Circle of Eight Modpack v6 / v6 NC General Commentary & Discussion Thread

Discussion in 'The Temple of Elemental Evil' started by Provodnik, Dec 30, 2010.

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  1. florian1

    florian1 Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I'm playing 6.0.1 in Verbo, with a CN solo wizard. I can't seem to get any quests from the Scarlet Brotherhood. I'm wondering what I might have done to prevent them from offering any quests (I did accept the fugitives, drow, frozen assets, and monster mash quests, as well as the Hextor quest to kill the Canon before I talked to the Brotherhood.) Is it possible that I chose an incorrect dialogue option in my initial dialogue with them?
     
  2. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    You may have had insufficient ranks in social skills. Darlia won't do business with just anybody who waltzes in, you have to convince him (or already have a suitable rep).
     
  3. florian1

    florian1 Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Bluff, Sense Motive, and Diplomacy are all between 15-20 ranks+ability. I took a level of rogue so I could keep those high. Which reps are important? Temple affiliations?
     
  4. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Isn't Meleny true neutral and thus able to swing both ways? Even if not, she's supposed to be your wife and thus stand by you no matter what (in sickness and in health), or does the old religion allow divorce? :p
    Of those other NPCs I have no idea.
     
  5. Forgalz

    Forgalz Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Lawful neutral, I think.
     
  6. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Lawful Neutral is my understanding, too.
     
  7. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I stand corrected. But I still think that as your wife she is supposed to stick with you no matter what and she doesn't strike me as the nagging type (unlike that nasty spinster). On the other hand she should/could comment if you go on killing everyone.

    I wonder if in some distant future there could be created a divorce quest, to avoid unnecessary loss of life?
     
  8. Forgalz

    Forgalz Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Well, it's a fantasy world ... :hug:
     
  9. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    I know. And I based my opinnion on the image of the old religion I got from the game. It requires a year of mourning before remariage is allowed and taking a new spouse is allowed but not encouraged. So I would assume that the old religion's view about leaving one's spouse while still alive (or divorcing) would be eaqually conservative. :)
     
    Last edited: Mar 24, 2011
  10. GuardianAngel82

    GuardianAngel82 Senior Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    If it's Celtic, it's not very conservative. The queen can have a consort as well as being married to the king.
     
  11. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    True. But the queen (or king, or any nobility) is a member of the ruling elite which usually follow quite different set rules (i.e. more lax) than the common man and those sets of rules are rarely compatible. :poke:

    Another point of view is the fact that Meleny is a young woman seeking for adventure and she finds the boys back home (maybe also home ) as boring. So she could easly just consider sticking with you as a better option than facing the wonders and dangers of the wide world by herself or returning to the quiet life back home. :smarty:
     
  12. Gaear

    Gaear Bastard Maestro Administrator

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Will fix.

    That's as it should be. All reputations are immediate - just the way it is. Wilfrick calls you dragon slayer because he has a generic greeting. NPCs with generic greetings often (but not always) comment on your latest rep.

    I'll look them over.

    I'll consider that, but he is of no different rank than the other Pelor clerics, so why would he wear a different outfit? I don't like too much hand-holding for the player. It's your job to explore and click on NPCs.

    [edit - gave him light brown hair.]

    No idea atm.

    [edit - one variety has diehard, yes.]

    Sounds HARDCODED.

    It's almost impossible to eliminate every possible exploit. If a player really wants to handle the fugitives that way and miss out on the other stuff, let them.

    I suppose we could time them out.

    [edit - they will now stay with you for five days.]

    Will check.

    [edit - gave them basic descriptions, e.g. 'this is a drum,' etc.]

    We'll see. The dragon quest is among the first that you can get in Verbobonc, but there will always be difficulty overlap. That's how it's designed.

    I'll check it.

    I'll look at that, thanks.

    [edit - that was a really good catch. A bunch of dialog was never firing correctly due to the broken call. Also, some protos were incorrectly listing 'subtype half_orc' when it's supposed to be 'subtype orc' and 'subtype human.' Fixed those.]

    For what purpose? I don't know that those poisons exist in the game.

    There is some very basic weakness that I think is dependant upon system specs where KOS NPCs can override dialog if there is a delay. Not much we can do about that (absent Lareth-troops-level SA hyper scripting), I don't think, beyond destroying secondary hostile NPCs after the primary starts a dialog, which would be hokey.

    Will check.

    I'll look into it.

    [edit - reduced availability to 10%.]

    Thank you.

    Did the casters not cast their offensive spells at you, or did the archers not fire back?

    :scratchhe lol

    We know. In order to stop that, we'd have to do some Serena-type scripting to activate new versions of them and turn off the old ones, which would make them no longer hireable due to the new versions reverting to their original levels.

    I don't have a clue.

    Yes. For the initial (casting) part, not the firing (x number of rounds later) part.

    That shouldn't happen.

    Will fix.

    See the exploit reply.

    Lag is unaffected by modpack version numbers.

    Will fix.

    I don't think so. The same requirement that prevents the lead-in to FoG from happening will also prevent the follow-up.

    We won't be adding any radial menu commands, but we'll see about a dialog script or sthg.

    [edit - couldn't figure a way, sorry.]

    No ... Abiram is simply stating the obvious: you are not in the sections of the city that don't exist in the game.

    I'll look at that.

    Thanks. This illustrates how this stuff is most often designed to be consequence-significant, which I'm afraid many players miss out on because they want to get everything right all the time. Mistakes and/or imperfection can be fun. Let it happen. :)

    I'll check them out.

    Are you sure about those? I really doubt that Spellslinger (perfectionist that he was) just biffed them.

    I'll check it out.

    [edit - got rid of that and also reduced the spot and search bonuses to 10 per SRD.]

    Will fix.

    Will check.

    [edit - it's holy and lawful, particle effects are hardcoded for that I believe.]

    Will check.

    [edit - indeed, there appear to be no wands that have long descriptions in ToEE, probably because they're pretty self-explanatory after they're identified.]

    This is the same as the dragon rep deal. Reps are applied automatically and immediately.

    It may. I feel bad for your party, but they'll live.

    Answered before ... they're not hostile, as per the module.

    If it really is the mobs (which DarkStorm theorized as well), then we are forever screwed, because we can't get rid of them. Still, why don't those mobs fail on other maps?

    Will fix.

    We'll see.

    We may have to get rid of those.

    I'll look at it.

    [weird - either Achan used a guard's heartbeat script, or his misfired dialog line 30 instead of 230. He's supposed to arrest you in that situation, just like all other guards. That's what he was trying to do, but his line misfired.]

    They're actually all scripted to attack you now if you attack a generic NPC. All other non-evil NPCs should be added, but that's a big job. (Troika should have done it.)

    Will check.

    Did you by any chance kill 104 caravan bandits?

    They're not supposed to attack at all. They don't do anything in combat either (if they get pulled in accidentally) because they don't have a deathwish.

    If you really want to test that, you can go back to one of the 5.x release that didn't have it. But it's already been shown that the jerkstop didn't go away.
     
    Last edited: Mar 27, 2011
  13. Rocktoy

    Rocktoy Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    My cleric just reached level 12 and I was able to take the Forge Ring feat.
     
  14. gazra_1971

    gazra_1971 Knights of Legend

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Oh, the wizards, clerics and archers were hitting me with everything that they had (especially arrows and Flamestrikes). It's just that I had cast Resist Energy (Fire/Cold) on all of my characters before the combat, so none of my characters were in any danger of dying, and I took out the wizards, clerics and archers first, which allowed my party to switch to longbows and finish off the enemy guards who wielded melee weapons (it was a turkey shoot).

    I think that the slowdowns/lockups are caused by specific mobs (I'm guessing Noble Salamanders, Flamebrothers, Fire Elementals, Efreeti, Earth Elementals, Air Elementals, etc.), not just any type of mob. Notice how lag is only prevalent in the Fire Temple, Greater Temple, Earth Node, Air Node, and Fire Node. Well, in all of those places, there is at least one Noble Salamander or Fire Elemental or Earth Elemental or Air Elemental. As soon as the player kills these monsters, the slowdowns/lockups seem to cease.

    No, I only killed the 3 Caravan Bandits in the Lawful Good opening vignette. I don't know why the entry for the Caravan Guard appeared 104 times at the top of the list of Creatures Killed.

    Thanks for setting me straight, Rocktoy. In my party, it was the NPC Pishella who was testing whether she could select the Forge Rings feat. Because she is a multiclass charactrer (Sorcerer/Wizard), I guess that's the reason why she wasn't able to select the Forge Rings feat when she levelled up to character level 12. I'll carefully note exactly when my characters get feats (and when my spellcasters are able to get the Forge Rings feat) the next time that I play the game.

    Well, I had the delay set to 0 rounds, so when I cast Delayed Blast Fireball, I only saw a Lightning Bolt animation and I only heard a thunderbolt sound. As a result, I never saw a Fireball animation whenever I cast Delayed Blast Fireball (which looks wrong when you cast a Fireball but see a Lightning Bolt).

    While examining Guntur Gladstone's prototype (ID 14793), I noticed that he has the following skill ranks for the following skills:
    Hide: 21, Listen: 18, Move Silently: 21, Open Lock: 19, Search: 18, Sense Motive: 18, Spot: 18, Tumble: 21
    Considering that he is level 13, the maximum possible skill rank that he is supposed to be able to have in any skill is 16 (i.e. character level + 3).
     
    Last edited: Mar 25, 2011
  15. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Circle of Eight Modpack 6.0.0 / 6.0.0 NC General Commentary & Discussion Thread

    Hi Gazra
    As I mentioned in my original post, the fact that the "Murderous Thief" showed up so many times in my logbook was an indicator of a bad save. So if you have 104 listings of "Caravan Bandit" in your logbook, you probably have a bad save.
    The Royal Canadian

     
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