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OldVeteran

Member Since 31 Dec 2006
Offline Last Active Apr 03 2009 04:14 PM

Topics I've Started

Sarevok's damage

26 February 2007 - 12:16 PM

Hello all,

I just picked up Sarevok for my party in ToB and am clearing out the sewers of Saradush. However, something *really* weird happened - something I wonder whether it was added from some mod I got installed?

What happened is as follows. Player1 is hitting away at a few duergar while Sarevok gets close and turns on greater whirlwind. He auto targets an Orc archer and on his I think 3rd or so hit I saw an effect that looked similar to the impact effect of the 6th level cleric spell bolt of glory.

Now that in itself wouldn't surprise me too much, but what did was that in my battle log this "thing" did exactly 200 extra damage!

So I wonder whether Sarevok has some kind of hidden ability or whether his sword has something like that. I had him using Soulreaver+4 when I picked him up - a blade Player1 has been using for quite a while in SoA without this thing happening.

My WeiDu log:
http://www.shsforums...p...ost&id=4746

Screenshot without the effect but log showing damage
Attached File  Baldr000.JPG   119.15K   243 downloads

Good vs Evil

26 February 2007 - 09:46 AM

Hello all.

I would like to start a discussion on what you think about the experience system in BG1 and BG2 including add ons.
With the experience system, I mean the difference between experience given for good versus evil dialogue and/or combat options chosen and how the game generally treats those two lines of play.
As such, there will be some spoilers.

From my own experience, it seems that evil parties with very minor exceptions (such as Talos quest vs Lathander or Helm quest in BG2) get a lot less experience than good characters for foing the same or similar job.

Example: If you are a good aligned party, in ToB challenge 1, kobold commandos, drow, vampires and irenicus/bodhi/sarevok spawn. Those are worth about 27, 4000, 8500 and 20k each respectively. If you are evil aligned, commoners (24xp), elven warriors (3000xp), paladins (4000xp) and ellesime/eltan/drizzt (12kxp) will spawn. As you can see that is a rather large difference.

Example2: Betraying Windspear and taking the deed off him to give to Firkraag gives 40500 experience to an evil party. If you free Windpsear's child instead, you get experience for fighting Carston and 42500 experience per party member on completion of the quest. Minor but important difference again for almost no change in the quest (actually the evil option takes even longer!)

Example3: Not taking Lavok out of the Sphere gives 0 experience. Taking him out (actually no real difference except in dialogue. Walking amount is even longer with evil option too!) gives 40500 experience per party member.

Those examples also hold true for a variety of other quests and alignment related fights, such as siding with Bodhi vs siding with Aran (Vampires give a lot more xp a kill).

So, my question is, why did the makers of BG make playing a good aligned party/doing good deeds so much more attractive via experience rewards than playing an evil party? Is it to entice players to become good humans subconsciously or to make life inevitably harder for an evil party which is tougher to play to begin with anyway?

This is something that has been bugging me ever since I started playing BG, as maxing out the experience you can get makes the end fights quite a bit easier for example and allows access to higher level abilities earlier.

Dragon components

25 February 2007 - 01:45 PM

Hello.

I've been playing for a whie with an evil party but have noticed that the BP components that add dragons to the small teeth pass and the red dragon at suldanessalar don't seem to be working for some reason.

my WeiDU log below...
I didn't change the installation at all this time around during the duration of this game.Attached File  WeiDU.txt   7.72K   370 downloads

Hurgisr.cre

24 February 2007 - 09:15 AM

Does BGT or BP change hurgisr.cre from LG to CE?

I have found this cre file only in the over.bak and the backup folder of BGT and BP respectively and after examination of the one currently in use in game, I noticed that hurgisr.cre is CE.

I'm filing his more or less as a bug because for the paladin stronghold quest, either hurgisr.cre or hurgisf.cre is being spawned, hurgisr being the real hurgis and hurgisf being the fake one. Paladins in this quest are supposed to use detect evil to correctly complete the quest and with either BGT or BP changing hurgisr to CE, this turns into a guess game where you have a 50/50 chance of needing to relaod or not.

Please fix this if your mod is causing it -_-

Cloakwood mine plug

14 February 2007 - 02:03 PM

This is something that has plagued me for a few years now but only now did I actually get to this point again, as I am playing a rare evil party (well actually 2 self created characters).

I remember back when BG1 was out, that I pulled the plug at the mines without telling Rill to evacuate, leading to the mines beng flooded and everyone dying (besides the miner at the plug). I also remember it costing reputation and that for some reason this led to the bridge to Baldur's Gate never being let down, basically ending the game right there.

I am not sure though whether this was me missing something back then or whether you actually do have to tell Rill to evacuate.

If anyone knows for sure, please do let me know :)