[Poll] BGT-WeiDU Spawn Systems
#22
Posted 28 March 2008 - 07:47 AM
#23
Posted 28 March 2008 - 07:55 AM
I like the leveled type spawns where the monsters are leveled to the character but the problem with it seems to me to be the size of the party. When I use tutu style spawns in my game me and Immy don't have much trouble getting Jaheira and Khalid, Montaron and Zar but after the party increases in size the spawns don't seem to so the encounters get to be too easy. It would be nice if the difficulty of the monsters (ie: monster level/power) were increased per party size as well as the total number spawning. I wouldn't care for a spawnless game because that would seem fairly unrealistic to me. The way to gain levels and loot/equipment when you're low level is the random monster spawns. The maximum spawn level of the monsters is also somewhat unrealistic. A group of 10th level toons in a heavily modded BG1 portion of a BGT game still run into Xvarts and Kobolds? Now that's silly. A random table of some sort to adjust the type power and number of monsters scaled to the level & number of party members would IMHO be fantastic. That way those who like to keep as small a party as possible and those who like a LOT of help/friends along would both get challenging encounters, including the deactivation of spawns would be ok as an option for those that just like to stroll and sight see
We are on the same line ... it's exactly the spawn system i'd like to see. I begin working on monsters/level/random,etc tables ... soon, as soon as i get the confirm about areas :-)
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#24
Posted 28 March 2008 - 11:18 AM
Well, it's the same list as far as I can see, than this. So my quess would be that it's correct.soon, as soon as i get the confirm about areas :-)
mm75
Questening a few things got me thinking, are the random encounters in BG1 so random, as for me, they are more area based than just random. So, it would be good that the encounters were build so that they have some kind of structure that prevents the 5 dragons and a swarm of vampires running you out from the Beregosts road.
So remember, we don't want to make the same kind of mistake the Oblivion was made to, we don't want level scaling!
Deactivated account. The user today is known as The Imp.
#25
Posted 28 March 2008 - 12:20 PM
Questening a few things got me thinking, are the random encounters in BG1 so random, as for me, they are more area based than just random. So, it would be good that the encounters were build so that they have some kind of structure that prevents the 5 dragons and a swarm of vampires running you out from the Beregosts road.
So remember, we don't want to make the same kind of mistake the Oblivion was made to, we don't want level scaling!
Yep ... that's what i'd like to do. Random but with sense. If u read my previous posts u also notice that i'd like to have different spawn by day and by night. Any areas should have its kind of monsters. Example, in the forest near BG there won't be any winter wolves ... or in a forest u won't find a "guard" or gnolls. Anyway i'd like to have lot of different monsters/encounters per Area, so that any game would be different and enjoable. Here the "pre-generated" encounters i was speaking before could be really enjoable and cool to keep the longevity of the game :-)
Just my 2 cents,
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#26
Posted 28 March 2008 - 02:10 PM
Should be modifiable using the Tutu system. Yes.I hope today i can do some work, ascension do u have a name list of "your" areas? (i mean BGT areas) so that i can give full details for each area.
Anyway i remember i posted a reply here but it seems ... it didn't show up. I just added this: is it possible to add within the random encounters some "fixed" encounters also? This fixed ones should have let's say 5% chance of spawning (just an example: a group of bandits looking for you with a leader). From here another question: in the case i face 1 of those fixed encounter, is there any chance to force them spawning again? (let's say they killed me, i'd like to face them again).
Just another thought :-)
mm75
Link to BGT map list is a pinned thread: http://www.shsforums...showtopic=23374.
I think the original BG was capped at around level 8 or something? That probably explains why scaling has a limit. The Tutu system compensates in some cases by changing the type of monster spawned and definitely the number up to a certain point. As for number of party members, I don't think there is a way for the engine to do that, unfortunately. If you work with mm75, I'm sure you'll come up with a great spawn system.A random table of some sort to adjust the type power and number of monsters scaled to the level & number of party members would IMHO be fantastic.
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Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#27
Posted 28 March 2008 - 03:59 PM
Can't you use some code like this:As for number of party members, I don't think there is a way for the engine to do that
IF (player1) THEN RESPONSE #100 CreateCreature("zzz",[yyy.www],t) //n.1 END IF (Player2) THEN RESPONSE #100 CreateCreature("zzz",[yyy.www],t) //n.2 CreateCreature("zzz",[yyy.www],t) //n.3 END ... IF (Player6) THEN RESPONSE #100 CreateCreature("zzz",[yyy.www],t) //n.21 CreateCreature("zzz",[yyy.www],t) //n.22 ENDAs the playerX should give positive resault if there's in a member in the party, and negative if it doesn't exist. Yes, I know that it might not work, as I have no idea how the coding actually works.
Deactivated account. The user today is known as The Imp.
#28
Posted 28 March 2008 - 10:00 PM
Anyway, contrive your spawn system so that it does scale based on # people in party and then we'll see what we can do about the scripting.
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#30
Posted 02 April 2008 - 11:03 PM
I'd like to have some feedbacks if possible both from modders & users please ...
1) The number and type of spawn cre should be based on:
1a) Total level of your party members (modders: is that possible? Is there any way to have a variable containing the total levels of party?)
1b) Level of MAIN character
2) I'd like also to implement a "nice" spawn system between "areas" ... i mean, the encounters u find moving between one area & another. The game is using a different spawn system there. @modders: is it possible to "use" a similar spawn system also for those encounters? I'd like to implement the chance of spawing some "fixed" encounters there.
3) Ascension64: spawn system within dungeons. Can i also implement that on any Bg1 area?
4) I will work an ANY BG1 area (for now at least) so the spawn system should be playable for all BG1 areas.
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#31
Posted 03 April 2008 - 02:32 AM
Yes.3) Ascension64: spawn system within dungeons. Can i also implement that on any Bg1 area?
--------------
Retired Modder
Note: I do not respond to profile comments/personal messages in regards to troubleshooting my modifications. Please post on the public forums instead.
Baldur's Gate Trilogy-WeiDU and Mods
Throne of Bhaal Extender (TobEx)
Contributions: (NWN2) A Deathstalker (voice acting) - (IWD2) IWD2 NPC Project (soundset editing) - (Misc) SHS PC Soundsets (voice acting)
Legacy: (BG/Tutu/BGT) Beregost Crash Fixer 1.9 (18 Jul 10) - (BG2) Enable conversations with charmed/dominated creatures (18 Jul 10) - (BG2) Experience Corrections (18 Jul 10) - (Misc) Platform Conversion Utility RC2 (13 Feb 10)
#32
Posted 04 April 2008 - 02:19 AM
many thanks,
mm75
PS: the work is pretty big and long but it is reallyfunny. I hope to be able to create something challenging, clever (hopefully) and longeval ;-)
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#33
Posted 04 April 2008 - 06:38 PM
#34
Posted 05 April 2008 - 01:35 AM
Deactivated account. The user today is known as The Imp.
#35
Posted 05 April 2008 - 01:41 PM
The avoidance level adjusting gave me an idea, why not base the spawning system to the chapter number, as for example, chapter 1 the Gibberling, Kobolds, Xvarts, and even few rats rule the land, the bandit's and Hobgoblin come more often when they should in chapter 4(?, before you take out both of their camps) and in chapter 7, it could be that there is no random encounters, except the area specific etc.
It's a cool idea but ... i'd prefer to prefer spawn based on character's level, mainly for one reason: mods. People who plays BGT with some BG1 mods may advance with levels soon and may be at chapter 3 PC is just level 6 or 7. Using chapter as base for spawn would make the things easier for people in my opinion, that's why i think, for now, level-based is still the best option. Thanks anyway Jarno, new ideas are always welcome.
Guys: anyone has a clue about a FULL list of BG1&BG2 creatures with stats? It would save me LOT of time. I tried lot of search around on the net but found pretty nothing decent ...
Thanks!
mm75
Tired of the same boring spawned creatures u face in BG? Try BGSpawn
#36
Posted 06 April 2008 - 12:53 AM
Well, the best I could find is this.(Name, Hitpoints, Xp from killing)Guys: anyone has a clue about a FULL list of BG1&BG2 creatures with stats? It would save me LOT of time. I tried lot of search around on the net but found pretty nothing decent ...
Uuu, I found this for BG2, it has everything! But you might want to clean up a little of the none essentials so you can work with it!
Edited by Jarno Mikkola, 06 April 2008 - 01:00 AM.
Deactivated account. The user today is known as The Imp.
#38
Posted 13 April 2008 - 04:33 AM
i really like the ideas melkor posted here and would love a spawning system like this. It should be chapter and level based at the same time, because one of the weak points of tutu-spawning is for example no random bandit encounters in chapter four.
i really like the idea of day and night spawns, always found it strange to meet a group of skeletons on a nice and warm summerday at the high hedge.
#39
Posted 21 April 2008 - 09:37 AM
However, there have been a couple of things that weren't so great with BGT, namely I got ambushed on route to the Friendly Arm Inn for the first time and my lvl 1 mage was surrounded by some 6 archer bandits plus two Half-Orcs. Maybe just a little goddamn excessive??! I died before the narrator even got to "You have been waylaid...". I reloaded and haven't had that since but, it was an encounter which was IMPOSSIBLE to beat and which you have no control over, so those who play no-reload games should avoid perhaps.
But yeah overall I've found BGTs to be more inline with the original, which is motivating as I'm a first time user as BGT and everything is running real smooth too
#40
Posted 21 April 2008 - 11:08 AM