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cheesing the sola mod, hard, but still possible...major spoilers!

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cheesing the sola mod, hard, but still possible...major spoilers!

Post by UserUnfriendly »

i really love all of wes's creations....sola, mod, in particular, wes likes to nerf cheesy techs, and i love the challenge of finding new ones....he just nerfed project image set many, many traps, way over the map limit...i loved that trick, and was i surprised immie couldnt set over 7spike traps in hell for improved irenicus...i missed the wonder fun of spike traps, and the look on their avatars as someone gets 15 in th gut...

but sola can still be cheesed!!! it takes more effort, but here goes some of the cheese i was able to find in sola.....


first, if you install the balderdash patch, you cannot longer stack armor of faiths or hardiness is no longer cumulative with itself....


but the wish spell is...if you are shooting for max protection, managing to get 2 hardiness options in wish spell will give your party max survivability, as will casting armor and hardiness...something only jahirea only can do....

in the game is one green stone amulet, sola mod adds two for encounters...they, once worn, protects against all psionics...even stun, like the infamous greenstone amultes dropped by mordenkainen swords exploit of old...kelcy got dominated at least once, and never lost his smirk...

now, for the juicy stuff...wes's creature ai are still vunerable to the sir robin the bold tactic...


run away!!!!

from kurosian, run into the nearest building, and he should not follow you, out of 3 tries, he failed twice...wait for his spell immunity stacks wear off, hit him with breach, slice and dice..regen item or spell really help...


this also works with sola, run to the top rooms, count to 30 slowly, and rush back and whack him....if you ran hasted into the room, triggered the dialog, and ran out, and shut the door, sola will d gate into the corridor, and you just run upstairs...he will stay downstairs, and bodhi will stay behind the door, thus you can whack her after killing sola and rehealing...

eclipse is still hard, but thanks to alson, i knew the major key to winning it is teleport field, this keeps the eclipse party from ganging up on the mages, so regen spell before eclipse kept them alive and dragon breathing, to kill off the wraiths, and disrupt the spells of the eclipse sorc and cleric,.....had kelcy and tashia and bun bun...the private use version, the one i keep hacking away at...so i spawned eclipse rather than wait outside, but it was still hard...bun bun AND sola...sola had total eclipse immunity, i had timestop immunity..it hurt them more than did my party, as it gave sola and bun bun chance to whack the worst enemy free of charge...

traps played a big part in improved irecincus, as i had immie plant sp[ike traps at the center of the designs right at my back. three in left and 4 in right got the sword and dragon, the rest is 8 planetars, using project image cheese....i could have planted about 20 delay blast fireballs at the stairs for the wraith, and for the sword, using farsight, i could have determined the exact spawn points, reloaded, and with my sorcs planted a significant firebased attack on all of them, but nahhhhh,,,,,too much work...

unlike the improved twisted rune, where the crews main killers, the mage and assassin jump right among you and mix it up, the improved irenicus has them come up the stair ways, and while you cn no longer set up unlimited traps, you can set the spawn points with many spell based traps...

well, anyway, like all of wes's edition of sola, i really enjoyed this one...i think i enjoy wes's wonderful mods the most, cause he really loves to nerf cheese, thus i really really have to work to find them...

:rolleyes: :D :)
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Post by Littiz »

run away!!!!

Now, this is the most brilliant way of cheese ever! :D :D
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Post by kopywrite »

in the game is one green stone amulet, sola mod adds two for encounters...they, once worn, protects against all psionics...even stun, like the infamous greenstone amultes dropped by mordenkainen swords exploit of old...kelcy got dominated at least once, and never lost his smirk...

Very nice of Wes to put a couple more of those in...although AFAIK wearing them does not grant immunity, you have to activate them to get the benefits...and what benefits they are! Probably the most useful item against Wes' creations, not only the afore mentioned psionics immuntiy, but they also stop anyone being stunned by dragon wing buffets. Chars still get knocked about but are no longer stunned -- ideal for glugging healing potions while the dragon has to play catch up.
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Post by UserUnfriendly »

the ones provided by wes's additional encounters kept kelcy and tashia immune to psionics....like i said, those two kept gettting dominated and stun icons, but still were not affected...but immie, who had the one from the beholder lair, was stunned and dominated....


wierd, huh???

i never activated them, and by the time i reached tob, they had yet to be stunned or charmed once...

sorta like wes had somehow accidentally installed the pre tob greenstone amulets the ones dropped by m swords...
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Post by Alson »

Originally posted by UserUnfriendly
but the wish spell is...if you are shooting for max protection, managing to get 2 hardiness options in wish spell will give your party max survivability, as will casting armor and hardiness...something only jahirea only can do....
Yeah, that's a great discovery User!
Really saving my butt now, fighting the Ascension Final...
Not so hard as i thought, but still VERY fun!
now, for the juicy stuff...wes's creature ai are still vunerable to the sir robin the bold tactic...


run away!!!!
LOL! :D
Monty Pyton is a classic one indeed...
[qb]eclipse is still hard, but thanks to alson, i knew the major key to winning it is teleport field, this keeps the eclipse party from ganging up on the mages, so regen spell before eclipse kept them alive and dragon breathing, to kill off the wraiths, and disrupt the spells of the eclipse sorc and cleric,.....[/b]
Thanks! Glad it helped you.
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Post by UserUnfriendly »

you know how much wes loves those lovely, little lair type setups, so teh mass of enemy, like in eclipse, likes to have all fighters group on one party member, hamburger, and move on?

telly field is the best way to break personal initative i have yet to see.,...really good cheese, there, alson.....



ahh...eclipse cheese...how i have concieved of the nasty variant of the airstrikes called on your head, in vietnam, except with spells i can have party survive???

one tactic i am saving up for a sola run, later when i reinstall game for soa tob sola and valen run, is to have triple firestorms cast on party, since the zosa in back keeps inc clouds quiet.....thus, with telly field, the eclipse party will take too much damage while unable to respond, as they are strong in fighters, with good mage script to breach you, but the times they cast time stop you have sola itchslap the mages, and you can then use the rest of the timestop to kill off nasty hostiles...if you have another fighter mage type, or a pally cast timestop from scrolls via potion swap, after you manage to swack the sorc or mage, not sure who casts timestop, you can slap the rest of them really hard....

sola is not immune to timestop, just total ecipse...so use it well,,, :rolleyes:
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Post by Alson »

Originally posted by UserUnfriendly
you know how much wes loves those lovely, little lair type setups, so teh mass of enemy, like in eclipse, likes to have all fighters group on one party member, hamburger, and move on?

telly field is the best way to break personal initative i have yet to see.,...really good cheese, there, alson.....
Thanks User!
Actually, i didn't meant it to be a cheesy tactic - it's just a wise use of a potent spell, IMHO.

Stacking Hardiness using the Wish exploit, on the other hand... :D
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Post by UserUnfriendly »

but it is a cheesy way to fight...if you combine with a nice stationary damage spell...

like a chain contingency on a mislead character, insert in room full of mind flayers, the telly fields disrupts teh personal initialtives of teh improved mind flayers and they die cause they cannot d gate past the shut door to suck my brain out....

see, leave it to the user to once again pervert a good tactics into evil cheese......

you do not know the power of the cheese side, luke....

will test out on improved flayers this time...trying out valen...in a mostly good party?????!!!!!
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Post by kopywrite »

Originally posted by UserUnfriendly
like a chain contingency on a mislead character, insert in room full of mind flayers, the telly fields disrupts teh personal initialtives of teh improved mind flayers and they die cause they cannot d gate past the shut door to suck my brain out....
Be thankful they were toned down in later versions...earlier versions had them dding to wherever Char1 was hiding and wreaking havoc -- much like the improved demon knights still do.
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Post by UserUnfriendly »

sorry, but to me, impr mind flayers are a joke...

they still fall down with g deathblow and frag grenade, if you have mazzy in party, and get her up to 3 million using a small party, she can clean out lairs all by herself, using g deathblow and imp haste...

until wes raises the level of them, or gives them deathward as a innate script....oh crap, giving him ideas now....
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Post by kopywrite »

Like I said, they have been toned down...v50 or so had them not only doing the afore mentioned dd trick but also their detonate ability had unlimited range which meant you had to keep unsafe characters shut in a cell to stop them rushing to join the battle when they got hurt. They also sometimes used emotion; kill which was dealdly unless you had the green stone amulet activated (never tried it with the mord sword style amulets, always used the one from the beholder tunnels). Apparently earlier versions were even nastier.

Maybe you could ask Wes nicely to tone them back up? :)
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Post by serjeLeBlade »

Does anybody know if there's an improved Irenicus for chapter 4 (Spellhold) included in some mod?
That fight is ridicoulosly easy and it amazes me that Wes left it out :confused: ... still so it seems...
Any info?
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Post by kopywrite »

Originally posted by UserUnfriendly
sorry, but to me, impr mind flayers are a joke...

they still fall down with g deathblow and frag grenade, if you have mazzy in party, and get her up to 3 million using a small party, she can clean out lairs all by herself, using g deathblow and imp haste...

until wes raises the level of them, or gives them deathward as a innate script....oh crap, giving him ideas now....
With charaters reaching the original xp cap in the underdark (even 6 member groups), mindflayers shouldn't be that much of a problem. You can always raise their hit dice yourself using SK (AFAIK mindflayers have 8 hd) but as for death ward, is that a typical mindflayer ability? Wes only gave the flayers back their normal pnp psionics that were nerfed by Bioware in the first place.

Also, with all due respect, you can't really expect Wes to try and counter erm...your special type of creativity. Frag grenades indeed. :D :rolleyes: :p
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