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Chance to learn spell

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I have long-term suspiction that there must be a bug in the learnig of spells but today the suspiction has changed to almost certainity. My non specialist mage with 23 intelligence (19 + Potion of Genius) has 99 chance to learn spell. I tried to learn four spells and he has failed three times.
Was it just extremely bad luck or is there any bug with learnig the spells? Because I think that during the years of playing the BG I have failed more often not.

Half-drow/tiefling - is it possible?

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In my next runt, want to play a half-drow. I also want to play a tiefling. Could the two be combined in a single PC?

RP to the Nth Degree - Solve for N. Or, how much of a powergamer are you?

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As the title suggests, I am curious about the degree to which you all enjoy role playing your Bhaalspawn, or developing a “head canon” as you progress through the series. The more time I spend with the game, the less I find myself attracted to “powergaming” approaches and the more I find myself interested in fleshing out a character who acts for reasons that are coherent in the context of his or her own story and personality. If you want to see what might be the logical endpoint of this arc for me, I have been posting about it here: https://forums.beamdog.com/discussion/78398/ausar-the-riven-fighter-mage#latest. It is the beginning of a deep dive into an elven Fighter/Mage Bhaalspawn. As you will see from the character sheet, though, at least some of my old powergaming instincts have not yet withered away ;)

How do you all like to play? Do you go through phases or moods in how much RPing you like to do? If you have a favorite Bhaalspawn you have played over the years, I would love to hear about him/her, and your underlying inspiration. If you are an inveterate, unapologetic powergamer, that’s fine too. There are no wrong answers here - just one poster’s curiosity. Cheers!

Looking for map backgrounds from IE games

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BG, BG2, IWD2. Can I get them somewhere online or will I have to dirty my hands with Java to use the Infinity Explorer?

BG1:EE Scripts Suddenly not working

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My PC is set on Thief controlled and typically would attempt to hide in shadows. Imoen is the same and I recently switched her to finding traps. I have a bard who is set on Bard Controlled. However, I don't remember exactly when, but suddenly none of the scripts are working. When I press D or V buttons, it has no responses from the game. Previously when I press D to switch, the game will indicate that it received the command.

Can anyone help me figure out what is going on?

Thanks!

Regarding Gandolar Luckyfoot at Gullykin

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On dudleyville, it says there is a dialogue option to pay 100 gold to stomp through all the houses, that plus Gandolar's dialogue "and in return, a gift from us you shall receive. Keep whatever you find as well", I thought it means I can raid all the storages and not be called a thief. But this doesn't seem to be the case?

Let's create Forgotten Realms/Baldur's Gate-specific Haddockisms!

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There are a lot of adventurers, and a lot of personalities. So, there's nearly infinite combinations of both. Tell me that there isn't at least one adventurer in Faerûn who doesn't make outlandish exclamations like Captain Haddock from the popular The Adventures of Tintin series, and I'm gonna tell Helm that you're lying, pay a Wizard for a plane shift to Oerth and then Nerath, and tell Saint Cuthbert and Bahamut the same things, and they'll probably be very upset with you. Someone else can go tell on you to the gods in Krynn and Athas.
For those of you that don't know of him, Captain Haddock is some dude from The Adventures of Tintin who's famous for, well, outlandish exclamations, such as "Billions of Bilious Blue Blistering Barnacles!", "Pithecanthropic montebanks!", and "Cushion footed quadrupeds!".

Let's make up our own Baldur's Gate-related exclamations, just like Captain Haddock might make if he were a Faerûnian adventurer! I'll start!

Seventeen silver-spined Selûnite sycophants stupendously sitrring strong strawberry smoothies!

I don't think they need to be alliterated, or anything. And if they do, I guess you can tell on me to Deneir!

The great Shadows of Amn conspiracy!

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I bet someone else thought about it... I always have seen some clues on something "bigger" going on in Shadows of Amn, so I gathered some clues here and there : 1) Kalah, the tiny little gnome illusionist, mentions in his final breath that he was promised something. He achieved great power in that tent, even though Aerie said his skills weren't ever that powerful. It is possible that he wanted that in his own ambition, as stated that Gnomes are pretty much just made fun of in Athkatla, or hunted down as criminals. But what if his motives weren't his own, but rather he was controlled? 2) In the de'Arnise hold, Glacias, Lord Arnise's personal bodyguard as well as friend states that his new masters shown him the truth through magic. Incidentally, TorGal didn't have ANY magic, but he *did* have some beasts that made holes through the underground - the Umber Hulks! 3) In the dungeon at Windspear hills, we meet Tazok... *again*, even after having him decapitated, splattered in tiny pieces of minced meat... well, you get my meaning. Interestingly enough, he has new masters and new plans this time around and carries a key with him, key that opens a secret door to the sewers in Athkatla! I am pretty much sure there are other clues scattered around, but I forgot them by today. Yet one thing is certain - all clues lead to the Illithids indirectly. Are those dudes trying to conquer the world or are they simply testing the protagonist? Cut content? Pretty damn sure it was. What do you guys think?

Minsc vs Boo

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They are ensorceled to think they're mortal enemies. They fight to the death. Who wins?

Can someone help me understand this battle?

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After dying to Kahrk and then learned he is actually level 12, I followed the guide on wiki to defeat him: have someone with boots of speed trigger the whole scene then run to party, and have party go inside the ruin to drop aggro. I then rested to expire Kahrk's defensive abilities.

See the following image for the progression of the (essentially) ambush.
34uvb3ti2s4w.png


I pre-casted hold person, miscast magic, and lighting bolt. Had my archer use an arrow of biting and an arrow of frost while my PC goes up behind him in shadows for a backstab.

What I don't understand are these:
  1. Kahrk seemed to have saved versus both the lighting bolt and miscast magic, so how did he managed to fail casting the first spell?
  2. Kahrk's save versus hold person quite a few lines after it was cast, does that mean at that point he saved against hold and became free?
  3. Kahrk managed to cast a lighting bolt but it missed, is it because he died before the spell landed?

Thanks!

Automatic weapon switching - how does it work?

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If a character is set to prefer ranged weapons and an enemy closes to melee range, they'll switch to a melee weapon. Or they'll switch to a ranged weapon once nobody's close. Similarly, a character set to prefer melee weapons will switch from ranged to melee as soon as there isn't an order overriding it.

But ... what if the character has multiple melee weapons in their quickslots, or multiple ranged weapons? How does the game choose which one to use?

For example, the Archer I'm playing right now has three quickslots - a crossbow, Spider's Bane +2 (1d10+2 damage), and Albruin +1 (2d4 +3 damage) with a +1 medium shield. He's proficient in bastard swords but not two-handed swords, with no relevant weapon style proficiencies. Therefore, he has better THAC0, deals more damage, and has a better AC with Albruin.
Without fail, every time an enemy closes on him, he switches to Spider's Bane. This happens regardless of which weapon gets the #2 quickslot and which one gets the #3 slot. If I want him to use the weapon he's better with, I have to switch manually.

There's clearly a rule being used here. Equally clearly, it's not choosing anything a player would recognize as "the best".

playing on a tablet

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Moving this here so as not to distract from the EEex thread.
Thels wrote: »
@subtledoctor Why not run the game on your desktop and stream it to your ipad, whenever you need to do something that you can't do on an ipad directly?

I don't understand. Set aside that my "desktop" is a laptop in sleep mode on the floor when not in use; if you "stream" the game, how do you control it? The iOS controls are incredibly intuitive (minus the lack of an ability to orient your party when you move); would streaming the game mean using the ipad touchscreen to simulate a mouse and keyboard, to make clicks happen on the game screen? No offense, but that sounds pretty terrible. Like, it sacrifices the main thing that makes the tablet version of the game better.

Making Illithid intelligence drain make sense.

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For a long time I have wanted to mod the illithids that appear in the BG games so that they do not drain intelligence from mindless/brainless creatures. I recently figured out a very simple way to make this happen and plan to start work on it soon. The problem is, I am not exactly sure what should be immune to the intelligence drain inflicted by their melee attacks. I know for sure things like undead, golems and other non living creatures should be immune, but it gets more tricky when it comes to things like elemental creatures, or even things with very different nervous systems (such as insects, spiders, or other invertebrates). I already have a good idea on what I think should be the correct thing to do, but I figured I would ask the community about it anyway, since someone may know more than me. Besides that, it may just be a fun topic to discuss!

Keep in mind that we are talking about the intelligence drain of the illithid's melee attack. I have no interest in altering their mind blast special ability at all. Also keep in mind that, even if I make a creature immune to the intelligence drain effect, the illithids will still be able to do normal physical damage with their weapons to that creature. I will try to make poll options as inclusive as possible, but there are limits to what I can do with the forum software.

Definitions I will use for this poll:

Mindless/Nonliving creatures: Undead, Golems, Dancing Swords, etc.
Brainless creatures: Creatures that have minds but not brains, such as Elementals, Slimes, Shambling Mounds, etc.
Invertebrate/Unusual creatures: Insects, Spiders, Otyugh, Mimics, Myconids, etc.
Large creatures: Creatures so large that an illithid may have a difficult time reaching their brain, such as Dragons, Giants, Etc.

Useful knowledge about the games that other way could be lost (please help by reporting links).

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This thread is to create a directory from which to access to the threads that analyzed in deep technical aspects of the games, tactics or other way give information that don't deserve to be buried by the new threads and become very hard to find by the new/old players.

My task is only to maintain the thread, everyone that has relevant links can contribute suggesting them in the thread or sending me a PM, if the links are suited i will introduce them in the OP posts and will become part of the directory. Is up to you fellow players to make this thread an useful resource that allow to anybody to quickly find useful information about the games.


The directory will be divided in few sections.
The first one is about technical aspects of the engine and how the different things (ie thieving skills or casting) work.
The second one is about combat tactics and weapon comparison.
I include some placeholders so if someone suggest new sections them can be introduced at the top of the thread.

This thread is not the place to discuss about that knowledge, if someone want to propose new tactics or else please open a dedicated thread and ask for it to be linked here. To tell that a link is to an obsolete or inaccurate thread obviously is possible and welcome.

Please @JuliusBorisov give evidence to this thread as we already have agreed.
And if somebody can suggest a better title for the discussion i am not really found of the one i use now... :)

EDIT: links to external resources and not to threads of the forum are allowed and welcome, but will not included in the opening posts, that are reserved to links to this forum's threads.
You can find them reading the whole thread anyway.
If many links to external resources will be given i will consider if using one of the placeholders as quick reference for them.


The Adventures of Gaspar: The Suavest Swashbuckler to Sail the Seven Seas! (ctrl+q playthrough)

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In which we shall see how many scripts we can ruin by brainwashing friends and foes alike. Inspired by the ctrl+q thread, and something I had been meaning to do for a long time, this is a playthrough of BG2EE where you force your enemies to fight alongside you! This isn't a hardcore, no-reload, SCS-whatever - it's pure and simple FUN! The rules are simple. Ctrl+Q forces a creature to join your party. In this playthrough, there will be 5 creatures plus CHARNAME in a party. If one dies in combat, they will not be raised and instead will be replaced with more random creatures. I'll try not to force bosses into the party, as tempting as that may be, for the sake of what little balance there will probably be in this playthrough. And to increase the diversity of party members, and to save myself equipment headaches, brainwashed allies will stick with only what they have. There are other mods in use besides these, but these are the most relevant: [spoiler]Dungeon-Be-Gone BG2 Tweakpack Weimer's Item Upgrades aTweaks Rogue Rebalancing More Style For Mages BP Ascension And a few custom tweaks that I made myself for convenience and balance reasons[/spoiler] So I present to you, the irresistable, handsome, charming Gaspar! [spoiler] Just pretend he's a human, I'm not dual-classing so there's literally no reason to be one. image [/spoiler] So, I've just been released from my cage by Imoen, who I promptly told to get lost. Our first victims volunteers are Irenicus' Jailkeep Golem and a Smoke Mephit. Let's name them...uhhh, Derick and Jim. [spoiler] image [/spoiler] And now we let out Jaheira and Minsc, because I would feel bad if I didn't. [spoiler] image [/spoiler] [spoiler] image [/spoiler] And now we're going to get out of here. [spoiler] image [/spoiler] Hey, look! Jim leveled up! [spoiler]image [/spoiler] Let's see what we can- [spoiler] image [/spoiler] Oh. I don't know what I expected. This is probably going to happen a lot, come to think of it. Tune in next post for some actual fighting hopefully!

Hit points and difficulty

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What do you think is more challenging (I know that the difference in difficulty will be only small but nonetheless):
a) play with random hit point rolls on level up
b) play with maximum hit point on level up and maximum hit points for all enemies in the game (via Tweaks-Anthology)

Axis & Allies question when carrier is sunk

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On the defense when a carrier is sunk during a battle. Do any remaining fighters get 1 movement point to go to land? Does it have to be an island within the sea zone or just 1 movement point anywhere (to a mainland)?

Neverwinter Nights soundtracks, Pathfinder artbook, and other goodies free on GoG right now.

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GoG Spring Sale Goodies Collection 2:

Pathfinder: Kingmaker - Artbook
Shadow Tactics: Blades Of The Shogun - Artbook
Neverwinter Nights: Enhanced Edition - Soundtrack (Mp3)
Neverwinter Nights: Enhanced Edition - Soundtrack (Flac)
Neverwinter Nights: Darkness Over Daggerford - Soundtrack (Mp3)
Neverwinter Nights: Darkness Over Daggerford - Soundtrack (Flac)
Neverwinter Nights: Premium Adventures - Soundtrack (Mp3)
Frostpunk, Children Of Morta, Moonlighter - Wallpapers And Avatars

https://www.gog.com/game/spring_sale_goodies_collection_2

Exporting joinable characters

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Is there a way to export joinable characters, with voice sets, portrait, etc? If I want to play BGII with Xan in my party for example?

Axis and Allies Online

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Dear Beamdog,
I have loved and played Axis and Allies since I received the original board game for Christmas in… I want to say 1985? I’ve played it ever since, with my friends, in tournaments, in person and online, every variant and expansion. With the current Covid19 quarantine in effect, the new Online version is perfect for my friends and me, scattered as we are from New Orleans to Minnesota to Holland. I desperately want this game to grow and succeed. With that in mind, I’ve been playing with my friends and running solo games every day and keeping notes. I would be absolutely thrilled to help with the development of Axis and Allies Online in any way that I can.
My recommendations at this point fall into general flow and style of the online game, and the rules and gameplay of this version.
I’ve completed 62 games so far with another 4 in progress. The bugs and freezes are noticeably less now that when first released, but some of that is also since disabling all animations. The game still crashes every so often when logging on to an online multiplayer game and I need to quit via taskbar and reload. I’m running on a new 2019 Dell with a 10th Gen Intel Core i5.
A good addition to the game would be a novice/expert toggle to switch off the numerous notifications that slow down the game. Right now, whenever a player moves between phases it asks for confirmation. You have to click to enter combat, roll the dice, roll again, assign the hits, confirm the hits, submarines roll even when there are no legal targets. The games asks if you want to retreat, even when you only have amphibious units left that can’t retreat, and then reminds you of this. Then at the end of combat you have to close combat twice. Many of these steps are unnecessary.
In a similar vein, if the USSR is eliminated, the game takes you through each of their turn phases, where you can’t do anything, and then asks you to confirm that you don’t want to do anything. Just a little clean up to skip phases that are pointless or impossible would move it along faster and help flow.
Drag and drop units to a transport would help, especially if they then appeared next to the transport so players could see what was on them. Freedom to deploy all, none, or half the units would also be helpful. Right now there is too much worry about combat movement and non-combat. Just allow units to move to their normal limit during any phase. The most common time this is an, admittedly minor, issue is for large naval movement. If a player wants to move a loaded transport for an amphibious assault they naturally want to move the entire fleet along, just let them bring along a destroyer even if it isn’t taking part in the landing.
Choosing which combat to run is also nice, and occasionally strategically important. Let players click to choose the order.
Now onto rules.
The new online adaptation follows the 1942 board version fairly closes, which was itself a big departure from the original board game. The rules adapting for asynchronous play are fine. Unfortunately, a lot is still lacking. The original game had a slight Allied advantage which was later compensated by rules variants. The new version has a profound and distorting Axis advantage and no editor to allow house rules and variants. In the 62 games played so far, I have 49 wins for the Axis and only 13 for the Allies. The reasons are integral to the game as it stands now in development, not to individual players or tactics. Many of these test games I’ve been running, just have a standardized control set of moves for the Axis the reach the same result no matter what the Allies do.
Reasons for the Axis advantage:
The map is larger and more detailed. The US is now farther from the Axis powers and it takes longer to project force. America can no longer build a fleet and invade mainland Europe the next turn, for example, or fly fighters direct to the UK.
Naval combat is wonderfully improved with 2-hit battleships, destroyers and cruisers added, and larger seas. But transports being non-combatants together with larger seas and cheaper aircraft has made amphibious operations, the main method for the US to engage the Axis, slower and more vulnerable. Also the sub rules are inconsistent. They are not supposed to block enemy movement yet they will prevent an amphibious landing (it doesn’t give you the option to ignore them even though it says, “You have chosen to engage with ignorable units”) and they don’t recognize the destroyers of allied countries on a different allied turn. If Germany has a U Boat in the north sea at the end of their turn and the UK buys and places a destroyer in the same sea zone, the US bomber should be able to engage. Coordinated allied operations were key in the Atlantic in WWII and should be allowed.
Units are cheaper and budgets are bigger. Germany used to have to make painful decisions about where to focus and they frequently lost the territories on the periphery and had to make do with a budget in the high 20’s when fighters were 12 IPC and bombers were 15. All this meant that if Germany needed to rebuild their air force to counter the British they had to make real sacrifices in the ground war. Now Germany starts with plenty of subs and aircraft, and a bigger, less-vulnerable budget. Germany can easily buy 4-5 tanks and an aircraft every turn.
Related to budgets, Strategic Bombing is greatly weakened and needs to be reinvigorated. A viable strategy in the old game was for the UK and US to devote a bomber each to Strategic Bombing of Germany with noticeable effect. Now, it takes longer for the US bombers to get there (see above) and the budgets are bigger so the effect is weaker. For what it’s worth, the last 9 attempted UK Strategic Bombing runs resulted in the bomber being shot down 8 times and destroying 1 IPC on the other run. Maybe just bad luck, but Strategic Bombing could and should be an important and fun part of the game.
My suggestion here would actually be a big innovation, but assuming that you are free to do that, it would add a great element to the game. First, allow escort fighters on Strategic Bombing runs. Then, lose the built-in AA battery idea, make the AA units more useful so people actually buy them. Then there is a battle for air superiority, including any fighters in the defending territory, much like in the Civilizations franchise. A combat phase is entered, where defending AA guns roll, hit on a 1, but casualties assigned by the attacker like any other combat, then the attacker rolls for bombers and fighters, with casualties assigned to the AA guns and defending fighters. The defending fighters roll. Casualties removed. Surviving AA guns do not fire on subsequent rounds, if any, but can be taken as casualties. If all defending units are destroyed, the remaining bombers roll and the number is taken BOTH from the defending player’s IPC’s which they can do nothing about, as well as from the productive capacity of the complex which can be repaired. All of this would result in a whole new type of combat, add a fun element to the game, allow for UK/US vs Germany to interact short of massive invasions, and rescue Strategic Bombing.
Think if turn 1, after Germany sinks most of the Allied fleet as usual, UK launches a bombing run like this with a bomber and 2 escort fighters. After combat Germany has lost a fighter, an AA gun, 3 IPC and 3 productive capacity. It would invite a response and take some pressure off of USSR, and the game could go in an entirely new direction depending on how the early battle for air superiority goes.
Finally, Weapons Development and Unit Customization. The ability to leverage the higher budget of the Allies into short term risk but long-term reward was a treasured staple of the old Axis and Allies. Please bring that back. Also, the ability to customize units was a good way to handicap certain countries and make games more fun and fair.

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