Someone has noticed me!
#26
Posté 03 juillet 2011 - 03:59
The manual also says that a high intelligence is needed to cast higher level spells, but this restriction was not implemented in the game.
#27
Posté 03 juillet 2011 - 04:01
If you want to go with the vanilla experience playing a bard, you need your Intelligence to be 18 if you want lots of spells with at least a decent chance to learn them. There are some potions you can drink to raise your Intelligence a little higher just before attempting to learn a new spell, to get a better chance.
The problem is that scrolls of the best spells are kind of hard to come by in the game, especially early on. So you will often have the experience of finally finding that Web or Fireball or whatever that you've been wanting, and then it will be destroyed when the Scribe Scroll roll is failed. But I guess that just goes with the game if you want to play vanilla.
Modifié par BelgarathMTH, 03 juillet 2011 - 10:32 .
#28
Posté 03 juillet 2011 - 04:13
#29
Posté 03 juillet 2011 - 04:44
Goph wrote...
Yeah, I see that as part of the fun. It's good to know that Web is a good spell though, I just got that one. I haven't really been using my bard much in combat. I just let him hang back there and sing . . .
That's a pretty good thing for a bard to be doing. Kind of his/her job, no?
Identifying items, giving the party bonuses. A bard's powers are geared toward helping his/her friends.
BTW - be careful learning to use that Web. It can be very dangerous. Anyone in its very large area of effect is subject to Hold Person, including your party members. You cast it far away from your friends and use ranged weapons to fire upon the poor creatures trapped inside it.
Used well, it makes hard battles turn easy. Used incompetently, it brings disaster to its unfortunate unskilled caster.
Modifié par BelgarathMTH, 03 juillet 2011 - 04:47 .
#30
Posté 03 juillet 2011 - 05:58
Thanks also for the clarification about spells, intelligence and charisma.
#31
Posté 03 juillet 2011 - 06:23
#32
Posté 03 juillet 2011 - 06:39
For instance; Keldorn will go to his home. Edwin can go to the CC. Jaheira may go to the Docks district. Aerie will go to the circus tent.
Some may just disappear depending on your relationship with them though.
#33
Posté 03 juillet 2011 - 09:44
Modifié par aries1001, 03 juillet 2011 - 09:44 .
#34
Posté 03 juillet 2011 - 09:58
#35
Posté 03 juillet 2011 - 10:13
Once a character is detached, they stop gaining experience. If you leave them for too long and then go back for them, they are going to be levels behind the rest of your party.
You will meet new potential party members very late in the game. Only take them if you are really, really, attracted to their personalities. You probably will need to keep them from then on if you do it.
I use a mod that makes them go back to the Friendly Arms Inn so that they're easier to find if I do a temporary switchout, and there is another one that puts those late-appearing characters much earlier in the game for people who decide that they really, really like one of them and would like to have them around for most of the game.
@Aries, I would tell where to get Free Action items in BG1, but this is the no-spoilers forum.
Modifié par BelgarathMTH, 03 juillet 2011 - 10:21 .
#36
Posté 04 juillet 2011 - 02:32
#37
Posté 05 juillet 2011 - 04:57
I've noticed it depends on which edge of a 'game' map you leave from, but does it get any more specific than that? If I leave from all four edges of each map at least once, does that reveal all the areas . . ?
#38
Posté 05 juillet 2011 - 08:19
#39
Posté 05 juillet 2011 - 08:33
#40
Posté 06 juillet 2011 - 09:31
#41
Posté 07 juillet 2011 - 06:44
The only drawback to having it active is that you can only use one thief skill at a time. Therefore you can't both hide in shadows and search for traps at one time. You can be invisible and search for traps (and deactivate them). Therefore one possible strategy for dungeons is to have a mage make your thief invisible and then get the thief to slowly scout the dungeon and remove all traps before the other characters go in.
Edit: the reference to 6 seconds per round could be confusing. This is the standard definition in the 2nd edition D&D rules, but could be over-ridden by your game settings. It should be about right if your configuration settings are at the default 30 speed, but you can set it slower or faster (up to 60, which would make a round equal to 3 seconds on your computer).
Modifié par Grond0, 07 juillet 2011 - 06:48 .
#42
Posté 07 juillet 2011 - 01:13
Once a character is detached, they stop gaining experience. If you leave them for too long and then go back for them, they are going to be levels behind the rest of your party.
There is also a mod that allows NPCs to join and rejoin at the same level as the party. So if you pick 'em up at 2nd level they will be ~2nd level. Then if you drop them @ 3rd level and pick them up again a 5th, they will be ~5th level when they rejoin.
It's either Level 1 NPCs or BG1 Tweaks or one of those.
By the way - how do you separate the "quote" from the following editorial comments? I note that most people have the quote they refer to "boxed" and their follow on verbiage separate.
CKT
Modifié par Charlestonian Knight Templar, 07 juillet 2011 - 01:17 .
#43
Posté 07 juillet 2011 - 02:11
Look at the beginning and end of the copy/paste the quote button does for you. You will see two commands that say
[quote][quote] [/quote][/quote]
Everythng inside those two bracketed commands will appear in a dotted-line box.
Place your insertion point cursor outside or past the [/quote] command and press enter a time or two to make an empty space.
Your comments will then appear outside the dotted-line box.
Some people have mastered the skill of putting
[quote]and [/quote]commands all over their replies, so that they can space out the boxes and answer you point by point.
Modifié par BelgarathMTH, 07 juillet 2011 - 02:12 .
#44
Posté 07 juillet 2011 - 02:13
It's [ quote ] and [/quote ] , except that there are no spaces between " [ " and " ] "
BTW, Baldur's Gate Tweaks is one mod that lets you send characters to the Friendly Arms Inn.
Another mod that does it is Sword Coast Strategems. Be careful if you use that one. The features you want for your NPCs are under "Convenience". Most of that mod has difficulty-enhancing stuff in it that adds hundreds of monsters and spellcasters and makes them almost as smart as a human player - you don't want that unless you're an expert player.
I think both Tweaks and SCS have components that will move late-appearing characters earlier in the game.
@the OP, if you decide you like Baldur's Gate, I highly recommend going ahead and installing Baldur's Gate 2:Shadows of Amn, and Throne of Bhaal.
There is a patch that needs to be installed for the Throne of Bhaal.
Then download and install a mod called "Easy Tutu".
Then download and install a mod called Baldur's Gate NPC Project.
It will add hundreds of comments and dialogues for characters like Jaheira, and it will open up the possibility of actually having romantic relationships with several of the NPC characters.
It will also add new character classes and a new interface (the BG2 interface, that is.)
But I advise you to do it because it will make your NPC characters come to life! You will be amazed how much more fun the game is when the other characters seem so much more real. They will become like old friends to you.
Modifié par BelgarathMTH, 07 juillet 2011 - 02:26 .
#45
Posté 07 juillet 2011 - 03:00
A helpful way of seeing what is in the original post is to open it using the quote button as Belgarath referred to, but then press the BBCode button on the far right of the menu on the textbox. This disables the command actions and just shows you the original command words.BelgarathMTH wrote...
LOL, this is hilarious! I can't make it post the command words without actually replacing it with a dotted-line box!! The blind leading the blind....
This can be useful for a number of things - for instance if you want to see where a photo was linked from or the format used to link it.
#46
Posté 07 juillet 2011 - 03:06
Grond0 wrote...
A helpful way of seeing what is in the original post is to open it using the quote button as Belgarath referred to, but then press the BBCode button on the far right of the menu on the textbox. This disables the command actions and just shows you the original command words.BelgarathMTH wrote...
LOL, this is hilarious! I can't make it post the command words without actually replacing it with a dotted-line box!! The blind leading the blind....
This can be useful for a number of things - for instance if you want to see where a photo was linked from or the format used to link it.
Like this?
#47
Posté 10 juillet 2011 - 05:20
#48
Posté 10 juillet 2011 - 06:28
Most traps will be "used up" when you cross over them once. If you can't disarm, then send someone sturdy to take to the hit. Others will stay active permanently. The only solution is to send everyone around the edge of the danger zone, or get your thief enough disarm points to remove it.
#49
Posté 10 juillet 2011 - 02:32
#50
Posté 10 juillet 2011 - 03:44
Having too low a Find/Disarm skill is going to get your friends and you killed; if Open Locks is too low, the worst thing that can happen is that you'll miss some cheap treasure, or certain areas will be a little harder to get to, or you will have to get a Knock spell memorized.
However, it works out pretty well to keep Find/Disarm and Open Locks evenly rising through your thief's career, because the traps and locks have a difficulty ranking according to how hard the area is. Usually, the difficulties of the two things rises evenly, so if your thief splits his skill points evenly, he keeps up.





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