Jump to content


EithelRuin

Member Since 24 Oct 2004
Offline Last Active Jan 15 2017 08:21 AM

Posts I've Made

In Topic: Hellho.itm

26 February 2006 - 07:39 PM

From the AD&D 2E Monstrous Manual (hope that helps):

Hell Hound

Intelligence: Low (5-7)
Treasure: C
Alignment: Lawful evil
No. Appearing: 2-8
Armor Class: 4
Movement: 12
Hit Dice: 4-7
THAC0: 4 HD: 17
5-6 HD: 15
7 HD: 13
No. of Attacks: 1
Damage/Attack: 1-10
Special Attacks: Breathe fire
Special Defenses: See below
Magic Resistance: Standard
Size: M

Combat: Hell hounds are clever hunters that operate in packs. They do not bay like normal dogs while
hunting. They move with great stealth, imposing a -5 penalty to opponents' surprise rolls. One or two of
the pack sneak up on a quarry while the others form a ring around it. The first hell hound then springs
from ambush, attacks the nearest victim, and attempts to drive the others toward the rest of the pack. If
the prey does not run away, the rest of the pack closes in within 1d4+2 rounds. If hell hounds are
pursuing fleeing prey, they might bay.
Hell hounds attack first by breathing fire at an opponent up to 10 yards away. The fire causes 1 point of
damage for each of the hell hound's Hit Dice. A successful saving throw vs. breath weapon cuts the
damage in half. The hell hound then attacks with its teeth. The hell hound can continue to exhale flame
while biting. If the hell hound rolls a natural 20 on its attack roll, it grabs a victim in its jaws and breathes
fire on the victim.
Hell hounds have a variety of defenses. They are immune to fire. Their keen hearing means they are
surprised only on a 1 or 2 on 1d10. They can also see hidden or invisible creatures 50% of the tim

In Topic: The New Face of BP

12 April 2005 - 09:12 PM

I am no modder (yet) but I'm learning now to handle WeiDU...
I have looked at all three tp2 (TS600, TS602 and Horred's fixed one)
1. basically, what Horred did with the original TS600 was to put files in specific TS-something folders, instead of the override folder. also, he did tweak the Scripts part, I guess considerind TDD and SOS. Am I right?
2. Andyr's changes were simplifying (?) the Scripts part only to using the EXTEND_TOP command for all of them
3. the only other significant dofference between TS600 and TS601-602 is adding the optional GUI that Vlad made for his mod. the TS602.tp2 installs that into the override. Perhaps you could biff that as well (biffing is dark area for me still)
My conclusion: for a fixed TS602 you could only look at the scripts section and make a working compromise between Horred's and Andyr's changes and handle the new GUI (if needed at all). otherwise, use Horred's tactic of NOT throwing everything into the override
I don't know if I'm completely right about all this but I just thought I could offer my help. I actually have my version of a 'fixed' TS602 tp2. If you guys want to take a look at it, I can post it here or PM it.

In Topic: Revised BP-BGT Worldmap v2 available

01 April 2005 - 10:29 AM

What mods is this map for?
If i have bp+bgt+nej+ctb+Dtotsc+ntotsc+Sobh will it match?
Or maybe should i install it sometime betwen the instalation of the mods?

View Post


You need to install it only AFTER all mods that change the worldmap. in your case, after all the mods you listed (they are all supported in this new worldmap so you shouldn't expect problems with it)