Throwing daggers discussion.
#1
Posted 16 August 2005 - 02:49 AM
First of all we dont have any enchanted throwing daggers in BG1. That sux... Second thing(not actually concerning BGT) - those that we have(boomerang and firetooth) got 2d4 dmg... Throwing dagger - ok. Throwing bastard sword? Ugh... The funny thing - i've never seen a single fix to this madness.
I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.
kkthxbye...
#2
Posted 16 August 2005 - 09:08 AM
Also some weapons has been fixed to do other damage than their *kin*...i.e. Carsomyr is a great sword and as such should make 1d10 dmg instead of 1d12 (in unpatched BG2 it did)...DSotSC and TDD bring more weird weapons such as scimitars 3d3+3 and staves 2d2+2...the dmg is not constant for each weapon type..axes can make dmg 1d8, 1d10 or even 1d12 and there is nothing weird in that.
#3
Posted 16 August 2005 - 10:07 AM
I'm talking about Vanilla BG1/2 here.
Carsomyr is the one and only +5 weapon in BG2. And he's only 1d12 sword out there. dont touch the Holy weapon
Scimitars 3d3? Wow. Its GREAT that i dont have those mods installed.
I'm just trying to say, that as soon as we got tons of 1d4 daggers and throwing weapons, which dmg is equal to their melee counterparts, why throwing daggers should be THAT overpowered? We dont have 2d8 throwing axes or 2d12 throwing greatswords(hehe!).
Why daggers? If there were ONE single Hackmaster +12©Lilarcor with crazy dmg... ok. Leave him be. But we got two similar throwing daggers that are just overpowered.
I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.
kkthxbye...
#4
Posted 16 August 2005 - 12:22 PM
2) You've never seen a single fix to Firetooth because the presumption is that BIS/Bioware wanted it that way. While it's often decried as a problem, I've never seen anyone feel that it was a bug.
3) Carsomyr is a special sword. It's a Holy Avenger. If it had been kept truer to the ADnD sword it was modeled after, then without high int/wis, a paladin would essentially be taken over by it- it's a sentient sword and has quite a lot of power.
4) TDD added a lot of stupid things.
5) I'm not entirely sure what the point of the post is? These are general BG1/BG2 issues. If you have such a problem with them...make a mod to fix them, no?
#5
Posted 16 August 2005 - 09:45 PM
I often type on shitty keyboards and in dark places. So dont mind my typos. PLEASE.
kkthxbye...
#6
Posted 17 August 2005 - 01:33 AM
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Retired Modder
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Baldur's Gate Trilogy-WeiDU and Mods
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#7
Posted 17 August 2005 - 05:14 AM
the reason for this is that engine conversions like BGT and Tutu are intended to be platforms for *other* mods to be installed on top of - so the fewer substantive changes they make, the more mods that can work with ithem (and the fewer users who will post outraged 'why did you change x?!?' comments).
if yr interested rebalancing various items in a BGT game, Hety, you might wish to contact zyraen, who has released an item nerfs mod, and get him to include yr suggestions - or make yr own rebalancing mod.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
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#8
Posted 17 August 2005 - 06:20 AM
And just for the record, BGT-WeiDU does not and will not try to modify 99% of the items in the game, even for BG1 ones. It uses existing ones in BG2. There are some slight exceptions (base items for item shatter, most scrolls that are letters to people have their magical ability removed, name and description changes), but none effect the way that the items work.
yesyesyes....
***where's my BIG moderator's button****
oh, here it is!!!!!
CLOSED
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