Improved BG Spells
#1
Posted 21 March 2007 - 03:07 AM
Some of the spell look really nice if improve in such a way that it increase by level or something. It's not like level 50 spell which generate a program to upgrade the spell.
More like improving the spell as the level of the caster increase to make them more useful.
My opinion is that, there is too many new spell around that u cant get them into your spell book, why not improve on existing ones? I was think of making or suggesting a mod for this, however I like to see the response from other more experience modder and players, since I haven't been around BG mod for the last 3 years.
One of the storyline relating Elminister trigger this thought. One of he's book by Ed Greenwood have a scene where Elminister in a Carnival. In that carnival, he cast a super big fireball. For his level and power, it's logical. Our normal BG2 fireball level stop at certain level with the same radius throughout. The spell is generic and doesn't allow much control.
#2
Posted 21 March 2007 - 04:41 AM
Anyway. What you're saying is basically what Spell-50 claims to do. It doesn't matter if he wrote a program to create the mod or not, it still causes spells to improve past the normal caps. What you could do is write a mod that improved the spells *not* touched by Spell-50 in a similar manner (for instance, Delayed Blast Fireball), but duplicating the work already done would be pointless.
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#3
Posted 21 March 2007 - 04:49 AM
By the way, I heard that spell 50 is included in BP, that right?
Edited by Narm, 21 March 2007 - 05:23 AM.
#4
Posted 21 March 2007 - 05:41 AM
I don't know if it's possible to increase the effect area, but it's definitely an interesting concept. I'm at work now, so I can't check if there's an "area" entry in the spell editors somewhere - I'll do it later unless someone who knows posts before I can get to it.Like for example if I increase the radius for fireball at higher level, or making the two fireball, wont it be worthwhile for a mod like that. I basicallly dont know much about the spell rules. haha
It's not included in the Banter Pack. You mean Big Picture? I haven't used it, so I have no idea, sorry.By the way, I heard that spell 50 is included in BP, that right?
The Slithering Menace | Rupert the dye merchant | Lion Warrior kit | Werewarrior kit | The Portable Hole | Sarevok's True Power | High Level ABILITIES
#5
Posted 21 March 2007 - 05:45 AM
The reason with this spell idea is, its reportedly all over the forum that spell 50 and BGT cant work together, sigh.
#6
Posted 21 March 2007 - 08:02 AM
Creating new projectile will do it.I don't know if it's possible to increase the effect area
Retired from modding.
#7
Posted 21 March 2007 - 11:25 AM
In fact if changes being made involve visual changes you will probably need modified versions of most spells you wish to change.
I definately like the idea of spells growing more powerfull as you level up but my way of going about this would be to reduce the lower level versions rather than increasing the current version at high levels e.g When a mage can first cast Fireball it would only have a small radius (10ft or so) and this would increase to a max of 30ft over 20 lvls or whathaveyou. Area effect spells are probably not worth making any wider as at extremely high levels they would become more of a hindrance to allies than a bane of enemies...unless of course you wanted to give the mage a choice of which size area effect to cast (which is possible to do)!
#8
Posted 21 March 2007 - 12:46 PM
No.By the way, I heard that spell 50 is included in BP, that right?
The confusion is between Spell 50 and Level 50 ruleset, which is included in BP. Level 50 ruleset allows characters to go to level 50 instead of 40, nothing more.