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. GuardianAngel82

    GuardianAngel82 Senior Member

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

    I would choose my actions based on what actually happens, rather than some alignment or other.
     
  2. Kilraven

    Kilraven Chaotic Good Lich

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

    Gazra,

    There is no need for the Holy Avenger anylonger.

    Check out Gaears thread, Game mods - downloads
    Co8 modpack explained... page/ response #6

    Co8 line item new content--spells

    Paladin Lvl 4

    Holy sword--+5 holy sword, also creates circle of protection vs evil
    not cumulative w/ bless etc... overrides weapons natural magic if any :hug:
     
  3. 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

    I'll check it out (sounds familiar though ...)

    I don't think there's anything we can do about that.

    I will ponder these things. Joinable NPCs are a lot of work.

    Okay.

    This occasionally happens with spawned enemies on RE maps. I think it's because of the increased map limits (to avoid screen-shake et al, caused by the map limits being smaller than the screen resolution - this has arisen since the dawn of high-res monitors and resolutions), but I don't know what we can do about it. I think the game internally calculates RE spawn positions based on some original schematic that may not be entirely valid anymore. At least it only happens infequently.

    A bug with generic citizens' combat scripts (all they're supposed to do is flee combat) has been fixed for the upcoming release. They're not supposed to voluntarily enter any combat at all, and if you attack them, they're supposed to flee on their turn. However, they still tend to get pulled into combat when AoE spells are used.

    You'd have to add scripting to check for living pirates in order to avoid that one line being stated wrongly. Is it really that big a deal? Maybe the player is talking about the other pirates that will inevitably come.

    I'm not sure what the module says, but I wouldn't be so sure ... TN means (in my book) that you don't give a damn about anything, values-wise.

    Nulb itself is considered evil (though I've always found that hokey), so when you kill one of their evil favorites, you get a bad rep with her evil fans.

    Will check it.
     
    Last edited: Feb 22, 2011
  4. Capaneus

    Capaneus Member

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

    Are save games compatible if I switch from 5.92 to 6.01?
     
  5. stage

    stage Member

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

    No they are not.
     
  6. Capaneus

    Capaneus Member

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

    Thanks for the info. I'll hold off on the update then.
     
  7. The Royal Canadian

    The Royal Canadian Established Member

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    Re: Changes in Co8 6.0.2

    Hi Gazra
    I am playing 6.0.1 at the moment and have encountered Zaxis. I don't think there are any "requirements" for meeting him. In other words, encountering him is a "random" thing. I usually encounter him about once every two to three games I play.
    I also noticed the amulets you mentioned.
    The Royal Canadian
     
  8. 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

    The InvenSource.mes file states that Ariel's, Bella's, and Senshock's items for sale are all supposed to have an 80% chance of being in their inventories. Ariel's scrolls and Senshock's wondrous items do indeed adhere to this, but Bella always initially has the exact same 96 wands for sale (see the game guide & walkthrough thread for the exact list) (out of the 120 wands that she is capable of selling) in each new game that the player plays.

    Captain Abiram has a typo in one of his lines of dialogue (see screenshot below):
    "I beleive the Lord Viscount is available."

    The last time that I fought Scorpp, he used Wonnilon's Repeating Crossbow +1 (which did hardly any damage at all, and rendered him ineffective during the combat because:
    * he did hardly any damage to my characters with the crossbow
    * he had no threat area (because he has wielding a ranged weapon) which meant that he made no attacks of opportunity on my characters as my characters moved adjacent to him (whereas he normally has a 10 foot reach because he is a large creature).

    I also fought a Hill Giant in a random encounter who threw a rock that did a lot of damage to one of my characters, but which rendered the Hill Giant otherwise ineffective for the rest of the combat (because he had no threat area).

    Will you please remove Hill Giant Rocks from Hill Giant's inventories (and adjust their AI Strategy accordingly if required)? I honestly think that Hill Giants would be much more effective in combat if they only had a melee weapon!

    Will you please place Wonnilon's Repeating Crossbow +1 elsewhere in Scorpp's room so that he can no longer use it in combat against the player's party?

    You're not going to believe this, Gaear, but BOTH times that I fought the Drow party in the Gnarley Forest in 6.0.1 NC, the Drow Fighter advanced at my party in the first round of combat! I still think that the Drow Party could be positioned better for maximum effect against the player's party by positioning the Drow Wizard and Drow Cleric closer to the Witch, and by positioning the Drow Fighter and Drow Rogue closer to the Drow Leader.

    I haven't encountered Zaxis in my playthrough of 6.0.1 NC and I've only got Verbobonc and the Nodes and Zuggy's chamber left to do in my playthrough. I always encountered Zaxis in ALL of my previous runthroughs of the game. I used to always encounter Zaxis when my characters were around level 6 to level 8 in all of my previous runthroughs of the game. My characters are all level 11 in my current playthrough. Has anybody encountered Zaxis in 6.0.0 NC or 6.0.1 NC? Does anybody in the Co8 team know what the exact conditions are for Zaxis to appear in a random encounter? Is there a minimum average character level prerequisite? Once any prerequisites have been met, what is the percentage chance that Zaxis will appear in a random encounter whenever the player travels on the World Map?

    In 6.0.1 NC, the 2 Morhgs and a Zombie in the moathouse courtyard (of the Moathouse Respawn) each have an Amulet of Resistance to Turning when the player loots their corpses. When I identified the Amulets, I was unable to SHIFT-click them.

    On page 9 of the March 2011 issue (issue 122) of the Australian computer magazine atomic, there is a full page article on the Circle of Eight Modpack 6.0 for ToEE, including screenshots (albeit tiny screeshots) of Welkwood Bog, the Arena of Heroes, Hickory Branch, and the Reactive Air Temple.

    I doubt the article will ever be put up on their website (http://www.atomicmpc.com.au/). The article wasn't that long. It basically just stated that ToEE is the best and most accurate computer game adaption of D&D, that the Co8 Modpack 6.0 is brilliant because it is 8 years in the making, that it adds new content to the game, that for information about the game, head over to www.co8.org, and then it had tiny screenshots taken from www.moddb.com/mods/circle-of-eight-modpack

    While reading VERY old posts in the Co8/ToEE forum last night, I only just found out that Troika's computer game The Temple of Elemental Evil uses game code from Arcanum: Of Steamworks and Magick Obscura. I had started playing Arcanum years ago but I stopped playing it because my computer at the time was too slow to play the game at a decent speed, and because I HATED one of the game mechanics (involving stamina/fatigue). Also, the game was unbalanced - magic was FAR more powerful in the game than technology like firearms.
     

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    Last edited: Mar 1, 2011
  9. 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
    Regarding Zaxis, I encountered him when I was playing 6.0.1 NC last night. At the time my party was 7th - 8th Level, enroute to the Moathouse respawn ( I think ). I don't think there are any "requirements" for Zaxis to show up. I usually encounter him about once every two or three games.
    The Royal Canadian
     
  10. 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 Folk
    I just remembered a couple of interesting "quirks" I have discovered.
    1.) For some reason the game ( at least on my system ) seems to think that Elmo is permanently enlarged or something, because I will go to click on something 3 inches above Elmo (my laptop has a 15" screen) and the game will select Elmo. I don't know if this is significant or not, but Elmo is at the far right of my "Rogues Gallery" at the bottom of the screen.
    2.) When I pop my ToEE CD into the drive and click on "Run Autorun.exe" in the Autoplay dialogue box, and then click on "Yes" when it asks me if I want to play ToEE, it will automatically load 6.0.1NC without me having to load the front-end first.
    The Royal Canadian
     
  11. 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 Folks
    I just had a game lock-up in 6.0.1 NC in Verbobonc. I was in the tunnels, and had just finished off the last group of Drow, and clicked on the "door" to go further into the tunnels when the game stopped responding. it didn't dump me directly to the desktop ( I had to use the 3 fingered salute to close ToEE ). I don't know if this is significant or not, but I did have a Stinking Cloud in effect that the party would have gone through to get to the "door". Other spells active at the time of the "crash" include Stoneskin, Protection From Evil, Circle of Protection From Evil, Barkskin, Mage Armor, Greater Magic Fang, Shield of Faith, Enlarge Person ( 3 ), Bless, and Prayer.
    The Royal Canadian
     
  12. 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 Folks
    I just replayed the Frozen Assets quest, doing almost everything the same as before. This time I waited until the Stinking Cloud had dispersed before going through the door to the tunnel full of Spiders and had no problems.
    The Royal Canadian
     
  13. 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

    Corporal Holly's dialogue file has a typo in the following sentence (see screenshot below):
    "Capatain Absalom said to speak with you about joining me to search for drow."
    Although, it wouldn't be a typo if the player's PC talking to Corporal Holly spoke Spanish instead of Common. "See, capitan".

    In 6.0.1 NC, I experienced temporary lockups in the Greater Temple (i.e. ToEE dungeon level 4). I had never experienced temporary lockups in the Greater Temple in 5.9.2 NC. One temporary lockup in the Greater Temple lasted for approximately 3 minutes. The only things that I was doing differently in 6.0.1 NC that I didn't do when playing 5.9.2 NC was that I am playing at the maximum widescreen resolution (i.e. 1680x1050) in 6.0.1 NC (whereas I used a screen resolution of 1280x1024 in my playthrough of 5.9.2 NC), and Senshock repositioned himself to where Hedrack was in my playthrough of 6.0.1 NC.

    I killed Hedrack again before Iuz and St. Cuthbert could appear. Will I ever get to see Iuz and St. Cuthbert when playing this game? If only Hedrack wasn't such a pushover! (and so close to the frontline of the combat. I still insist that repositioning the 2 Ettins alongside Hedrack would make that combat much more challenging, and it would make Hedrack survive longer). I am not using ANY crafted items in my playthrough of 6.0.1 NC.

    The Royal Canadian, thanks for the information about Zaxis. Are you sure you had enough spells in effect when you fought the Drow? <--(sarcasm. I mean no offence, The Royal Canadian). Personally, I think Drow in the Co8 Modpack NC are pushovers (but they give huge amounts of XP!). I suspect that you were fighting the Verbobonc Drow when your characters were still fairly low level.

    It's just that there is so much content in the NC version of the game that it's impossible to fight things in the game in a sequential order where the player's party is always evenly matched with the opponents. Unfortunately, the game lacks content for a large party of level 16 characters to go any higher in level in the game (which is a shame). It would be great if a future NC version of the modpack would allow a party of 8 characters to reach level 20 by the end of the game (without seeking random encounters for the XP).
     

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    Last edited: Mar 9, 2011
  14. 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

    Thanks.

    Okay gazra, I put all of Wonnilon's stuff in the corner in Scorpp's room so he can't equip it anymore. (Incidentally he was supposed to always transfer the crossbow to you in his first round of combat for some reason. Weird.) I also got rid of his rocks so he doesn't throw them and then attack unarmed. We could script him to equip his club after the rocks, but the rocks seem kind of worthless anyway. I also made it so that Scorpp initiates dialog with you when you enter his room instead of just standing there and then bitching angrily when you click on him.

    I'm pretty sure I tweaked him to do that.

    Alrighty.

    That makes sense ... you could launch whatever module is active by double-clicking toee.exe in the root directory. That's all autoplay does.

    Game 'lag' in Temple level 4 is a long-known phenomenon.
     
  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
    My replies are in Red.
    The Royal Canadian
     
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