5.0.x Cumulative Mods & Fixes (CMF) Bug Reports and Discussion Thread

Discussion in 'General Modification' started by HobbesMG, Jul 16, 2006.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Re: 5.0.1 & 5.0.2 Mods and Fixes Thread

    Actually, the fact we can't dis-charm NPC followers effectively makes this very handy indeed (unless that bug was already fixed). Nice work Hazelnut :thumbsup:

    Re the Hezrou, are u following the 35% chance thing Kal mentioned, or will we always be fighting at least 2? I'd like to have a day where no-one came to help.
     
  2. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    The fixes go into data\scr, not into modules\Co8-5.0.0.

    However, if you let the Gnolls go before you installed the fixes, it's too late.

    @Kalshane: You can right click anywhere on the screen, select your option (i.e. coup de grace) and then select the enemy you want it to effect by left clicking on that enemy. I have run into a problem where the enemy is in the bottom left corner of the map and underneath the party line-up portraits and very difficult to select, but this has happened to me before the RE fixes as well.

    The check is handled like this:
    Code:
     1d20 + ( highest Spot + Listen + Survival in the party)/3 vs 1d20 + ( highests Spot + Listen + Survival in the enemy group)/3
    I did ask for your advice on this, remember.
     
  3. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Thanks. Sometimes I forget what the game lets you select from the menu and then select a target and what requires you to right-click on the target first. Can you choose charge and then select a target? I thought one always had to right-click the target of the ability.

    I know you did. I was just curious how exactly the game was determining the Spot, Listen and Survival values of the baddies.
     
    Last edited: Nov 10, 2006
  4. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Oh, sorry, I forgot to mention that. The script creates one of each type of enemy for that particular encounter, reads and compares their skill levels, and then destroys them. This all takes place before the party is placed on the map.

    I create one of each type of enemy so that I get the skill levels with all the modifiers added in, not just what is listed in the protos. And since I am using a d20 for both the enemies and the party, until you have a party member with Spot, Listen and Survival all at 19 or higher there will always be a chance that skeletons will get the drop on you.
     
    Last edited: Nov 10, 2006
  5. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Okay, cool. That's a pretty innovative way of doing that.

    I realize it would be harder to do, but maybe you could implement something where creatures that get the drop on you don't end up in your face unless they succeed at some kind of Hide check. While it's possible for the party to not notice another group until they're too close to avoid, no matter how horrible their Spot check, they're always going to notice someone 10' away unless they're hiding.

    Basically, there'd be 3 possibilities:

    1) Party notices badguys and chooses to engage or avoid
    2) Party doesn't notice badguys until it's too late and encounter starts at close range (20' to 50' or so).
    3) Badguys have some stealth skills and make a successful Hide vs. party's spot. Baddies ambush party and start 5' to 10' away.
     
  6. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: Found a tiny bug in Bassanio's script

    Anyone can post fixes for 5.0.0 (5.0.1 and/or 5.0.2) in the CMF thread, all we ask is that your fully patched and upto date to avoid overwriting other peoples fixes at the same time as fixing the issue you were working on.
     
  7. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Well, I kind of did that, minus the bad guys Hide skill. The amount by which you succeed or fail the avoidabilty check determines the distance between the party and the enemies. Succeed by 8 or more and the enemies are at least 18 feet away. Succeed by 1 and they are at least 11 feet away. Fail by 1 and they are at least 9 feet away. Fail by 9 or more and they are right on top of you.

    I say "at least" because the enemies are randomly distributed inside a partial circle of 6' diameter. I added code at Spellslinger's request to ensure that they can appear no closer than that distance. The max distance of 18 was decided upon because of the small size of some or the RE maps, and that a distance greater than that would not draw all, or possibly even some, of the enemies into combat.

    Your idea of the Hide vs Spot check is one I had already considered. The problems lie in:

    1) I can't get enemies to actually conceal themselves.

    2) Unless the enemies conceal themselves initiative is still randomly determined, I can't set initiative, and there are no surprise rounds in this game.

    3) In mixed groups of enemies, whose Hide rank do I use? Obviously the hobgoblin's with the ettin will have a better Hide rank than the ettin. Do I take the highest or the lowest of the group? Or do I take the Hide rank of each member of the group individually, do an individual Spot check, and base the distance on that result? No matter which of these I do initiative will still be determined randomly, so that enemy that hid really really well may very well end up going last in the round.

    So I compromised and let the avoidability check determine the distance. I may later add some variability to that base on terrain type, but for now I'm happy with it.
     
    Last edited: Nov 11, 2006
  8. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: Found a tiny bug in Bassanio's script

    I would prefer you did post them in the CMF stickied thread. It would save me the trouble of trying to track the fixes down and trying to remember who did what when I update the CMF. But like Allyx said, please be sure your files are up to date with the latest CMF to ensure compatibility.
     
  9. Featuri

    Featuri Maze illusionist

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Playing with last Co8 5.0.2 (build 11.06.06) :

    It seems minor but minimum perform ranks to use bardic music for a 1st level bard is 1 rank higher than expected. As per the rules (in the ingame help), the minimum requirement to acquire the first bardic musics is 3 ranks.

    I created two bards, one with 3 ranks and one with 4 ranks in Perform skill. The first one doesn't have access to bardic music, the second have. Is this a known bug ?

    Edited: I also tested this with Co8 4.0.0 and here too bards don't get music feats with only 3 ranks. As this is'nt specific to 5.0.2 feel free to relocate my post.
     
    Last edited: Nov 11, 2006
  10. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Okay, cool. Makes sense. Sounds like it's a limitation of the game's ability to handle long-distance encounters that's the issue and what you have works within that limitation.

    As for Hide check, the worst one would be the one to use to determine distance of the encounter, though monsters that weren't spotted would remain hidden. But since you can do that or force a surprise round, I realize that whole discussion is moot.

    In any case, I hope you don't think I'm trying to bust your chops here. This new implementation makes the random encounters a whole lot more interesting and gives the Listen and Spot skills a purpose. I was just trying to make sure I was clear on the details and it's apparrent there's some vagueries of ToEE I wasn't aware of.
     
  11. Cerulean the Blue

    Cerulean the Blue Blue Meanie Veteran

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Oh no, I don't think you were trying to bust my chops. I apologize if I came across that way. I forget that not everybody has discussed these things with me on the IRC, and was trying to explain.

    I did try the Hide vs Spot check, and to get the enemies to conceal themselves. It only seems to work if you add them on the map outside of combat range, which is tough to do on the RE maps, and kind of defeats the purpose. If you hit a RE map and don't see any enemies, you don't explore the map, you just think it's a bug and move on. I even considered using the Hide skill in the avoidability check, but that would mean assuming the enemies and the party were always trying to hide.

    I can do some fiddling with the party and enemy spawn points so that on the larger RE maps success in the avoidability check (probably by 10 or more) spawns the two groups out of combat range, allowing the party to sneak up/buff or what ever, much like in the Encampment random encounter. Certain maps, like the Swamp road map, may be too small for this though.

    I might also be able to keep the party and the enemies from spawning in the river. Would anybody like that?
     
  12. Old Book

    Old Book Established Member

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Personally I kind of like the river spawning encounters. Reminds me of a number of fights in David Gemmell novels where characters are washing up only to be ambushed.

    Of course, then you have to ask yourself why your characters are bathing six at a time with weapons in hand. ;)
     
  13. Kalshane

    Kalshane Local Rules Geek

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Okay. Cool.

    Yes! While it makes sense for certain aquatic creatures to attack from the river, there's no reason for Prince Thrommel's men to be standing hip deep in the river while thanking you for rescuing him or for pirates to be in the water without a boat. (And trying to loot creatures underwater or CDG unconcious trolls is a major PITA.)
     
  14. maggit

    maggit Zombie RipTorn Wonka

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    Improved Two-weapon fighting can be
    chosen as a feat even if the character does
    not meet all prerequisites (that is 17DEX).
    Tried it today with my fighter who had 15DEX and
    yet he was still able to choose it.
     
  15. Allyx

    Allyx Master Crafter Global Moderator Supporter

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    Re: 5.0.1 & 5.0.2 mods and fixes bug reports

    The prerequisite is 15 dex not 17 (so it's not a bug).
     
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