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#141 ScuD

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Posted 21 September 2009 - 06:10 PM

Hi mm75,

I've found out that in a bunch of FW* scripts you have "SGHASRGR" or "GHASTGR" instead of "SGHASTGR".

ScuD

Edited by ScuD, 21 September 2009 - 06:36 PM.


#142 melkor_morgoth75

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Posted 21 September 2009 - 11:33 PM

Hi mm75,

I've found out that in a bunch of FW* scripts you have "SGHASRGR" or "GHASTGR" instead of "SGHASTGR".

ScuD


EDIT: What version are u using? I wasn't able to find those, may you let me know please what scripts have such issue?

mm75

Edited by melkor_morgoth75, 21 September 2009 - 11:39 PM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#143 melkor_morgoth75

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Posted 21 September 2009 - 11:49 PM

Sorry ... gotcha them, fixed in few mins, thanks a lot ScuD!

mm75

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#144 melkor_morgoth75

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Posted 22 September 2009 - 05:08 AM

New fixed version 1.02 is up and available for download,

thanks again ScuD to point that out ;)

mm75

Edited by melkor_morgoth75, 22 September 2009 - 05:08 AM.

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#145 Lollorian

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Posted 22 September 2009 - 05:28 AM

WOW!!! I must say, great addition to the game :Bow: One of the really must-have BGT mods out there :D

I'm still in BGI and Level 4 so I can't comment much, but the sudden presence of "leader packs" (wolf + 4-5 wild dogs, kobold chieftain + guards etc) are very cool. I don't remember seeing them in BGT in BWP6 :P Did you expand the gibberlings btw?? They're so small and get blown to pieces rather easily and all ... :rolleyes: Gibberling Overlords anyone?? :D

Nothing overly overpowered ... yet (then again, I didn't just leave the imba itamz that I got ;))

Although those overgrown horses sometimes kinda tick me off :P (I reckon there aren't many non-hostile flavor .cre's :P)

In the future, do you plan on extending this to SoA-ToBSpawn?? :cheers: And about the Vampiric Wolf Lord, how are they actually spawned?? (as in, how are they used in BGSpawn like in the readme??) and what takes their place if I don't install them??

Thanks,
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#146 melkor_morgoth75

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Posted 22 September 2009 - 06:12 AM

WOW!!! I must say, great addition to the game :Bow: One of the really must-have BGT mods out there :D


Thanks :cheers: I hope it can bring some freshness and longevity to the game ;)

I'm still in BGI and Level 4 so I can't comment much, but the sudden presence of "leader packs" (wolf + 4-5 wild dogs, kobold chieftain + guards etc) are very cool. I don't remember seeing them in BGT in BWP6 :P Did you expand the gibberlings btw?? They're so small and get blown to pieces rather easily and all ... :rolleyes: Gibberling Overlords anyone?? :D


I don't believe so, Gibberling are just beasts, i dont think they deserve so much deep consideration :D

Nothing overly overpowered ... yet (then again, I didn't just leave the imba itamz that I got ;))

Although those overgrown horses sometimes kinda tick me off :P (I reckon there aren't many non-hostile flavor .cre's :P)


Just go on with your game and u'll see ;) There are other non-hostile creatures and try the Gnoll Stronghold or other wilder areas and some encounter could be challenging (random chances anyway are a factor in this mod ;) ).

In the future, do you plan on extending this to SoA-ToBSpawn?? :cheers: And about the Vampiric Wolf Lord, how are they actually spawned?? (as in, how are they used in BGSpawn like in the readme??) and what takes their place if I don't install them??

Thanks,
Lol


Well, honestly my BG2 knowledge is not that complete as the BG1 one. Moreover i don't belive BG2 has spawns as BG1 gets instead.

Regarding Vampiric Wolf Lord ... its' a surprise i won't spoil you :P It's not that easy to get one of those, but if u wander during the night in some area u have chances to face 1 (or more?) of them. U can simply face them in some random spawns in some area. (as per readme, the vampiric wolves u find near Lathander's Temple are still "simple" vampiric wolf creature),

hope u enjoy it, any feedback about the mod is really appreciated,

cheers!

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#147 melkor_morgoth75

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Posted 29 September 2009 - 07:52 AM

Thanks to Ilot the mod has been translated also in italian language :cheers:

mm75

Edited by melkor_morgoth75, 29 September 2009 - 07:53 AM.

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#148 melkor_morgoth75

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Posted 13 October 2009 - 12:25 PM

1.04 version is up (thanks to Isaya for the French translation),

mm75

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#149 melkor_morgoth75

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Posted 03 December 2009 - 06:38 AM

Version 1.05 is uploaded (German translation included).

mm75

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#150 prowler

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Posted 03 February 2010 - 02:06 PM

Hi, melkor_morgoth75 :)
Here is russian translation for BGSpawn v1.05.

Please update it ^_^

Attached Files


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#151 melkor_morgoth75

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Posted 15 February 2010 - 03:03 AM

Thanks to Prowler, BGSpawn has been translated to russian language!

Version 1.06 is up and available for download,

ciao!
mm75

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#152 Lisandro

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Posted 21 March 2010 - 09:23 AM

I've made the spanish translation

I hope you like it.

Attached Files



#153 melkor_morgoth75

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Posted 29 March 2010 - 12:59 AM

Thanks Lisandro!

I've update the mod to 1.07 version (spanish translation added),

cheers!
mm75

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#154 Ascension64

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Posted 29 March 2010 - 11:38 PM

Good stuff!
mm75, can you update the topic title to reflect the version changes?

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#155 melkor_morgoth75

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Posted 30 March 2010 - 12:38 AM

Good stuff!
mm75, can you update the topic title to reflect the version changes?


Done mate, thanks!

mm75

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#156 Lollorian

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Posted 03 April 2010 - 07:25 PM

Heya :cheers:

One of BGSpawn's scripts - BGSpawn\cre\mm75wo.baf compiles into lines like:
PlaySound("%tutu_var%VWOLF03")
... shouldn't the tutu_var have been substituted?? :unsure:

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#157 Fennek

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Posted 30 May 2010 - 03:19 AM

Well, I went to the Gnoll Fortress with a party of six, all level one. I had (as spawns) to kill less then ten Gnolls (normal, elite etc.), some dogs and I think two ogres. Hardly a fortress. More like a kindergarden...
Although I like BGT Spawn System very much (diversity, more tougher spawns etc.; the elk was also funny), I would appreciate it very much, if nowhere less monsters would spawn than in the vanilla game. BGT Spawn System is great for "high-level" parties, but makes the game (in some areas) easier for low level parties, what is probably not the intention.

#158 melkor_morgoth75

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Posted 31 May 2010 - 12:14 AM

Thanks for your feedback Fennek.

Yes, at low level I have to keep the spawns quite low. It would be frustrating for a Lev1 party to be killed as soon as they wander around.

But regarding the fortress i can think of some changes eventually. As for now during daylight time a Lev1 party with 6 chars has these chances:

30% 1-3 Wild Dogs
30% no encounter
30% 1 or 2 gnolls
10% Ogrillon, Half Ogre or Ogre

So not that very hard, really. I can think of increasing the number of Gnolls and their chances of spawing, eventually also increasing from 1 to 3 ... the "no encounter" option is fine 'cause of community demand.

Thanks again for your kind words and any other feedback is more than appreciated,

mm75

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#159 Fennek

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Posted 31 May 2010 - 11:00 AM

It would be very nice if you'd increase the number of gnolls a bit. I'd even think about 2-3 gnolls. It's just that this is a fortress, where one expects a lot of (gnoll-)resistance. And there's no boss (what I deeply regret, BioWare should have made up something there), so the spawns have to provide for the difficulty to save Dynaheir. In other regions everything is fine, since there's no reason to find "masses" of enemies on low level. I also installed that there's no respawning for 7 days, so it's a bit my own fault that I don't encounter the "50 gnolls" (which were a bit too much...) from the vanilla game.
Anyway: Great mod! :cheers:

#160 erebusant

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Posted 31 May 2010 - 11:05 AM

Thanks for your feedback Fennek.

Yes, at low level I have to keep the spawns quite low. It would be frustrating for a Lev1 party to be killed as soon as they wander around.

But regarding the fortress i can think of some changes eventually. As for now during daylight time a Lev1 party with 6 chars has these chances:

30% 1-3 Wild Dogs
30% no encounter
30% 1 or 2 gnolls
10% Ogrillon, Half Ogre or Ogre

So not that very hard, really. I can think of increasing the number of Gnolls and their chances of spawing, eventually also increasing from 1 to 3 ... the "no encounter" option is fine 'cause of community demand.

Thanks again for your kind words and any other feedback is more than appreciated,

mm75


I always thought the Gnoll Fortress would be great if it was set up with spawns similar to the Xvart Village from BP.

It takes a village...