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#11 |
Galvatron
![]() Join Date: June 24, 2002
Location: aa
Posts: 2,101
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Chewbacca and I are writing a conversation with adding IPs as a prefab. That's why we knew those different things. I don't know if there are any prefabs for stripping this and if you searched I suppose not.
Perhaps we/I could write something for you? What do you have in mind. Type is the group for example the group enhancement bonus. The subtype for this would be enhancement bonus 1. Right now I dont think it's hard to set a cap on the number of types, or special combinations of types. I don't know how to do the same thing with subtypes as it involves getting info from 2da files. Also a cap on the total number of item properties isn't hard. |
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#12 |
Galvatron
![]() Join Date: June 24, 2002
Location: aa
Posts: 2,101
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I actually found a script that looks promising for you:
http://nwvault.ign.com/Files/scripts...11825486.shtml If you still need help my offer's still there [img]smile.gif[/img] |
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#13 |
Ironworks Moderator
![]() Join Date: March 1, 2001
Location: Midlands, South Carolina
Age: 49
Posts: 14,759
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Whatever is decided will be fine with me. I do not get a chance to play like I used to, but when I do, it does not matter what the details are...just that I am there with friends is all I care about.
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#14 |
Zhentarim Guard
![]() Join Date: January 25, 2004
Location: San Diego
Age: 53
Posts: 345
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Z,
Please if possable keep the local vault characters, just my opinion. I have jumped into some other online games that allow local vault characters, and noticed that a lot of my items have had properties removed from them, so the scripts are out there. I will do some hunting as well and see if i can turn anything up for you. The 'uber munchkins' that have +20 damage of every damage bonus and +20 massive criticals have been making the game less fun, most the time i dont stay in the mod too long if i see them playing. Some others ( and ill keep these breif ) I have seen are people with an 'On Hit, Harm DC 24' and 'On Hit, Level drain + Negative Energy Burst'. I am 100% in favor of any scripts you come across to limit the item properties and/or Item level restrictions. Item level 22-23 seems fair to me, but of course level 20 items would make the mod more challanging. Either way you decide to go, I will still be an active player, the EFU mod is one of the best mods I have played and will definetly continue to play it, even if it goes Server Vault. Lol in fact a month or so ago you set it to server vault by accident and I played it anyway, it was a bitch and I lost count of how many times I died, but I began to hold my own on level 5 when I became Level 10. Ok thats my 2 cents.
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The voices in my head dont talk to me anymore... Now they Instant Message me |
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#15 |
Manshoon
![]() Join Date: December 2, 2003
Location: United Kingdom
Age: 56
Posts: 215
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Hi Ziroc
I'd prefer local characters to be allowed. If you do decide to go serverside I agree that something has to be done about starting at first level, it's too tough. Those first few levels are not much fun anyway - fight, rest, fight, rest, rest, fight, fight, argh, dead! I suppose that it would be technically possible to e-mail you the bic files of characters who "belong" in Undermountain and to be slotted into the appropriate directory, but that sounds like a pain. I don't mind scripting that removes items although I have played characters with items that are not allowed for their level, but only a few levels higher. The only uber items I created were so my rogue Ivo could solo on levels 10 and 11. Hi Teri-sha Illistyn Cradon Cleeres has a rapier that does level drain and poison DC about 24. It came from the HotU OC and was enhanced within the game. I think that it's called "Devil's Sting". I do get your point about uber munchkins though, I can't see the enjoyment in playing a character like that. If I see someone like that I tend to exit stage left as well! [ 02-26-2004, 06:51 PM: Message edited by: roddybug ]
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Why should I let the toad work Squat on my life? - Philip Larkin |
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#16 |
Manshoon
![]() Join Date: November 7, 2003
Location: Mississauga, Ontario, Canada
Age: 52
Posts: 211
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Actually, from all the other mods and server vaults I've been to, I think a lot of people enjoy making their own characters and building them up to a specific point. However, the uber items do put a damper on a lot of the playability of the game, especially if you see someone cast Hellball 50 times on the same level like a fuel-air missile over Bagdhad.
With some of the characters I've been experimenting with, the most fun I've had is with a 40th level Paladin-Champion of Torm (20/20) with no items above the level 20 restriction and no items that grant immunities. Although immunity to Death spells is almost a requirement, it does add to the game (and the role playing) knowing that it's just your saving throws between you and Myrkul (the lord of the dead) This has worked well for me, as it's a character that I built up and enjoy playing (built naturally so that they aren't created with immunities), but doesn't have uber weapons or items (although I admit I do have an amulet that grants me a full "heal" once per day; I figure that's as helpful on the harder levels as continuously drinking healing potions) It's quite the challenge when I get to level 4 or lower (even at char-level 40) as I certainly remember dying a few times and requiring a cleric to raise me (just happened to be a cleric with me at the time... that's another option... you die, you need a cleric to raise/ resurrect you?) I also remember not being able to open a lot of locks, especially on chests I couldn't bust open to get at the healing potions when I ran out! Perhaps that item level restriction to level 20 (or lower depending on what the community here thinks) + no immunities scripting is all you need for now. Otherwise, there is always the server vault, but then a lot of folks like customized looks to their own armours, swords, etc., etc. Thoughts?
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~ Ehrys ~<br /><br />\"Learn from the mistakes of others, as you don\'t live long enough to make them all yourself.\" |
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#17 |
Manshoon
![]() Join Date: November 7, 2003
Location: Mississauga, Ontario, Canada
Age: 52
Posts: 211
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Oh, forgot to mention that the weapons and armour generally are from the HOTU expansion itself, uncustomized, or if they have been customized they don't go beyond +5 for weapons and +6 for AC bonuses... I seem to remember playing AD&D a long time ago and recall that finding +3 items was quite the buzz... whatever happened to those good old days, eh? LOL
I really enjoy EfU and would like to see it played out as intended (almost has the old "death trap dungeon" feel to it) as opposed to a cattle slaughterhouse for over-powered "uber munchkins" (lol - nothing bad directed against those evil cows, and I think it was Teri-sha who said something about the uber-munchkins) Anyways... off to the land of ZZZZ (not your land, the sandman's)
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~ Ehrys ~<br /><br />\"Learn from the mistakes of others, as you don\'t live long enough to make them all yourself.\" |
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#18 |
Zhentarim Guard
![]() Join Date: January 25, 2004
Location: San Diego
Age: 53
Posts: 345
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Yes i learned the term 'Uber Munchkin' from StigTC (Sorry to put you on the spot Stig)while playing in EFU. It kind of stuck as a good description of the 300-500 hp of damage per hit characters that are out there.
Ehrys, just to comment, EFU has lots of items already that are above +5 for weapons and +6 for armor, some of the items in EFU actually scare me cause the monsters are using them. my level 36 (18 fighter/18 wizard) character got her ass kicked when Z put the finishing touches on level 11. I kind of like that, the magical pluses can be a little higher, I would say +7 max but the damage bonuses and damage reduction are what makes a lot of characters insane. I dont like items that have more than 1 type of damage bonus, being the geeky role player that i am i see problems with a weapon that does fire and cold damage. If Z finds a script that he can use to limit the damage bonuses, massive criticals, damage reduction and immunities, local characters will be fully usable in EFU. I dont want to see local go away as all my local characters have a story behind them, most are from my years of AD&D. Building them in Server Vault, or emailing hte character file to Z (provided he is up for that kind of sadistic fun)would still be very enjoyble gaming though. [ 02-27-2004, 01:19 AM: Message edited by: Teri-sha Illistyn ]
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The voices in my head dont talk to me anymore... Now they Instant Message me |
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#19 |
Xanathar Thieves Guild
![]() Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 62
Posts: 4,537
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Terisha has a point, a lot of the custom items in game are better than + 5, or at least over the lvl 20 cap. Lvl 20 really isn't a good cap anyway, with lvl 40 chars running around, but it would be hard to play some of the deeper lvls w/out some of the items in game. At one point, way back in ancient history of Undermountain, Z turned on item lvl restrictions, and a char I made in Undermountain couldn't log in, all the gear was above the cap, and when I say made in Undermountain, I mean that all of his gear came from the dungeon, armor, weapons everything. I don't mind the server vault idea, just give chars 100k, and let em equip from durnan, and the little dwarf upstairs, or, there is always mirt, the money lender...This all from a practicing DM, who hates to go to all the trouble of putting stuff together, even if I don't have to actually build anything, only to have some char walk through it like it was Walmart when they are closed. Another local vault option, if it's even possible, would be to strip all non EFU gear on enter, and let em roll with that. *Feeling like I may be approaching unpopularity soon with that suggestion.*
Another possibility is to just let them play, as most of them end up solo anyway, and have plot specific items respawn, so that legit players have a chance to get them. Our server is server vault, but it didn't start out that way, as I'm pretty sure I mentioned above, but we let the power gamers roll, it's either that, or lose em, and we like having players in our module.
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To those we have lost; May your spirits fly free. Interesting read, one of my blogs. |
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#20 |
Manshoon
![]() Join Date: November 7, 2003
Location: Mississauga, Ontario, Canada
Age: 52
Posts: 211
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All very good points... I like Teri-sha's idea's about the enhancement bonuses and damages... it's odd to find a blade that will do bludgeon damage or a mace that will do piercing/ slashing (although not implausible)
I also have some chars that I already like using also, so I'm not too much in favour of the server vault idea and starting from level 1 (unless there is a way to get around the "rest, die, rest die, rest die, etc.") like the EfU challenges have been reset to "normal." I think we have to keep in mind however, that one of the reasons why it's so brutally difficult is because the monsters are juiced up to try and tackle on these uber characters. I mean, let's face it... there is no way I'm going to be able to kill that dragon on level 8 in the small stone tower because it is nigh invincible due to uber chars walking around with Harm spells and +300 weapons on their hip-holsters (hmm.. gunslinger metaphor.. does that fit here?) The other option is only to allow equipment that exists with the NWN/SOU/HOTU expansions, but we know that might cut down on the fun of customizations... ... I do like using rogues as well and performing stealth missions, etc., but if all the monsters have true sight and can't be hit... well..?
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