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> Geomantic Sorcerer Kit and IAv5
Koriatus
post Mar 9 2008, 12:11 AM
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Maybe someone played them together? What about their comptability?

This post has been edited by Koriatus: Mar 9 2008, 12:11 AM
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Caedwyr
post Mar 21 2008, 01:03 AM
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Would you happen to know/have a list of which of the priest/druid spells I listed in my earlier post would be affected by

QUOTE
1- We are not merely concerned with the changes IA has applied to spell x (itself), we are also concerned about the changes IA has applied to other spells and creatures in regard to spell x. When you copy spell x and rename it, you successfully keep all the changes IA has applied to spell x (itself), but if spell y is also tweaked by IA to grant immunity to spell x, immunity to your new spell will not be added to it (or to creature z who is immune to spell x).


I'd rather not have to dig into the guts of each and every spell in IA to see which of the ones on the list would actually be affected by this situation.

About point 2, I'm not entirely sure what the issue is here. Does the detectable spells component of IA require a very specific set of spells, and wouldn't this make IA incompatible with any mod that introduces a new spell (or spell-like ability) unless extra steps were taken. This is sounding more like Total Conversion type territory. I hope you don't mind if I ask others to see if I can hear some more opinions on that issues since it sounds like something that could be very major for any mod with semi-intelligent scripting.
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Sikret
post Mar 21 2008, 01:52 AM
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QUOTE(Caedwyr @ Mar 21 2008, 05:33 AM) *
Would you happen to know/have a list of which of the priest/druid spells I listed in my earlier post would be affected by

QUOTE
1- We are not merely concerned with the changes IA has applied to spell x (itself), we are also concerned about the changes IA has applied to other spells and creatures in regard to spell x. When you copy spell x and rename it, you successfully keep all the changes IA has applied to spell x (itself), but if spell y is also tweaked by IA to grant immunity to spell x, immunity to your new spell will not be added to it (or to creature z who is immune to spell x).


I'd rather not have to dig into the guts of each and every spell in IA to see which of the ones on the list would actually be affected by this situation.


After a quick look, I found 14 spells in the list which fall in this category (20 spells for those who play IA with 'The Four'). I could write the exact list, but it will matter only when we decide to do something.

QUOTE
About point 2, I'm not entirely sure what the issue is here. Does the detectable spells component of IA require a very specific set of spells, and wouldn't this make IA incompatible with any mod that introduces a new spell (or spell-like ability) unless extra steps were taken. This is sounding more like Total Conversion type territory. I hope you don't mind if I ask others to see if I can hear some more opinions on that issues since it sounds like something that could be very major for any mod with semi-intelligent scripting.


As I wrote, point 2 is only for some certain spells. Each time you cast any of those particular spells during the game, IA's polygonal system tracks the spell in SPELLS.IDS and keeps very accurate track of what you are doing. During the battles, the conjunction of the polygonal system and Detectable stats offers a very potent resource for smart behavior on the enemy side (which can't be acquired by Detectable Stats alone). That's why enemy spellcasters in IA never make some certain mistakes you sometimes see in other tactical mods.

And yes, this complex and multi-dimensional artificial intelligence (AI) makes Improved Anvil incompatible with mods which use Detectable Spells or mods which add new versions of some certain spells to the game. But as I have said before, these issues can be mostly solved either by creating separate compatibility patches (similar to what Vlad and I are making for compatibility of TS and IA) or by creating new versions of those other mods which will be designed to work with IA (and can also use the extra resources IA adds to the game, of course).



--------------------
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Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating.
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DavidW
post Mar 31 2008, 10:11 AM
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QUOTE(Sikret @ Mar 21 2008, 01:52 AM) *
QUOTE(Caedwyr @ Mar 21 2008, 05:33 AM) *
About point 2, I'm not entirely sure what the issue is here. Does the detectable spells component of IA require a very specific set of spells, and wouldn't this make IA incompatible with any mod that introduces a new spell (or spell-like ability) unless extra steps were taken. This is sounding more like Total Conversion type territory. I hope you don't mind if I ask others to see if I can hear some more opinions on that issues since it sounds like something that could be very major for any mod with semi-intelligent scripting.


As I wrote, point 2 is only for some certain spells. Each time you cast any of those particular spells during the game, IA's polygonal system tracks the spell in SPELLS.IDS and keeps very accurate track of what you are doing. During the battles, the conjunction of the polygonal system and Detectable stats offers a very potent resource for smart behavior on the enemy side (which can't be acquired by Detectable Stats alone). That's why enemy spellcasters in IA never make some certain mistakes you sometimes see in other tactical mods.


That's interesting - I'd wondered why you weren't just using detectable stats. What's an example of something this system can do that a pure DS system can't?
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