Jump to content


Kangaax

Member Since 19 Feb 2016
Offline Last Active Mar 07 2016 04:37 PM

Topics I've Started

Several baldur's gate mods difficulty

01 March 2016 - 04:55 PM

Hi again. 

 

I would like to hear your advice, probably I'm bad player or spellcaster because always I like to cheat and get lot of money and get lot of scrolls of protection from magic, protection from undead and dispell.

 

As I told in another thread, I installed several bg1/bg2 modules that makes harder the game to get more experience. I was thinking in doing this when I configured that modules:

 

+200% HP to each monster (I think this improves my summons too)

 

All wizards from BG1/BG2 HLA habilities 

 

All enemies +3 THACO, weapons, saves and I don't remember rigth now if something else (there were several options between +1 and +6 but giving +200%h HIT POINTS I though it was enough with a +3): With +3 on saves and +200% hit points forget about spells based on hit dices (I guess that it should look hit dice as level monster but when I tried to cast on orcs a simply sleep spell should sleep some of them but in all game I did never sleep anybody) or hold persons with a +3 on saves it will be very hard to hold anyone.

 

All monsters respawns 90% times after resting and spawns are harder: This is a nigthmare. I though it would be funny and I would get a lot of experience points but raising previous enemies bonuses I find overpowered monsters as follows: 

 

                   Vampiric Wolf Lord (http://www.spellholdstudios.net/ie/P5/) : This f*** beast counts between its powers: hold person, fear and summon more vampire wolves as a innate hability what it means that he can summon 30 wolves in less than some seconds because innate habilities are faster than spells and I removed summon cap with another module

 

                  Lord Ghoul: This cool undeads can disease you at distance. I remember a similar undead but with level drain in sahuagin city (more than level 20 characters maybe :) ?)

 

                  2 Ogre  Mages, 1-2 Priest and Elite Orcs: The archers target always my wizard, that's not hard game it's a f*** joke and protection from normal missiles ring or spell is useless against 100% poisoned arrows. The ogre mages have more hit points, all protections spells casted before combat starts due to another module configuration and if I target them with my tanks, they start to run all over the map area making other monsters not discovered joining the combat

 

I had game difficulty to max level and I had to reset normal because it was impposible to stay alive.

 

Experience quest reduction from other modules I changed it to get per member and don't reduce it at all and get from killed enemies +200%xp and +200% treasures but I don't really see any change except this one: I only get 4 experience points disabling traps (I didn't select disabling traps xp reduction) or per quest (the max experience points I won it was 250...)

 

I'm thinking to reinstall all again and backup my saves and when I have all reinstalled try to load those saves again.

 

Any advices about enemies difficulties regarding I'm not a powergaming player?

 

Any advices about how to play well a wizard as this guy does in this videos https://www.youtube....?v=qTz_Hf4pCnM?

 

Greetings


Experience points per spell casted

21 February 2016 - 10:19 AM

Hi all.

 

I'm not sure if I should write this here or in modding forums, I will try here.

 

I'm near to finish my second install of Baldur's Gate Trilogy not Enhanced with Big World Setup.

 

In the modules I could choose there is in particular one that catched my attemption: Installing [XP for casting Arcane Spells] [v7.1]

 

That module allows you to give experience points per spell casted. As rogues get experience from traps (I think that rule is fine because you always get experience even in real life doing things) I think a arcane/divine spellcaster should receive experience points too. I tried to google some alternative system or house rules but I didn't find anything about it so I think in a system I believe is balanced and consist looking for spells arcane/divine progresion table 20 level and adding a bonus on spells according to a main stat of 25.

 

The result is giving experience as follows:

Level 1 Experience Points: 600 

Level 2 Experience Points: 700

Level 3 Experience Points: 800

Level 4 Experience Points: 900

Level 5 Experience Points: 1000

Level 6 Experience Points: 1200

Level 7 Experience Points: 1400

Level 8 Experience Points: 1600

Level 9 Experience Points: 1800

 

So a wizard with 20 level (not focused in any school) is casting per day around 5-7 9th level spells making a total max of experience points between 9000-12600 experience points per day for that level. In level 20 we talk about millions of experience points so I think I didn't create something very unbalanced unless you see something I'm not able to see rigth now 

 

In level 20 a wizard with no inteligence bonus get this daily spells:

 

1   2    3    4    5    6   7    8   9        Total # of spellslots
 
5    5   5    5    5    4   3    3   2                  37
 
600     700     800     900     1000    1200    1400    1600    1800
 
3000    3500    4000    4500    5000    4800    4200    4800    3600
 
 
Total: 37400 experience points if a 20th wizard cast all possible spells.
 
In this webpage we can see experience proggression table: http://www.sorcerers...2/xp_tables.php
 
Level      Fighter/Barbarian       Paladin/Ranger       Mage/Specialist/Sorcerer
20           3,000,000                   3,600,000                 3,750,000
21           3,250,000                   3,900,000                 4,125,000
 
375000 experience points are needed to level from 20 to 21 so a wizard should cast full 37 spells x around 11 times to level up.
 
Do you think is too much experience what I gave to that module?
 
Kind regards.

Spell-50 vs Improved summoning and Removing celestial summoning cap

20 February 2016 - 09:29 PM

Hi.

 

Sorry if this topic shouldn't be here :).

 

Today I'm reinstalling through big world setup BGT (BG1 with tales of the swordcoast expansion, BG2 SoA and Throne of Bhaal).

 

I did it yesterday and I tried today when it finished to run the bg2 exe but it only popped up a throne of bhaal extender console so finally I have to uninstall and again select mods I wanted.

 

The main change I have done is that I have a beam bg1enhanced instalation and I selected big world project detailed customization because if I wanted to select baldur's gate enhanced edition the software warned me about some mising areas on data folder in bg1ee. I uninstalled bg1ee and instaled a full version I had in gog (I don't know when and why but I have it :D) so I'm installing with big world project detailed customization. I comment this here just in case someone has the same problems.

 

Another problem I'm having is that I want to install Improved Summonings and removing celestial summoning caps that it supposed not be compatible with spell-50 mod, anyway I'm trying to ignore those red warnings and install all.

 

Does someone know why these modules are incompatible? Has someone installed them together?

 

Kind regards and thanks for your help :)

 

PS: By the way, this guy is a powergamer :D: