl411 at lvl.21 looks a bit different in my game:Regular Thief Snares at level 21: (SPCL411)
3d8 x 5(missile) + 1d6 x 20(piercing) = 35-240 damage (no save)...bug!?
Slays target of the Fighter class (save vs death at +4 to avoid)
But making them stunned, slowed and mazed IS a considerable bonus.That would be a valid argument...if capturing or permanently disabling enemies was a viable option in BG2. Sadly, it's not
Just the thing I WOULD like to do... if I had ToEE in my hands.. but it is on its way now!*runs off to play more ToEE*
Posted 30 September 2003 - 02:27 PM
Posted 30 September 2003 - 04:35 PM
And thieves can reach lvl 21 in later-mid SoA. With some mods installed, of course.
Umm..this seems interesting.. spcl411 at lvl.21 looks a bit different in my game:
-slays fighters (save vs. death at 0)
-3D8+5 missile damage (no save)
-20 poison damage (no save)
This counts as 28-49 damage in total. Where did you get those parameters??
And if you take a look at things after this has been corrected, it is obvious that the new BH traps are WAY overpowered compared to the normal thief traps
And once again: a BH is NOT a "killer" kit, it is a tactical supporting kit and should be left as it is (giving them T.Shot is OK). At least this is my opinion.
Instead of increasing BHs trap damage to such values, it would be more interesting to use those negative effects cumulative in all BH traps. Slow + damage first (lvl1), later damage +Paralyzing for ...seconds THEN slow for ...seconds(lvl16), at level 21: damage and Maze first, then Paralysation, then slow. I hope you understand this babble
But making them stunned, slowed and mazed IS a considerable bonus.
Just the thing I WOULD like to do... if I had ToEE in my hands.. but it is on its way now!
Posted 30 September 2003 - 10:45 PM
Agreed. But still, the end damage value at lvl 40 is high. Too high for a trap that aims to take creatures out of combat without killing them. And no matter what we are saying, BHs aren't meant to be killers, there are assassins for that purpose. I only suggest that we (and you of courseNo they are not, at least not on level 21. A regular Thief Snare deals 28-49 damage and has a chance of slaying a Fighter class enemy. The BH Snare deals 8-48 damage and mazes the enemy. That's pretty close IMO.
Agreed again, but there is your addition, the T.Shot. A great add-on, I must say.And I already said that I agree on that one, but it was Bioware who choose to turn him into a trap setting machine, probably because BG2 has so much lethal combat. I decided to follow their lead in lack of an official guide (the BH kit has no notable special abilities in PnP except being able to use any weapon).
Yes, that is my goal. About Maze: I think I will change that to something else (see one of your comments on this one - it cannot be dealt with, since its duration depends on the victims INT score). Another solution is to start the Paralysation effect very soon after the Maze, so it will still last after one escapes the Maze. The other effects will follow each other however. All the effects will have a reduced duration (2-5 round) and some of them will require saving throws. The timers can by synched by creating each effect as a "new" spell (this will take care of 'duration') that kicks in ('cast spell') after the first one expires (this one can be done by the 'delayed' parameter).So you want to make the different effects act after each other i.e. when Stun expires Slow kicks in afterwards
Posted 01 October 2003 - 11:46 PM
I'm wanted... wanted.. DEAD or ALIVE...And once again: a BH is NOT a "killer" kit, it is a tactical supporting kit and should be left as it is
Ever forward, my darling wind...
Posted 03 October 2003 - 02:26 PM
I have a new question however: I would like to create a Toxin Trap for thieves as a HLA, but I'm facing a problem I cannot come over with. I would like to use the original Exploding Trap animation, but change the explosions color to green, and add a short cloud effect (like Stinking Cloud) after the trap hes been activated. The problem is that I cannot change the spell animation, sonce I cannot identify 2Unknown value of 269" (or something like that ). This is the animation the trap is using. Could you help me in this one? Any ideas how to implement this effect?
Posted 07 October 2003 - 08:05 AM
Posted 08 October 2003 - 10:52 AM
Posted 08 October 2003 - 11:44 PM
Posted 17 October 2003 - 06:19 PM
Posted 20 October 2003 - 12:13 AM
BTW, Littz my fellow coder, you'll be happy to know that I've got the hang of SET_2DA_ENTRY
Ever forward, my darling wind...