Missing HLAs
#141
Posted 19 April 2005 - 07:45 AM
#142
Posted 31 May 2005 - 06:33 PM
Edited by Talib, 31 May 2005 - 06:39 PM.
#143
Posted 01 June 2005 - 11:06 PM
That was the_bigg's idea as well in the "Armor Revisions" thread here in this forum.I don't know if you folks are still looking at HLA's for fighter/mages or not, but I think a reasonable way to allow them to cast in heavy armor is to follow the rules G3 implemented for arcane spellcasting in armor and then add a High Level ability to reduce the casting penalty. I'd be in favor of an ability that reduced the casting penalty by 10 or 15%, selectable 3-5 times.
As I said back then, a considerable idea, we might even implement it if we can reach a concensus.
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#144
Posted 02 June 2005 - 01:28 AM
Personally I'd prefer to keep them separated (debatable, anyway).
Edited by Littiz, 02 June 2005 - 01:29 AM.
Ever forward, my darling wind...
#145
Posted 02 June 2005 - 03:13 AM
And I support your opinion, those two shouldn't be merged.(HLAs and Armor Revision).
Personally I'd prefer to keep them separated
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#146
Posted 02 June 2005 - 03:24 AM
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#147
Posted 02 June 2005 - 04:59 AM
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#148
Posted 02 June 2005 - 06:25 AM
I'm not sure it'd be worth the trouble...
Ever forward, my darling wind...
#149
Posted 02 June 2005 - 08:15 AM
After we discussed it's balancing. Remember, with the new armor system, highly enchanted heavy armors can get real tough - I'm not sure we want them to become even more powerful with this ability.
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#150
Posted 02 June 2005 - 09:34 AM
Easy: just include file checks in whichever component is later in the component order. If a file from the earlier component isn't found, the relevant HLAs don't get added.If it is doable seemlessly that this HLA only appears in the tables if one has the Armor Revisions component installed, and does so without causing any inconsistencies or bugs, so be it...
Edited by NiGHTMARE, 02 June 2005 - 09:35 AM.
#151
Posted 02 June 2005 - 10:14 AM
Refinements v2 has been released!
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#152
Posted 02 June 2005 - 02:25 PM
Ok, the tables cannot be truly balanced already, but this is blatant...
Of course, we might just not care
Ever forward, my darling wind...
#153
Posted 03 June 2005 - 02:25 AM
#154
Posted 04 June 2005 - 05:04 AM
Yes, probably. Though I think bards aren't known from their tendency to wear heavier armor (even if the UAI HLA allows to them to do so). 1 pick of it wouldn't hurt though.BTW if you do implement this HLA, perhaps bards could get it as well? I'd suggest that fighter/mages be able to select it more times than bards, though.
Either way, once the Armor System is coded, we should return to this idea and see if we can put it into shape.
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#155
Posted 05 June 2005 - 01:52 AM
Ghrey once told me that in some situations, components aren't installed in the order they appear in the TP2-- if you install the lower one, then re-run the installer and pick the earlier one too.Easy: just include file checks in whichever component is later in the component order. If a file from the earlier component isn't found, the relevant HLAs don't get added.If it is doable seemlessly that this HLA only appears in the tables if one has the Armor Revisions component installed, and does so without causing any inconsistencies or bugs, so be it...
#156
Posted 05 June 2005 - 02:58 AM
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#157
Posted 05 June 2005 - 07:40 AM
Hmm, this sounds acceptable and good enough to work.Well, we can do like this - if AR is installed then HLA revision will copy different tables, while AR will add interactively to certain tables a new line - wether HLA is installed or not.
BTW, how should we create the HLA itself?
My suggestion would be a possive ability that can be selected multiple times, depending on your class/kit. Each pick would reduce the penalties from wearing heavier armors. For example reduce DEX penalty by 1, and movement penalty by 5%. In addition each pick would reduce the chance of spellcasting failure too.
How on earth all this could be implemented is beyond me though. Mostly because I don't know how this could be restricted to those cases where the character suffers these penalties, and remove it's effects when the character drops the armor. In other words, it would be most unfortunate if a fighter with multiple picks of this ability would actually receive BONUSES to his movement rate while fighting unarmored...
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#158
Posted 05 June 2005 - 10:12 AM
I thought that if you re-ran the installed and installed an earlier component than those which you'd installed previously, the later components got uninstalled and then re-installed...Ghrey once told me that in some situations, components aren't installed in the order they appear in the TP2-- if you install the lower one, then re-run the installer and pick the earlier one too.
#159
Posted 05 June 2005 - 11:24 PM
Nuh, this doesn't happen to allow for some "install A, then B, then A" situations - something which Refinements + G3tweaks already have :closedeyes:I thought that if you re-ran the installed and installed an earlier component than those which you'd installed previously, the later components got uninstalled and then re-installed...Ghrey once told me that in some situations, components aren't installed in the order they appear in the TP2-- if you install the lower one, then re-run the installer and pick the earlier one too.
Regarding implementation I have an idea which involves multiple EFF bouncing
Italian users: help test the Stivan NPC!
Author or Co-Author: WeiDU - Widescreen - Generalized Biffing - Refinements - TB#Tweaks - IWD2Tweaks - TB#Characters - Traify Tool - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics - Nalia Mod - Nvidia Fix
Code dumps: Detect custom secondary types - Stutter Investigator
If possible, send diffs, translations and other contributions using Git.
#160
Posted 07 June 2005 - 11:56 PM
I don't know how this could be restricted to those cases where the character suffers these penalties, and remove it's effects when the character drops the armor. In other words, it would be most unfortunate if a fighter with multiple picks of this ability would actually receive BONUSES to his movement rate while fighting unarmored...
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.