Kids/Traps/Quest Mod - (Beta version)

Discussion in 'General Modification' started by Livonya, Feb 8, 2005.

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  1. dulcaoin

    dulcaoin Established Member Veteran

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    How do you output the result numbers when you get them, so you can debug?

    -- dulcaoin
     
  2. Livonya

    Livonya Established Member

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    D -

    Not quite sure how to answer your question... but here goes. I didn't exactly keep logs on what I did... I just worked with it to see if I could get something useful...

    In the console I used:

    target = find_npc_near(game.party[0], ###) [### equals the ID number of creature from protos.tab]

    I then type:

    target

    which then tells me the creature I found

    then I type

    target.npc_flags_get(obj_f_npc_faction)

    the number returned is often 258 even when I knew it should have been different...

    I then wrote a scipt for that same creature that would destroy() the creature if the target.npc_flags_get(obj_f_npc_faction) == 258 but that didn't work (though I only tried this in the hearbeat, and perhaps the faction is changing once they enter combat).

    When I create a creature from scratch then the proper number will sometimes show up, but on pre-existing creatures it didn't work. At least I remember getting the correct number a few times.

    I just gave up after some time as I couldn't make heads or tails of how to get it working since the results I were getting weren't reliable, or at least not in a way that I understood.

    - Livonya
     
  3. nago

    nago Member

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    Fantastic Mod

    I had a lot of fun playing your new mod. I like the Brother Smyth quest and new features of Lareth's journal! I really liked Burne's puzzles -- the hat one I had heard awhile back, but the other one was quite challenging! Perhaps the best thing is you get a fireball scroll -- needed to destroy the skull, and to my knowledge not in the game (unless a wiz creates it) before then. So far I have not been able to find a new reputation -- I remember reading at some point that you had added three. After solving Burne's puzzles I was hoping to get a reputation something like: "Puzzle Master of Hommlet: some villagers revere you for your puzzle solving ability, while others think you're a dork!".

    You have vastly improved the AI! Bugbears are particularly challenging, as the archers take 5 foot steps and melee combatants use trip (though occasionally it backfires on them). A few archers still do not use 5 foot steps, though, like for example the lieutenant in the moathouse. I was also was pleased to see enemies using defensive casting and readied action -- the use of readied action in the ruined tower is particularly clever. There are a few cases where powerful enemies will stand back and not join they fray (I think because they have some action readied (I think the earth temple commander and lieutenant did this). In general it is nice to see more spell casting by enemies. Most become more challenging (as they should), like the earth and air guardians with their use of mirror images (they get 8 of them) are tougher -- though it makes it all the more glaring that somehow they have CR of 8 -- lower than that wimp Ranos Davl! I think there are a few cases where spellcasting makes enemies easier. For example Zuggtmoy, who is a great melee combatant spends a lot of time casting dispell magic -- which is a particularly bad move as it dispells the mirror image cast by the earth guardian she summoned! I have also noticed a few cases where enemy spellcasters (I think the ogre shamans are an example) cast bull's strength on my party! Still in most cases the spellcatsing is quite well done -- falrinth is a good example, as he starts with stoneskin and continues from there with a number of tough spells ... I also really liked Hedrack's use of rightous might wehn he doubles in size! There were a few spellcasters that at some point in the melee seemed to pace back and forth in stead of casting or attacking (Romag was an example of this).

    I think you asked at one point what spells enemy casters (like those in the ruined tower should use). I think it is fine if they hold off on fireball till the end, as early on it is likely to harm allies, possible exceptions to this are falrinth and senshock who may be able to do fireballs initially without harming their allies. Speaking of Senshock, I think this has always been a problem, but his summoned elementals often attack the other elementals in the room (maybe this was always intended, perhaps elementals are fussy that way). In general I think they do quite well with your mod, though I think they might be even more challenging if the clerics use soundburst.

    All in all a fantastic mod! Thank oyu for making it. I look forward to the final version!
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    Just to point out, "Burne's Puzzles" was an earlier mod done by zhuge.
     
  5. nago

    nago Member

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    Ooops, sorry for the oversight. I just repatched before I tried out Livonya's mod. The puzzles must have been in the latest patch. Thanks to Zhuge for the neat puzzles!
     
  6. EdwinP

    EdwinP Member

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    Livonya, Just a quick note to say that I just started playing with your mod and it really improves the game. The back entrance to the temple is a real improvement that is carefully balanced and no longer the slam dunk it was and the Skeleton Cleric makes things more interesting in the Meadows. Along with the changes to traps, which makes the disarm and open locks skills much more important, and dialogs and quests its a most impressive job.

    Many thanks.

    PS: I found the quest to gain access to masterwork weapons from the Blacksmith a really nice touch and your addition of composite bows makes the case for selecting a ranger as a party member.
     
  7. 0rion79

    0rion79 Established Member

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    I told you that com. longbows were needed! heheheh :D
     
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