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May 27 2011, 06:39 AM
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#1
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
After all this years, it's good to start a new thread
Side work: - Monsters : preparation task (sort, group, and find stats) : 100% - AI script (complete rework in progress) : 50% Main component: - BG1 Monsters : 10% - BG2 Monsters : 0% - BG1 Adventurers: 0% - BG2 Adventurers: 0% At this moment, it seems that I undo some of my previous work (compared to old progress report). This is true, but it isn't the same quality, it is a lot higher now. With my new own tools and material, I'll be able to work 5 times faster on main components later on and still get an overall better result. This post has been edited by aigleborgne: Jun 22 2011, 06:41 AM |
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Dec 29 2011, 09:18 AM
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#2
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Multiclass F/C/M Forum Member Posts: 256 Joined: 17-October 04 From: Sweden |
These are great news, aigleborgne!
Thanks for putting so much time in refining the scripts. I personally believe SCS to be a great modification. I like SCS II less because it might add to the crazy power's escalation in a way that practically every single fight becomes a serious menace to the player, forcing difficult challenges one after the other. And when it's not difficult, it can be practically impossible, an exercise of metagaming and reload. I am thankful to DavidW because he kindly allowed (although he does not support it) for stripping the AI of detectable item, which is something I really loathe. I am happy to read that Enhanced Creature also allows for enabling or disabling it (if I understood well). My criticism to your approach is one (and you perhaps understand it because I moved the same criticism when I was collaborating with you): you force the user to have some mods installed. I personally have SR in my installation (but definitely not Divine Remix) but I believe that it should be possible to play Enhanced Creature without SR too! In this, DavidW is ahead of you, I think. SCS does not even require (only recommends) the BG2 Fixpack. Good luck with your demo release! |
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Dec 29 2011, 06:10 PM
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#3
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![]() Mod Developer Posts: 210 Joined: 3-December 05 |
Yeah, I gave up Divine Remix too.
Regarding SR, I have based all my spellbooks with SR in mind. Removing SR implies to check all spellbooks again to see what should be changed, it is almost like doing 2 spellbooks for each caster. I don't have time to do this right now. Plus, I don't see the point to play the game without SR in 2011. Players that still play BG have tons of mods installed and SR is likely to be one of them. A mod like SR radically change the whole spellcasting system. It's like changing the fundations of a structure. Then, it's difficult to make a mod that can be designed for both states. As for my AI, you can disable or enable many things: ; barbarian and berserker rage CHECK_RAGE=false ; CHECK_ELEMENTAL_IMMUNITY includes resistances to fire, cold, electricity, acid, magic damage CHECK_ELEMENTAL_IMMUNITY=false CHECK_POISON_IMMUNITY=false CHECK_MAGIC_RESISTANCE=false ; CHECK_SPELL_PROTECTIONS includes minor globe, spell immunity, spell turning, ... CHECK_SPELL_PROTECTIONS=false ; CHECK_WEAPON_PROTECTIONS includes stoneskin, protection from missile/normal/weapon/magic weapon, mantle, ... CHECK_WEAPON_PROTECTIONS=false CHECK_SLEEP_IMMUNITY=false CHECK_FEAR_IMMUNITY=false CHECK_STUN_IMMUNITY=false CHECK_HOLD_IMMUNITY=false CHECK_CHARM_IMMUNITY=false CHECK_CONFUSION_IMMUNITY=false CHECK_DEATH_IMMUNITY=false ALL_CHECK_OVERRIDE=false These are great news, aigleborgne! Thanks for putting so much time in refining the scripts. I personally believe SCS to be a great modification. I like SCS II less because it might add to the crazy power's escalation in a way that practically every single fight becomes a serious menace to the player, forcing difficult challenges one after the other. And when it's not difficult, it can be practically impossible, an exercise of metagaming and reload. I am thankful to DavidW because he kindly allowed (although he does not support it) for stripping the AI of detectable item, which is something I really loathe. I am happy to read that Enhanced Creature also allows for enabling or disabling it (if I understood well). My criticism to your approach is one (and you perhaps understand it because I moved the same criticism when I was collaborating with you): you force the user to have some mods installed. I personally have SR in my installation (but definitely not Divine Remix) but I believe that it should be possible to play Enhanced Creature without SR too! In this, DavidW is ahead of you, I think. SCS does not even require (only recommends) the BG2 Fixpack. Good luck with your demo release! |
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aigleborgne Progress report (2011+) May 27 2011, 06:39 AM
aigleborgne Currently on Death Knight (aka Demon Knight).
It i... Jun 22 2011, 06:46 AM
aigleborgne Haven't finished Death Knight tonight finally ... Jun 22 2011, 09:17 PM
aigleborgne Not many updates these days, I'm pretty tired ... Jul 5 2011, 06:36 PM
aigleborgne I'm back in modding!
Finally, I didn't... Sep 5 2011, 11:57 AM
Salk Nice to see you back in action! :thumb: Sep 9 2011, 12:31 PM
aigleborgne Hello,
Already late, but I have 3 weeks at home r... Sep 20 2011, 08:09 AM
aigleborgne I have definitly finished and tested 2 monsters:
-... Sep 30 2011, 10:09 AM
aigleborgne Now finished:
- Bear
- Crawler
- Cat
- Dog
- Const... Oct 2 2011, 11:53 AM
aigleborgne I have finished to test and package all monsters u... Oct 4 2011, 02:16 PM
aigleborgne Back to work, so less time to mod.
Right now, I en... Oct 12 2011, 06:53 PM
aigleborgne aTweaks is gonna make enhanced monsters obsolete, ... Oct 25 2011, 10:05 PM
aigleborgne After long considerations, I confirm that my mod w... Oct 26 2011, 06:06 PM
aigleborgne I am currently rebuilding my mage scripts with Spe... Oct 30 2011, 10:17 AM
aigleborgne I have finished all cleric and druid scripts.
For ... Nov 1 2011, 12:58 PM
aigleborgne I have finished mage spellbooks up to spell level ... Nov 5 2011, 08:58 AM
aigleborgne I was busy on my real life last month but I found ... Dec 27 2011, 06:36 PM
aigleborgne I am highly motivated these days and I even work o... Dec 29 2011, 07:43 AM
aigleborgne I still plan to release something this week-end.
I... Jan 5 2012, 09:08 PM
aigleborgne This is it, first release is done :)
Next release... Jan 7 2012, 06:51 PM
aigleborgne I have migrated all monster scripts and while it i... Jan 11 2012, 06:10 PM
Salk The script looks really neat!
And great news ... Jan 12 2012, 11:28 AM
aigleborgne I've finished my refactoring.
I've started... Jan 17 2012, 07:20 AM
aigleborgne Things are doing well :)
I've finished several... Jan 23 2012, 12:59 PM
aigleborgne I'm glad to have time to work on my project th... Feb 3 2012, 12:27 PM
aigleborgne I'm closed to release alpha v0.2.
Only 2 monst... Feb 10 2012, 07:23 AM
aigleborgne Before finishing Hobgobelin and Kobold, I'm do... Feb 15 2012, 12:29 PM
aigleborgne Hard Times is now part of my install.
I have spent... Feb 20 2012, 12:08 PM
aigleborgne I have worked a bit these last weeks and I have do... Mar 12 2012, 01:10 PM
Salk Sounds good. In BG1 Ogra Mages were rather scary a... Mar 14 2012, 03:53 PM
aigleborgne I have almost finished all ogres (will be finished... Mar 26 2012, 12:05 PM
Salk This update is really interesting.
Ogres are some... Apr 5 2012, 03:18 PM
aigleborgne This update is really interesting.
Ogres are some... Apr 7 2012, 07:28 AM![]() ![]() |
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