@gunman what do you mean by the things you wanted enhanced? by pathfinding do you mean when you click for the party to move sometimes some try to go around? ive not had that problem until just now actually in ulcaster (which i could swear is a new area as ive not seen it before but i could be wrong) but even then it wasn't really a problem as i caught it early enough and it seems to happen rarely, maybe it will happen later on is there a particular point where this is a problem?
as for the GUI again what do you mean? do you mean the lack of quickspells/ weapons?
i can sort of agree with customizable rules like i mentioned above an "easy setting where CHARNAME could be ressurected" as for the force unpause during inventory screen i dont see why you would want that, i hated it, too many times have i been setting more potions to quick slots then die and have to start the fight over again but *shrug* if its how you want to play more power to you and what do you mean by max stacks? do you mean like 99 cure light wound potions takes one square?
as for improved AI there is nothing that needs clarification on that, it is what it is
The pathfinding is really annoying when in dungeons or mazes when you have a full party. It lacks any predictability. When all characters are moving at once and if the path becomes blocked at any time for one character because another one is in its path, instead of waiting a little for its path to become clear before going forward, it recalculates the path turning all the way back on a very long route and risking running into respawned mobs. So they should be aware of each other movement orders and a moving character should know that the path is only temporary blocked and wait for it to clear instead of fully recalculating it.
The possible GUI enhancement was explained by @TJ_Hooker.
The customizable rules would have been a nice addition because some like myself prefer the original BG1 rules, with no pause in inventory screen and smaller ammo stacks, which require some planning in advance difficult encounters and long trips.
There is no proof that AI has been enhanced from BG2 engine. You can still draw monsters from mobs one at a time (no call to arms feature as in IWD), most of the enemies still focus on the closest target ,with some of them randomly switching target to whoever is attacking them. At least the intelligent monsters and bosses (named monsters) should evaluate who to attack (greatest threat, most vulnerable etc). And the AI spellcasters scripted list was not changed at all since the original BG1. You know that Davaeron will always cast lightning bolt and the wizard in the carnival tent will cast horror. A little randomization in the spells list would add greatly to the replay value and make some encounters more dangerous. Also respawns should have been reduced, better less but more challenging encounters that fighting over and over again trash mobs.
I guess the very least, there are 2 major views of BG:EE, of those who enjoyed a heavily modded BG in the past several years, and of those who played the original vanilla game, then switched to #EE.
For those who played vanilla only, #EE is a huge improvement, but for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
And I think the blame goes to whoever could not make sure that million dollars of game design assets arent flushed into the aether..
With properly holding the assets on a server, or a backup computer EE could have been what many other people expected.
... for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
I disagree, the EE is very impressive. I am probably the oldest modder left around and worked on the team that created Ascension; this is the definitive version of the IE in my opinion. Also, most of the top modders from all the modding sites are in here working with the Development team to help make BG:EE the very best game it can be.
Wow I never expected to generate this level of debate. Thanks guys, I think I have a grasp of the issues now. Also it is testament to the maturity of this community that such a 'controversial' issue did not devolve into a flame war. lol
I very much agree with the view that BG EE is a very significant improvement on BG 1 Vanilla, which is why I stopped my first BG 1 Vanilla run in Chapter 5, bought BG EE and restarted. I see some veterans saying things like "You can download Mod X and Mod Y for free and install them in 2 mins and it'd be as good or better than BG EE!". But... as a beginner there is simply no way I'd know which mods are the 'core ones' and 'properly tested', which ones are compatible together, and so it'd take much longer and lots of research in practise. I am also one of these people who are very reluctant to mess around with the inner workings of a game, at least on a first playthrough.
Finally, I have little/no knowledge of the modding community, but a thought has just occurred to me... this maybe completely untrue/unfair... but is it possible that some of the most vocal critics of BG EE are modders who 1) feel like their work is being made obsolete by BG EE and 2) are resentful that they did not get invited to work in the Dev team for EE?
I disagree, the EE is very impressive. I am probably the oldest modder left around and worked on the team that created Ascension; this is the definitive version of the IE in my opinion. Also, most of the top modders from all the modding sites are in here working with the Development team to help make BG:EE the very best game it can be.
I'm fully aware of the "under the hood" improvements of BG:EE. I agree, they are impressive. My criticism does not concern BG:EE potential, but I'm quite disappointed with his current state.
I'm not really concerned with the bugs, as the only one that it is really bugging me at the moment is the infamous "spawns disappearing on reload" and, if I'm not wrong, that should be addressed, among several other issues, by the coming patch.
The main problem with BG:EE is IMO the current lack of support for old mods. Most of the greatest mods (e.g. BG1 NPC Project, Level 1 NPCs, BG1 Unfinished Business, Finch, Indira, Gavin, Mur'Neth, just to name a few) are not yet compatible with BG:EE.
I know that a compatible version of "BG1 NPC Project" is almost ready, but what about the other mods? Can you guarantee that they will be made compatible too?
I'm also aware that updating mods is not a task for the developers of BG:EE, but rather for the modding community, nevertheless until they are updated (or until equivalent or better new mods will be released by the community for BG:EE) my preferred BG1 version will remain BG1Tutu because I'm simply having more fun playing that at the moment.
... for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
I disagree, the EE is very impressive. I am probably the oldest modder left around and worked on the team that created Ascension; this is the definitive version of the IE in my opinion. Also, most of the top modders from all the modding sites are in here working with the Development team to help make BG:EE the very best game it can be.
Yeah, second. The downside of this is that the folks most likely to be able to take advantage of the new engine features are too busy with the patch or BGII:EE.
Because people like me who love the idea of enhanced edition Baldurs Gate games will pre-order it and not say much after.
Now someone who dislikes it feels the need to scream and shout as if their opinion is going to make the slightest bit of difference. You can't tell someone how to waste their time but you could do something a lot more productive then spend your day on a forum bitching about a game your still going to buy and play regardless.
@Erg BGII mods. Most of the BGI mods that are out there are actually Tutu or BGT mods, which makes them a bit more complicated to convert.
Just to clarify, the obstacle to BGI mods working is dependent on modders making them work. BGI:EE changes a number of things from Vanilla (primarily weapon proficiencies and kits), but Tutu changes the actual names of resources; if a mod was made for Tutu (or BGTrilogy), all of those changed resource names have to be accounted for before the mod will work with the EE.
@Erg BGII mods. Most of the BGI mods that are out there are actually Tutu or BGT mods, which makes them a bit more complicated to convert.
Just to clarify, the obstacle to BGI mods working is dependent on modders making them work. BGI:EE changes a number of things from Vanilla (primarily weapon proficiencies and kits), but Tutu changes the actual names of resources; if a mod was made for Tutu (or BGTrilogy), all of those changed resource names have to be accounted for before the mod will work with the EE.
I agree and that's why, unfortunately, @LiamEsler statement is not very comforting IMO about my main concern at the moment, i.e. the lack of support for old BG1 mods in BG1:EE and I don't see how this situation is going to improve any time soon.
Don't get me wrong, I'm confident the day will come that I will be happy to uninstall BG1Tutu and switch permanently to BG1:EE. I'm just afraid it's going to be a very long wait.
@Erg have faith in @LiamEsler I believe he will do everything he can so all the mods will be compatible with both BG1:EE and BG2:EE as fast as he can and I believe that after the release of the patch and BG2:EE he will have more time to make it so
@Erg have faith in @LiamEsler I believe he will do everything he can so all the mods will be compatible with both BG1:EE and BG2:EE as fast as he can and I believe that after the release of the patch and BG2:EE he will have more time to make it so
The main problem with BG:EE is IMO the current lack of support for old mods. Most of the greatest mods (e.g. BG1 NPC Project, Level 1 NPCs, BG1 Unfinished Business, Finch, Indira, Gavin, Mur'Neth, just to name a few) are not yet compatible with BG:EE.
Yeah, I can appreciate that. It is gonna take a bit of time to get things working together nicely. It is the responsibility of the mod creators to get their mods compatible with the EE. Many of the mod creators are long gone from the community... but @LiamEsler is gonna do his damnest to get as many compatible as possible. As for Ascension, rest assured that a compatible version of that will be ready when BGII:EE is launched.
... for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
I disagree, the EE is very impressive. I am probably the oldest modder left around and worked on the team that created Ascension; this is the definitive version of the IE in my opinion. Also, most of the top modders from all the modding sites are in here working with the Development team to help make BG:EE the very best game it can be.
As much as I dislike to disagree with you, CamDawg and Kaeloree all at once, I'd have to stand with Gave's statement. To someone used to playing with the NPC project and SCS (and various other bugfixing and content-altering mods), BG:EE at release wasn't all that impressive per se, but rather felt kind of stripped down/barebones. You could sense the potential of course, but in my opinion it's only more recently with SCS being usable, some EE-compatible mods being released and more externalizations being on the horizon that BG:EE is starting to catch up somewhat in terms of actual playing experience.
... for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
I disagree, the EE is very impressive. I am probably the oldest modder left around and worked on the team that created Ascension; this is the definitive version of the IE in my opinion. Also, most of the top modders from all the modding sites are in here working with the Development team to help make BG:EE the very best game it can be.
And this is what I don't understand about some of the haters (not necessarily on these forums). They tend to bash the EE with what ever they can throw at it, and then explain how all the modders work for the original BG was so much better. And yet they dont mention that half of the said modders are now working with the EE dev team!
@Excalibur_2102 some people don't bother with the facts only with what they like or don't like, see or don't see, and it true that the vanilla / BGT/ BG tutu have a lot more mods then BG1EE, but then that because it out for a year and not 15 years like the vanilla who had time to get so many mods that improve the game and give it so many thing that for now the EE version don't have and it will take time to get, beside the EE version need it time to get polish. Don't forget that a lot of people out there know the game for a long time and now that there is a EE version there was a lot of expectation from it that didn't match the reality when it was release and that what made / make people talk too harsh on this version of the game but I believe that in time it will be better from all the mods out there it just need time and a lot of love which the dovs that working on it giving it.
Keep the good work guys and give us the best version of this game
Comments
The possible GUI enhancement was explained by @TJ_Hooker.
The customizable rules would have been a nice addition because some like myself prefer the original BG1 rules, with no pause in inventory screen and smaller ammo stacks, which require some planning in advance difficult encounters and long trips.
There is no proof that AI has been enhanced from BG2 engine. You can still draw monsters from mobs one at a time (no call to arms feature as in IWD), most of the enemies still focus on the closest target ,with some of them randomly switching target to whoever is attacking them. At least the intelligent monsters and bosses (named monsters) should evaluate who to attack (greatest threat, most vulnerable etc). And the AI spellcasters scripted list was not changed at all since the original BG1. You know that Davaeron will always cast lightning bolt and the wizard in the carnival tent will cast horror. A little randomization in the spells list would add greatly to the replay value and make some encounters more dangerous. Also respawns should have been reduced, better less but more challenging encounters that fighting over and over again trash mobs.
For those who played vanilla only, #EE is a huge improvement, but for people active in the Infinity Engine modding community.. the upgrade probably isnt very impressive.
And I think the blame goes to whoever could not make sure that million dollars of game design assets arent flushed into the aether..
With properly holding the assets on a server, or a backup computer EE could have been what many other people expected.
I very much agree with the view that BG EE is a very significant improvement on BG 1 Vanilla, which is why I stopped my first BG 1 Vanilla run in Chapter 5, bought BG EE and restarted. I see some veterans saying things like "You can download Mod X and Mod Y for free and install them in 2 mins and it'd be as good or better than BG EE!". But... as a beginner there is simply no way I'd know which mods are the 'core ones' and 'properly tested', which ones are compatible together, and so it'd take much longer and lots of research in practise. I am also one of these people who are very reluctant to mess around with the inner workings of a game, at least on a first playthrough.
Finally, I have little/no knowledge of the modding community, but a thought has just occurred to me... this maybe completely untrue/unfair... but is it possible that some of the most vocal critics of BG EE are modders who 1) feel like their work is being made obsolete by BG EE and 2) are resentful that they did not get invited to work in the Dev team for EE?
I'm fully aware of the "under the hood" improvements of BG:EE. I agree, they are impressive. My criticism does not concern BG:EE potential, but I'm quite disappointed with his current state.
I'm not really concerned with the bugs, as the only one that it is really bugging me at the moment is the infamous "spawns disappearing on reload" and, if I'm not wrong, that should be addressed, among several other issues, by the coming patch.
The main problem with BG:EE is IMO the current lack of support for old mods. Most of the greatest mods (e.g. BG1 NPC Project, Level 1 NPCs, BG1 Unfinished Business, Finch, Indira, Gavin, Mur'Neth, just to name a few) are not yet compatible with BG:EE.
I know that a compatible version of "BG1 NPC Project" is almost ready, but what about the other mods? Can you guarantee that they will be made compatible too?
I'm also aware that updating mods is not a task for the developers of BG:EE, but rather for the modding community, nevertheless until they are updated (or until equivalent or better new mods will be released by the community for BG:EE) my preferred BG1 version will remain BG1Tutu because I'm simply having more fun playing that at the moment.
Do you mean just BG2 mods or also BG1 mods? If the latter, after release of what? BG2, the patch for BG1 or something else?
Now someone who dislikes it feels the need to scream and shout as if their opinion is going to make the slightest bit of difference. You can't tell someone how to waste their time but you could do something a lot more productive then spend your day on a forum bitching about a game your still going to buy and play regardless.
BGII mods. Most of the BGI mods that are out there are actually Tutu or BGT mods, which makes them a bit more complicated to convert.
Just to clarify, the obstacle to BGI mods working is dependent on modders making them work. BGI:EE changes a number of things from Vanilla (primarily weapon proficiencies and kits), but Tutu changes the actual names of resources; if a mod was made for Tutu (or BGTrilogy), all of those changed resource names have to be accounted for before the mod will work with the EE.
Don't get me wrong, I'm confident the day will come that I will be happy to uninstall BG1Tutu and switch permanently to BG1:EE. I'm just afraid it's going to be a very long wait.
Don't forget that a lot of people out there know the game for a long time and now that there is a EE version there was a lot of expectation from it that didn't match the reality when it was release and that what made / make people talk too harsh on this version of the game but I believe that in time it will be better from all the mods out there it just need time and a lot of love which the dovs that working on it giving it.
Keep the good work guys and give us the best version of this game