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> IAv6 for BG2EE, public beta
critto
post Mar 1 2015, 08:34 PM
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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EDIT: this archive is outdated!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.

Attached File  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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critto
post May 28 2015, 03:26 AM
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QUOTE
have no trouble finishing their Ruby Ray of Reversal or Breach casting if the targeted character suddenly goes invisible or improved invisible in the middle of the spellcasting.
It may be a limitation of the engine in how the game handles casting (there are various ways to cast a spell programmatically, see iesdp for that) but I might be wrong. This needs to be tested first.

QUOTE
Wrong expression, allow me to correct that. Double-standard meaning - monsters can do it while party members or PC cannot (even though the latter are guided by a player with a real mind).

Party members can do things and use items that a monster cannot. The original thought still applies.

QUOTE
A logical suggestion however will be giving party members an Absolute Immunity effect, equal to those which enemies have while a Time Stop is active.
I don't see any practical sense in doing so. There's only one instance of the AI using Time Stop: Layenne in Twisted Rune battle. And even there it is used more for dramatic effect and a unique extra challenge to overcome in a fight which I back in the day when I played it found to be quite enjoyable. Intelligent behavior during time stop is challenging to program well which is why none of the enemies use it. No enemy employs TS to run around and hit frozen foes.

QUOTE
Otherwise, I commend you on your efforts working on the IA mod.

Cheers
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blastermaster
post May 28 2015, 12:32 PM
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QUOTE(critto @ May 28 2015, 03:26 AM) *
QUOTE
A logical suggestion however will be giving party members an Absolute Immunity effect, equal to those which enemies have while a Time Stop is active.
I don't see any practical sense in doing so. There's only one instance of the AI using Time Stop: Layenne in Twisted Rune battle. And even there it is used more for dramatic effect and a unique extra challenge to overcome in a fight which I back in the day when I played it found to be quite enjoyable. Intelligent behavior during time stop is challenging to program well which is why none of the enemies use it. No enemy employs TS to run around and hit frozen foes.


In fact, at least one other enemy does. The Grave Lich who guards Daystar used Time Stop and hit me a couple of times during it. I would suggest making player parties immune to physical damage during time stops if possible, for fairness and thematic purposes.

In terms of "countering" a spell by going invisible during the casting, I am not sure that is something easily modified. It might require a patch to .exe, or a very complex script to be added to basically every spellcaster. I think there are a handful of things like "Chain Contingencies" and "Spell Triggers" that could have invisibility checks added to them though. Dragons, liches, and demons, should ignore invisibility IMO, as was the case in vanilla BG2.

The summon limit seems like a very easy fix, given that it only appears for perhaps a few enemies. But I don't understand why it is acceptable that the 5-summon limit should be waived for things like Noble Spider figurine and Swanmays, but it is objectionable if it is waived for the Kuo-Toa Prince's summons. Beyond the mechanical "fairness" of this working for both players and enemies, aren't the Kuo-Toa's "summons" just more Kuo-Toas (Dukes)? Or are you talking about Invisible Stalkers and such? If he's summoning more than 5 Dukes, I think that's perfectly fair given that it's intended to be less of a magical summoning and more of him just sounding alarms and his guards physically moving to the location to help battle an intruder :-)

Speaking of summons actually, I'd suggest a duration increase for a handful of them. There's a number of them that have durations of 10 rounds (Berserker, Elemental Prince) which is very short in the battle preparation process. I'd also suggest allowing Cerebus and Joolon to be usable by any character, since this mod advises and assumes the players are using the all-stronghold tweak.

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Krell
post May 28 2015, 01:14 PM
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QUOTE(blastermaster @ May 28 2015, 03:32 PM) *
The summon limit seems like a very easy fix, given that it only appears for perhaps a few enemies. But I don't understand why it is acceptable that the 5-summon limit should be waived for things like Noble Spider figurine and Swanmays, but it is objectionable if it is waived for the Kuo-Toa Prince's summons. Beyond the mechanical "fairness" of this working for both players and enemies, aren't the Kuo-Toa's "summons" just more Kuo-Toas (Dukes)? Or are you talking about Invisible Stalkers and such? If he's summoning more than 5 Dukes, I think that's perfectly fair given that it's intended to be less of a magical summoning and more of him just sounding alarms and his guards physically moving to the location to help battle an intruder :-)

Speaking of summons actually, I'd suggest a duration increase for a handful of them. There's a number of them that have durations of 10 rounds (Berserker, Elemental Prince) which is very short in the battle preparation process. I'd also suggest allowing Cerebus and Joolon to be usable by any character, since this mod advises and assumes the players are using the all-stronghold tweak.


The summon limit question was raised because as I understood, in IA v6.1 the player summon limit would be fixed to 5, including gated summons like Swanmays and Greater Djinnis. As for the Kuo-Toan prince, I don't mind him getting gazilion weak summons, but I watched him curiously as he gated two Aerial servants, three Skeleton Warriors and a couple Mountain bears (a total of 7) plus his Fallen Deva was still present (so 8) when I finally decided to whack at him. Pointed this out just for the mechanical "fairness". BTW I don't see the reason of "gated" summons like Swanmays, Greater Djinni, Noble Spider or Skely Lord to fall under the 5-summon limit rule since enemies definitely go easy over that limit with their gated summons - like a Greater Elemental Golem being able to gate in nine minor golems at a time or a single Ghost spider gating in more than 12 additional minor spiders if left alive long enough.
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critto   IAv6 for BG2EE   Mar 1 2015, 08:34 PM
lroumen   Hey Critto. Nice work. It should not be any diff...   Apr 1 2015, 08:13 PM
critto   Hi! It should work with any version of BG2EE ...   Apr 2 2015, 01:42 AM
lroumen   Sorry for the late response. I am going to try t...   Apr 10 2015, 03:29 PM
nicoper   About the fixpack...I meant the baldurdash fixpack...   Apr 10 2015, 03:46 PM
lroumen   Hi nicoper That's good news. You did put crit...   Apr 10 2015, 04:11 PM
critto   > That's good news. You did put crittos fil...   Apr 10 2015, 05:41 PM
lroumen   Btw I was thinking Necromancer Dorn (blackguard),...   Apr 11 2015, 11:16 PM
lroumen   Fixed Well, this is the error you get when you us...   Apr 12 2015, 08:35 AM
critto   > WeiDU v 185 Log This is the problem. I specif...   Apr 12 2015, 08:41 AM
lroumen   Oh crap. I downloaded the new version from the wei...   Apr 12 2015, 09:08 AM
nicoper   Sorry weidu 238 fIrst Will edit previous post   Apr 12 2015, 11:49 AM
lroumen   So far so good. The install went fine. Character ...   Apr 16 2015, 09:18 PM
critto   Anybody has any feedback on BG2EE? As of now, we ...   May 13 2015, 10:33 AM
lroumen   I'm still in chapter two and did notice anythi...   May 14 2015, 09:08 AM
critto   Just a bit of a progress report for anybody who...   May 16 2015, 08:29 PM
lambada   Is this "latest" version with EE NPCs re...   May 17 2015, 05:47 AM
critto   WiP. You can download the beta patch that provides...   May 17 2015, 06:06 AM
lambada   Got it, thanks.   May 17 2015, 06:22 AM
critto   We've prepared everything that we'd wanted...   May 20 2015, 08:02 AM
Azoth   Hi critto, i didnt play BG2 for a long time (fini...   May 26 2015, 05:04 PM
critto   Hi, Azoth. They are kind of serious in a general ...   May 26 2015, 06:26 PM
Krell   I have no knowledge whether ToD or The Four are co...   May 26 2015, 06:45 PM
critto   Maybe I'll take a look at it for the next rel...   May 26 2015, 07:11 PM
Azoth   Thanks critto. Out of the Document IV-Installatio...   May 27 2015, 07:15 AM
critto   I intend to release it sooner or later, since it...   May 27 2015, 07:21 AM
Krell   @ critto: I have noticed a lot of double standard...   May 27 2015, 05:36 PM
lambada   Targeted special abilities and/or spells: Enemies...   May 27 2015, 08:52 PM
Krell   Many of the AI's scripts check for II prior t...   May 27 2015, 09:46 PM
critto   There are many things that players can do and mons...   May 27 2015, 07:13 PM
critto   It may be a limitation of the engine in how the ga...   May 28 2015, 03:26 AM
Krell   I don't see any practical sense in doing so. T...   May 28 2015, 08:25 AM
blastermaster   I don't see any practical sense in doing so. T...   May 28 2015, 12:32 PM
Krell   The summon limit seems like a very easy fix, given...   May 28 2015, 01:14 PM
critto   While a curious idea, it is hard and impractical t...   May 28 2015, 09:37 AM
Krell   While a curious idea, it is hard and impractical t...   May 28 2015, 12:01 PM
nicoper   My 2 cents about timestop: - Disabling possibilit...   May 28 2015, 11:37 AM
critto   No, it was fixed only for the usual, over-the-cou...   May 28 2015, 01:35 PM
critto   Joolon can be used by anyone. Cerebus will remain...   May 29 2015, 08:20 AM
Azoth   Need some help again, please. I played a bit BG2+...   May 31 2015, 05:16 PM
critto   Run the game in vanilla mod first and check the la...   May 31 2015, 05:21 PM
Azoth   Thanks critto. Did the trick :D In Sikret...   May 31 2015, 07:08 PM
critto   > -XP Cap Remover No, IAv6 introduces it's ...   May 31 2015, 07:39 PM
Azoth   Thanks again critto. Just for the records: BG2ee ...   Jun 1 2015, 08:03 AM
critto   This could be overcome easily, if you want to. Giv...   Jun 1 2015, 08:11 AM
Azoth   The Four v4: http://www.sorcerers.net/Games/dl.php...   Jun 1 2015, 08:19 AM
Azoth   I might not be able to trigger the Robe Guardians ...   Jun 1 2015, 08:29 AM
critto   Open up Setup-TheFour.tp2 in any text editor, remo...   Jun 1 2015, 08:51 AM
Krell   Open up Setup-TheFour.tp2 in any text editor, remo...   Jun 1 2015, 05:27 PM
Azoth   Successfully installed The Four v4   Jun 1 2015, 03:29 PM
critto   She'll be much more playable in v6.2 ;)   Jun 1 2015, 05:58 PM
Azoth   Another minor "bug". After rescuing Cern...   Jun 5 2015, 10:14 PM
Azoth   Are there still some stealable shops out there or ...   Jun 5 2015, 10:14 PM
critto   Do you use ToB or EE, please remind me? No, ther...   Jun 6 2015, 05:31 AM
Azoth   Playing: BG2ee Patch 1.3 Updated to weidu 238 EoU ...   Jun 6 2015, 06:30 AM
Krell   Unsignificant also helps :D Just found the Dea...   Jun 6 2015, 06:40 AM
Azoth   Ok, didn't notice that he is also the trader f...   Jun 6 2015, 06:52 AM
Azoth   Didn't know that summoned Skeleton Warriors ca...   Jun 6 2015, 09:15 AM
critto   Seems like a lot of stuff pop ups in BG2EE. Where ...   Jun 7 2015, 07:46 AM
Azoth   via Cleric's "Animate Dead" spell   Jun 7 2015, 11:00 AM
Azoth   Doom's spell description says casting time of ...   Jun 9 2015, 08:48 AM
critto   OK, will fix it, thank you.   Jun 9 2015, 08:50 AM
Azoth   Resist Fire/Resist Cold and Protection from Fire a...   Jun 14 2015, 11:09 AM
Krell   Protection from Fire does indeed sets the value of...   Jun 14 2015, 11:33 AM
critto   I'll check it out, thanks.   Jun 14 2015, 01:25 PM
bulian   Hello glad to see more developmemt being done on I...   Jun 15 2015, 01:40 AM
critto   See the note in the end of my post. It is copied v...   Jun 15 2015, 06:03 AM
Krell   No offense, but I've seen several IA HLAs and ...   Jun 15 2015, 06:22 AM
critto   Yes, this is definitely worth exploring. However, ...   Jun 15 2015, 06:58 AM
Krell   Yes, this is definitely worth exploring. However, ...   Jun 15 2015, 07:07 AM
blastermaster   Monk looks really good! Of course Improved Ha...   Jun 15 2015, 09:53 AM
SparrowJacek   Monks now have warrior's thaco and warrior...   Jun 15 2015, 10:01 AM
critto   Yes, SparrowJacek is right. Monks now have warrior...   Jun 15 2015, 11:03 AM
blastermaster   Ah, that's wonderful! A viable addition t...   Jun 15 2015, 11:55 AM
chaser   I checked setup.tra file of IA v6.1,the swashbuckl...   Jun 15 2015, 12:03 PM
critto   I haven't thought about it yet. We'll try ...   Jun 15 2015, 12:33 PM
bulian   Thanks for the fast response Critto. I will certa...   Jun 15 2015, 09:14 PM
Krell   Will flurry of blows be dispellable? It seems lik...   Jun 15 2015, 10:34 PM
critto   IIRC, the Monk's haste should be undispellable...   Jun 16 2015, 05:27 AM
Krell   IIRC, the Monk's haste should be undispellable...   Jun 16 2015, 07:12 AM
critto   CBS should be undispellable, judging from the file...   Jun 16 2015, 07:17 AM
Krell   Both Hardiness and Chain Breaker Stance can be rem...   Jun 16 2015, 07:21 AM
critto   Hardiness is a combat ability and therefore is dis...   Jun 16 2015, 07:47 AM
Krell   I was under the impression that we're discussi...   Jun 16 2015, 08:18 AM
critto   I've designed, to use a pompous word, this abi...   Jun 16 2015, 08:39 AM
bulian   There are a couple enemies at least where hardines...   Jun 16 2015, 09:42 PM
Krell   There are a couple enemies at least where hardines...   Jun 16 2015, 11:17 PM
lroumen   You guys sure play this game fast.... I'm stil...   Jun 22 2015, 06:15 PM
critto   The kit is not new, but an existing one. I don...   Jun 23 2015, 02:14 AM
lroumen   The kit is not new, but an existing one. I don...   Jun 23 2015, 03:41 PM
critto   2 Azoth: What exactly did Bessen use to achieve ...   Jun 23 2015, 04:20 AM
Krell   2 Azoth: What exactly did Bessen use to achieve ...   Jun 23 2015, 05:23 AM
critto   They have protection from Sleep opcode as well. I ...   Jun 23 2015, 05:54 AM
Azoth   Yes, it was a "Skeleton Warrior" from Cl...   Jun 23 2015, 07:15 AM
critto   Do you have, by chance, a save prior to this battl...   Jun 23 2015, 09:48 AM
Azoth   Will have a look into it tonight...   Jun 23 2015, 11:17 AM
critto   Thanks. I'll send my email address via PM in c...   Jun 23 2015, 11:25 AM
Azoth   Email sent. Just another thing. When fighting all...   Jun 23 2015, 03:20 PM
critto   Yes, it's their special on-hit ability.   Jun 23 2015, 03:30 PM
Azoth   Improved Invisibility gives +8 bonus to Saving Thr...   Jul 14 2015, 08:28 PM
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