IAv6 for BG2EE, public beta |
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IAv6 for BG2EE, public beta |
Mar 1 2015, 08:34 PM
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#1
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
Hello, everyone.
I've made a few tweaks to the original IAv6 in order to make it compatible with the BG2EE. I haven't tested the game at all yet, so use it at your own risk. The EE version didn't pass an excruciating amount of testing as it'd happened usually in the past. Attached to the topic is a small archive with the files that you need to unpack into your EE directory on top of IA prior to installing. I haven't tested the compatibility with the other mods, but IA doesn't play well with them anyway. I did test the installation of Ease-of-Use (recommended components) and Dungeon-be-Gone, both latest versions. Also, make sure you download the latest WeiDU executable and use it instead of those that might be packaged with the mods. It is required for the installation to work properly. These files would probably cause IA installation to crash on vanilla BG (non-EE), but there is nothing new anyway with the exception of compatibility patches. I haven't made the setup script cross-platform. Perhaps, I'll do this in the future when there is proof that IA plays nice with EE. Once again, I repeat, there was no extensive testing. I have no idea how powerful or not are the new EE kits or new joinable NPCs in the context of IA. I have no idea what happens with the new content that is added by EE. If you do play this and find some sort of a bug, let me know here. I will try to fix it and attach the patches in this post. I would've loved to push out a stable version for you guys but there is not timetable at all for how much it'll take me to do my own run of the game. Enjoy! EDIT: this archive is outdated! Please, download the latest version of the mod from the BWL's download section. Archive.zip ( 69.05k ) Number of downloads: 49 This post has been edited by critto: May 25 2016, 06:34 AM |
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May 27 2015, 07:13 PM
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#2
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Premium Member Tactical reputation: 2 Posts: 6112 Joined: 23-February 08 |
QUOTE Double standard meaning - monsters can do it while players cannot. There are many things that players can do and monsters can't. The most important of those would be possessing a real brain and an ability to think. Keep that in mind, this is a two-way street.QUOTE Invisibility or Improved Invisibility: Many of the AI's scripts check for II prior to casting. If there are opposite cases, I'll investigate those and decide whether it's a bug or Sikret's judgement. If it's the latter, I'll leave it untouched. QUOTE Targeted special abilities and/or spells: Same thing as above.QUOTE Time Stop: This is an anti-cheese feature of Sikret's. His vision of the mod was to enforce as mush as possible a way of playing that he judges to be fair and relies on tactical thinking rather than butchering helpless enemies. That's his right to do so and I seriously doubt that I'll ever remove that feature from the mod. You and everybody else should just take it or leave it. I do intend though to make the internal structure and composition of AI more modular and flexible, simply as a way to enforce a better engineering practice. This will allow players to tune and tweak it privately if they desire to do so, but this won't be an IA experience anymore as Sikret intended it to be. My main goal right now is to extend the mod in a way that doesn't break Sikret's view on IA design and provide players with possibilities. For instance, make more NPCs to be viable and playable choices. Two good-aligned NPCs from BG2EE are already made to be so, and two vanilla NPCs will be in IAv6.2 which I am working on right now. |
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