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Old 08-09-2005, 01:14 PM   #11
Saridu
Elite Waterdeep Guard
 

Join Date: July 23, 2005
Location: South Africa
Age: 49
Posts: 7
seclists I do feel your pain, those earlier combats at the monastery and arnika were painful but barring Umpani base camp the "help" seems to lighten up and trynton has thankfully only a few quite powerful helpers. I'm also a family man and the umpani base fight took two and a half hours, must admit psionic blast is your friend, quicksand also helps a bit when it doesn't backfire. I had just finished the assassins the corpse lords were on their knees I get up close and personal to finish the job and activate another 30 mobs!!! But its okay can start a turn, chat to the wife, bounce my son a bit and grab myself some coffee inbetween.

Loudhy, I've also run into some modding trouble, I can't enter Arnika anymore ! (I need to get the chaos malori). Soon after I enter I get this crash (I'm running 1.6)

Debug assertion in module c:\projects\wizardry8\local code\monstergroup.cpp line 1885 failed:

expression [FALSE] evaluates to false.

MonsterGroupCalcDefaultDisposition:Monster species 393(HLL officer) NPC data not found.

The only thing I can think of is the rattkin and the rapax are hostile to me - could be corpral blackwhiskers or Reach???
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Old 08-09-2005, 01:42 PM   #12
Sinteuil
The Magister
 

Join Date: December 17, 2004
Location: Zembla
Age: 56
Posts: 138
As far as I know, you should be able to fix this bug by going into Mad God's editor, clicking on monster editor, selecting the HLL officer in question, and unchecking the NPC box. Then just save, and you shouldn't have trouble in Arnika anymore. Hope that works for you!
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Old 08-12-2005, 09:59 PM   #13
babar
Manshoon
 

Join Date: November 12, 2003
Location: celesteville
Age: 54
Posts: 246
I like to have munchkin bishops with all spells. Does anybody know if there are books for spells 1-5? including or excluding the new spells? I'm starting a new game with imported party ... wondering if I should save my picks as usual or jump in with the new spells.
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Old 08-14-2005, 01:46 PM   #14
babar
Manshoon
 

Join Date: November 12, 2003
Location: celesteville
Age: 54
Posts: 246
Looks like you can buy at least some of the new spellbooks. I will stick with saving picks as normal.
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Old 08-15-2005, 04:09 AM   #15
Loudhy
Drizzt Do'Urden
 

Join Date: September 3, 2003
Location: Köln Germany
Age: 69
Posts: 692
BTW, anyone heard something about WarrGrin ? He once wanted my opinion about his mod. I wrote PN and mails but haven't reveived an answer from him ( for about 2 months now ).

I want to tell him more because I've finished the Umpani maps now but without a sign of life I don't know if it makes sense to write reports.

Greetings

[img]graemlins/monster5.gif[/img]
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Old 08-15-2005, 02:42 PM   #16
Saridu
Elite Waterdeep Guard
 

Join Date: July 23, 2005
Location: South Africa
Age: 49
Posts: 7
Sinteuil it worked! Thanks for the advice, that editor is fantastic, kudos to madgod, found the mob, removed the npc tick and voila Arinka again!

Babar, most of the original spellbooks are in the game as usual... except fuzzfas and anna locations have swopped and forget kunar for many levels. Burz sells the three new cone effect spells (3 air, 2 fire and 1 mental) and there's another npc in the monastery that spells a couple of misc type spells (blinding, razors and screens). The other big thing is level, you will level up much faster and have to take on higher levels mobs so you'll most probably find yourself picking spells books out of survival.

Restarted (again!) and its all DS's fault. Back to that most excellent editor, found his hidden recipes and no DS would never have figured it out. Totally missed the point of the book of reclaimation. So had to recreate my party with sucky myles for the eng, a priest for the div and a priest turned thief, well just for cheese.
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Old 08-15-2005, 07:58 PM   #17
babar
Manshoon
 

Join Date: November 12, 2003
Location: celesteville
Age: 54
Posts: 246
This is a great mod although I miss having color coded heal potions like flamestryke's. Combats are loooonnnnggg ... I went to the upper monastary and aside from the normal encounter, I had what's his face 12th level Curate guy join in I almost survived although they cut down everyone of the friendly greens. reloaded a couple of times and finally got through, though Curate guy didn't show up. I pasted him later near the monastery exit. #$%#%# Darklings I hate them. Although combats are tough, you do get a lot of help with the awesome new equipment (and the friendlies). I don't normally use thrown potions, but they really saved me this time.

That rat junior trader shop, what a rip off! I tried to recharge my mana stones (imported) and he wanted 2x the price and I have a bard with 50 comm (mostly from equipment... fluffy's collar etc).

oh yeah one more question, is anybody having problems picking up stuff? there was a dagger in the I think silent zone library that I couldn't get and the flail in the box with the cape that you have to parachute into after breaking the glass. I know you can press the ctrl key to stop the spinning, but I still can't seem to grab them ... cursor never changes to a hand.
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Old 08-16-2005, 08:23 PM   #18
babar
Manshoon
 

Join Date: November 12, 2003
Location: celesteville
Age: 54
Posts: 246
i saw the note about mages being able to pick any spell, but are unable to learn from spellbooks. i think this applies to samurais as well.
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Old 09-08-2005, 10:29 PM   #19
WarrGrinn
Elite Waterdeep Guard
 

Join Date: February 28, 2005
Location: Canada
Age: 53
Posts: 13
"BTW, anyone heard something about WarrGrin ? He once wanted my opinion about his mod. I wrote PN and mails but haven't reveived an answer from him ( for about 2 months now ).

I want to tell him more because I've finished the Umpani maps now but without a sign of life I don't know if it makes sense to write reports."

Sorry I havn't had alot of time to respond to concerns (though I have read most of the posts and greatly appreciate the praise and the criticisms of the mod....most will be 'addressed' in the next update this month sometime....)...Alot of Real Life stuff happened (sickness, daughters birthday, job transfer, busy summer with 3 weddings, etc) but I have been working on the mod in my 'spare' time and have hopefully addressed alot of the 'huge/long battles' aspect. I've taken out most of the 'friendlies' except for recruitable characters and a few that I just couldn't delete for fear of 'lost flavor' (most of the monestary friendlies are still there) and the wandering monster mobs were ratcheded down a few notches as well.

Lots of new items and a few re-done spells and monsters have had their 'cast' lists altered (less eye/eye and protective spells so parties stand a chance)....Definitly LEVEL 1 friendly, no need for an editor to add experience or anything...

Totally re-did Summon Elemental spell, called Summon Monster now (reminisicent of the old AD&D summon monster I-IV spells) that can summon one of four different monsters for each level of the spell and they are of 'appropreate' level for the party (no more elemental cakewalks.....).

Also altered a few of the lower level spells and added some monster and item only spells (only avalable on rare items and 'boss' monsters...added a few more 'giants' and unique monsters and played around with the casting level of the creatures now that its an available option.....)

Anyway....enough babbling for now...again thank you for your replies. They are a great help in the continuing evelution of this mod....

Steve (Deathstalker/WarrGrinn/Thor911)
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