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Katrinity wrote this then went back to looking for porn:
I don't know if many knew about this, but I just saw over on the Bioware site that a new Free Expansion has been released for NWN. Its completely Community developed, tested, etc stuff. Ton of new monsters, weapons, placeables, portraits, two new character races (Wemic and Brownie), etc.
NO shit?
*goes to check*
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Faelynn LeAndris got all f'ed up on Angel Dust and wrote:
NO shit?*goes to check*
Yep, check the top right corner of the www.bioware.com site. Leads to the nwn.bioware.com/players/cep.html page that has all of the info and galleries of the stuff added.
Monsters included: Cornugon, Glazberu, mechanical spider, Mycoid, Rust Monster, Xorn, Goblin War Rider, Pack Penguin, Bonebat, Cave Stirge, Giant Ant, Desert Viper, Animated Tome, Zombie Pirate, Artic Bugbear shaman, and many others. 450 total.
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Check out the big brain on Katrinity!
Looking through it, it looks like Biowae and a team of Community helpers went through all the player created haks and modules and pooled the best of the best into one large package for download.
Yeah, but they are also profesionally debugged and fixed, which in itself makes it the end all be all of haks, and a great grab.
I have tried quite a few haks when building, and holy my god, some of the really cool ones which you want were buggy as all friggin hell.
In other words, I am grabbing it, and back to building Aleria and the old EC Mod I go.
I want to get back to DnD, but still can't do that yet.
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Faelynn LeAndris enlisted the help of an infinite number of monkeys to write:
Yeah, but they are also profesionally debugged and fixed, which in itself makes it the end all be all of haks, and a great grab.I have tried quite a few haks when building, and holy my god, some of the really cool ones which you want were buggy as all friggin hell.
In other words, I am grabbing it, and back to building Aleria and the old EC Mod I go.
I want to get back to DnD, but still can't do that yet.
<hugs Fae and feeds him a cookie> How many more weeks of watching after your niece?
And glad to point out this nifty expansion to ya.
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Katrinity thought this was the Ricky Martin Fan Club Forum and wrote:
<hugs Fae and feeds him a cookie> How many more weeks of watching after your niece?And glad to point out this nifty expansion to ya.
I don't even know anymore, I KNOW it's supposed to end by May something, so a couple weeks at least? I'll have to ask her tonight.
You just dont understand how much of a hassle this kid is, and no, I am not exagerating. I have to love her bcause she is my niece, but that donesnt mean I have to like her (Yes I know that is a bad thing to say, but you just don't understand) and I have been stuck with her 7 days a week for what seems like forever. But eh, the pay is good.
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We were all impressed when Katrinity wrote:
Persevere, persevere. ^.^
For $100 a Week to basically make sure she doesn't kill herself, I can persevere through anything.
It's just one of those things where, I don't have to do a lot, but I have to do enough that running an 8-10 hour DnD game would be a bad idea.
That and the fact my sister is like my evil clone, she is like the exact opposite of me in so many ways, and it shows in her kid. (In fact, she is one of those parents I was bitching about in Rodent Kings thread, where everyone else has her kid but her). She drops her off at like 8 in the morning and picks her up at 9PM or so, and puts her strait to bed, she goes out every weekend and leaves her with either me or mom. The kid has no idea who her mother is, and is like so attached to me it's not even funny. She goes out on weeknights whenever possible as well, either sticking me with Mykayla for another couple hours till 11 or so, or my mom again, while she is out dancing or whatever. Like last night. She called and asked if I could keep Mykayla until mom got off work, because she was going out to ride motorcycles with a friend, which means I had her till 11:30 PM.
Basically this is a person who has no reason having kids, and her kids have no idea who she is. Hell, her son is still in Houston. He was supposed to go down there for the Summer last year, but she just left him with his ex-grandparents because she was "toobusy" with Mykayla and her job, and he's been there ever since. She sees him on like the holidays or whatever. Even when she DOES have her kids, she is usually sitting on the couch watching TV and just yelling at them to go play and leave her alone.
So with a mother like that, you can probably figure out what kind of kid my niece is. Or rather to put it another way, she is a small version of her mother. So you can understand the frustration.
Sounds like your sister needs to grow up.
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We were all impressed when Cherveny wrote:
Yow. Makes me appreciate my own parents that much more.Sounds like your sister needs to grow up.
Exactly.
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Faelynn LeAndris painfully thought these words up:
In other words, I am grabbing it, and back to building Aleria and the old EC Mod I go.I want to get back to DnD, but still can't do that yet.
Any chance that if NWN comes in with enough votes you and Drysart will be talking about this?
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There was much rejoicing when Palador ChibiDragon said this:
Any chance that if NWN comes in with enough votes you and Drysart will be talking about this?
I cannot Code/Script worth shit, all I can do is design. Hence why every time I work on the EC Mod, it is basically just a pretty chatroom, with fancy scenery.
I wish I knew more, my brain just cannot handle it, and I will be the first to admit that I am relatively stupid and script languages confuse me.
Besides last time I had it up and running, it had way too much nudity in it for it's own good. Maradon had his own lost Porn Dungeon where you had to go around convincing these souls of naked chicks to come back, and collect all the missing porn souls. It was rather neat, but since the HD Crash, all I have is the naked chicks walking around, and I do not remember how I scripted the quest because I'm pretty sure I had help from someone.
But I remember you were in it too, I made you a Merchant! You kept eating all the newbies until i figured out why you were broken. Faelynn LeAndris fucked around with this message on 04-16-2004 at 12:06 AM.
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Faelynn LeAndris had this to say about Pirotess:
But I remember you were in it too, I made you a Merchant! You kept eating all the newbies until i figured out why you were broken.
I don't consider that being "broken" so much as "hungry".
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Palador ChibiDragon had this to say about Tron:
I don't consider that being "broken" so much as "hungry".
No, you were definitely broken.
It was funny though. This one time, Arttemis got in the game to help me test stuff out, so he went around attacking all the NPCs until he found himself, and when he found himself the NPC Arttemis started kicking the Player Arttemis' ass. So I told Arttemis to run to a friendly NPC, and so he be lines strait for you clicking on you. You offered to sell him stuff, and then you ate him.
Speaking of... I don't even know how much of the EC Mod is still intact after the loss of my last backup. Faelynn LeAndris fucked around with this message on 04-16-2004 at 12:41 AM.
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Faelynn LeAndris impressed everyone with:
You offered to sell him stuff, and then you ate him.
I probably laughed too much at that story. Heh.
So anyone who would want to use it would have to have NWN: Gold (or NWN Original, and the SoU Expansion), CEP, and HotU installed to be able to use it. Because unfortunately, even if you don't use anything from the expansions (Which would just be dumb anyway since the cooler stuff came with the expansions) the toolset still flags them for use with the expansions installed. I also have a decent sized custom hak in it which everyone would need to play it as well. At least CEP is a free expansion, but SoU and HotU aren't. Most people who play NWN have them already I think anyway, but still.
After checking out some of the CEP stuff, I do have to say this is indeed quite an awesome free Expansion pack. All the cool stuff all in one place, even has Lolth and Vecna models. And thats just the added creatures and such, I haven't even gotten into all the added items and whatnot.
But yeah, fucking sweet.
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Verily, Caid '5 Fists' Berrit doth proclaim:
Those are pretty sweet looking Fae, if you get a NWN server going I'll for sure play......well when I get my new comp anyway.But yeah, fucking sweet.
It's veru hard, and very time consuming, and I lack the second part. Stubborness helps with the first.
But yeah, I have had an EC mod for quite a while now. But with my random inatentiveness around EC, I miss a lot of the inside stuff that would make the mod fun.
I am back to working on it though, but from the scale, NWN isn't likely to go anyway, since Tribes 2 and UO are in the lead anyway. So I'll probably be playing T2 when it goes live.
I'll still be working on it as always though, just wish I had al my old scripts or someone willing to code in quests and such.
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Palador ChibiDragon had this to say about Captain Planet:
I probably laughed too much at that story. Heh.
I don't think so... I laughed a lot
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There was much rejoicing when Drysart said this:
I'm surprised at the strong response UO's gotten.I'm also dismayed at the lack of open source on the most popular UO emulators.
However, RunUO runs beautifully through my .NET Decompiler to C#... I *might* be able to patch it up to run under Linux.
Use Wolfpack. It's the best of the UOX mods. Anything that doesn't work right, you can just fix. That's the beauty of opensource.
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Zaza came out of the closet to say:
Use Wolfpack. It's the best of the UOX mods. Anything that doesn't work right, you can just fix. That's the beauty of opensource.
I've got RunUO about 50-60% converted to source. The decompiler I'm using doesn't decompile an entire module or class, only a method at a time, so I'm stuck having to do a lot of repetitve copy and paste work, but I've got all the event delegates, all of the PC/NPC base functionality, all of the targetting system, and the main server run core all sourced out.
Here's what I've got so far. Not runnable yet.
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Drysart painfully thought these words up:
I've got RunUO about 50-60% converted to source. The decompiler I'm using doesn't decompile an entire module or class, only a method at a time, so I'm stuck having to do a lot of repetitve copy and paste work, but I've got all the event delegates, all of the PC/NPC base functionality, all of the targetting system, and the main server run core all sourced out.Here's what I've got so far. Not runnable yet.
Random Japanese guy: My lord! Is that... legal?
Drysart: I'll make it legal!
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Delphi Aegis wrote, obviously thinking too hard:
Random Japanese guy: My lord! Is that... legal?Drysart: I'll make it legal!
I bet Drys could take city hall.
Disclaimer: I'm just kidding, I love all living things.
The fastest draw in the Crest.
"The Internet is MY critical thinking course." -Maradon
"Gambling for the husband, an abortion for the wife and fireworks for the kids they chose to keep? Fuck you, Disneyland. The Pine Ridge Indian Reservation is the happiest place on Earth." -JooJooFlop
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Drysart had this to say about Cuba:
I've got RunUO about 50-60% converted to source. The decompiler I'm using doesn't decompile an entire module or class, only a method at a time, so I'm stuck having to do a lot of repetitve copy and paste work, but I've got all the event delegates, all of the PC/NPC base functionality, all of the targetting system, and the main server run core all sourced out.Here's what I've got so far. Not runnable yet.
Oh, nice. Very nice. Going to adapt it to run on the system you want, I presume.
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Zaza came out of the closet to say:
Oh, nice. Very nice. Going to adapt it to run on the system you want, I presume.
Yeah. From what I can gather on their boards, there are only two small things that are keeping it from running under Mono, and the developers give off a very pulpable "Linux sucks" vibe, so I imagine those two things are intentional and easily removed.
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This insanity brought to you by Drysart:
Yeah. From what I can gather on their boards, there are only two small things that are keeping it from running under Mono, and the developers give off a very pulpable "Linux sucks" vibe, so I imagine those two things are intentional and easily removed.
Very nice. If you need any help with UO map making or somesuch, feel free to give me a ring. I was in the UO shard business for a few years.
To everyone worried about people getting too far ahead in UO, the difference between a newbie character and an endgame character isn't as huge in UO as in other games. If you're a brand new character and have a 7x GM friend, you can go hunting with him and still do halfway decently AND still gain skill.
Now if that same 7xGM is trying to PK you, that may be a different story. That's why you have the hide skill
Drys, how were you planning on handling PvP? Taeldian fucked around with this message on 04-21-2004 at 07:00 PM.
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Taeldian came out of the closet to say:
Drys, how were you planning on handling PvP?
Ideally I'd like to do faction based combat. It'd be something I'd have to write myself, so it's up in the air as to whether I'll actually do it or not.
I have a system in mind that's rather similar to DAoC's RvR combat. I envision a map with two halves, and a few cities placed evenly along the map. The farthest city on each side is a stronghold, which always belongs to the respective faction. Guards (not instakill guards like regular UO) will attack anyone in the other faction on sight.
The remaining cities on the map can be captured by either faction. Each city will have a moongate to port between cities controlled by your faction. The strongholds will have an artifact item that the opposing faction can try to steal and return to their own stronghold for a bonus of some sort. When carrying an artifact, you'll be unable to gate, you can't use any gates, everyone in the opposing faction will track you, and maybe it'll spawn some interesting encounters to deal with on the run back.
When you create a character, you'll be forced to pick between one faction or the other, and there's completely open PvP against members of the other faction. You can kill someone in your own faction, but if you do it too often, you'll get kicked out of the faction and you'll be unable to rejoin it, nor will you be able to join the other faction -- you'll basically be considered an enemy to everyone and you won't be able to use any claimed city.
Character advancement will be extremely quick, because I want the game focused on having fun rather than having to build up skills; and I might drop the skill cap from 700 down to 400 (or maybe even less, who knows) -- so that you have to specialize more.
All blue sky, of course. First I have to get the server working. The benefit of having to go over all the code is that I've got a pretty good understanding of how it works now.
Discussion is encouraged. Drysart fucked around with this message on 04-22-2004 at 01:31 AM.
quote:
Nobody really understood why Drysart wrote:
Ideally I'd like to do faction based combat. It'd be something I'd have to write myself, so it's up in the air as to whether I'll actually do it or not.I have a system in mind that's rather similar to DAoC's RvR combat. I envision a map with two halves, and a few cities placed evenly along the map. The farthest city on each side is a stronghold, which always belongs to the respective faction. Guards (not instakill guards like regular UO) will attack anyone in the other faction on sight.
The remaining cities on the map can be captured by either faction. Each city will have a moongate to port between cities controlled by your faction. The strongholds will have an artifact item that the opposing faction can try to steal and return to their own stronghold for a bonus of some sort. When carrying an artifact, you'll be unable to gate, you can't use any gates, everyone in the opposing faction will track you, and maybe it'll spawn some interesting encounters to deal with on the run back.
When you create a character, you'll be forced to pick between one faction or the other, and there's completely open PvP against members of the other faction. You can kill someone in your own faction, but if you do it too often, you'll get kicked out of the faction and you'll be unable to rejoin it, nor will you be able to join the other faction -- you'll basically be considered an enemy to everyone and you won't be able to use any claimed city.
Character advancement will be extremely quick, because I want the game focused on having fun rather than having to build up skills; and I might drop the skill cap from 700 down to 400 (or maybe even less, who knows) -- so that you have to specialize more.
All blue sky, of course. First I have to get the server working. The benefit of having to go over all the code is that I've got a pretty good understanding of how it works now.
Discussion is encouraged.
I take it this could be an expansion of that Taran Vs. Drysart war idea you had a while back?
Even if it's not, it sounds fucking AWESOME. I'd *pay* to play that.
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Drysart painfully thought these words up:
Ideally I'd like to do faction based combat. It'd be something I'd have to write myself, so it's up in the air as to whether I'll actually do it or not.I have a system in mind that's rather similar to DAoC's RvR combat. I envision a map with two halves, and a few cities placed evenly along the map. The farthest city on each side is a stronghold, which always belongs to the respective faction. Guards (not instakill guards like regular UO) will attack anyone in the other faction on sight.
The remaining cities on the map can be captured by either faction. Each city will have a moongate to port between cities controlled by your faction. The strongholds will have an artifact item that the opposing faction can try to steal and return to their own stronghold for a bonus of some sort. When carrying an artifact, you'll be unable to gate, you can't use any gates, everyone in the opposing faction will track you, and maybe it'll spawn some interesting encounters to deal with on the run back.
When you create a character, you'll be forced to pick between one faction or the other, and there's completely open PvP against members of the other faction. You can kill someone in your own faction, but if you do it too often, you'll get kicked out of the faction and you'll be unable to rejoin it, nor will you be able to join the other faction -- you'll basically be considered an enemy to everyone and you won't be able to use any claimed city.
Character advancement will be extremely quick, because I want the game focused on having fun rather than having to build up skills; and I might drop the skill cap from 700 down to 400 (or maybe even less, who knows) -- so that you have to specialize more.
All blue sky, of course. First I have to get the server working. The benefit of having to go over all the code is that I've got a pretty good understanding of how it works now.
Discussion is encouraged.
Dropping/raising skill cap requires more PVP balancing than you might think. The way damage is handled makes spells inefficient in and of themselves, and if the other player knows a damn thing it's gonna be an endless fight. I'd recommend leaving it at 700.
Apart from that it sounds good. Though, I suspect there might be a lot of off-hour faction killing, so say you have to be like 3 people to capture a town.
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Amethyst was listening to Cher while typing:
Need you even ask?
Gasp! Real Old Schooler! ^.^
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How.... Drysart.... uughhhhhh:
Character advancement will be extremely quick, because I want the game focused on having fun rather than having to build up skills; and I might drop the skill cap from 700 down to 400 (or maybe even less, who knows) -- so that you have to specialize more.
It might be better to leave it at 700 if you could. Most decent builds take more than 400 points and I'd like to have room to breathe with my skills. It's not like it's going to overpower anyone if they're able to get 100 magery AND 100 swords because you need to put so many points into other skills to support one or the other in order to make it any good. My 4xGM warrior had a bit of magery and hiding and a few other skills to support himself (which I didn't max out) and it didn't make him overpowered by any means.
It'd be good if you made it more like factions is in UO right now. There's full PvP for everyone, but there are also instakill guards in town so thieves don't get free reign in cities. You can join the factions at any point and the factions can buy guards for the cities that aren't instakill and only target members of the opposite faction.
Try to leave most of the newer features out if you can. Things like Pet Bonding and Powerscrolls ruin the game. Definitely leave item insurance out. One of the best things about UO was the fact that you could lose your gear.
What kind of rewards do you have in mind for capturing the artifact?
Guess I'll go look for a shitty server to play on until this gets going.
Oh, and that sounds awesome Drysart.
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Taeldian came out of the closet to say:
It'd be good if you made it more like factions is in UO right now. There's full PvP for everyone, but there are also instakill guards in town so thieves don't get free reign in cities. You can join the factions at any point and the factions can buy guards for the cities that aren't instakill and only target members of the opposite faction.
Thieving would be considered an aggressive act, so whoever you steal from can attack you and kill you without penalty, even if they're in your faction -- just like UO's factions (I think). It'd draw the attention of the guards as well, they won't be instakill guards, but they'll definately kill you if you've spent enough of your points on the thieving skills and not enough on offense and defense. Stealing in town is not something I want to encourage in any case; after things get rolling I'd like to make stealing and stealth more useful for harming the other faction rather than your own.
I envision a guard being a difficult, but not impossible challenge for a couple fully skilled combat players. Weak enough so that they're only really a roadblock in a city raid, but strong enough to be a deterrant to a single player running around.
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Taeldian came out of the closet to say:
Try to leave most of the newer features out if you can. Things like Pet Bonding and Powerscrolls ruin the game. Definitely leave item insurance out. One of the best things about UO was the fact that you could lose your gear.
Definately. I'm shooting for gameplay more similar to 1998 UO than 2004 UO. That of course means no Trammel. Since combat is going to be the main focus of the game, some of the skills might get tweaked to support that sort of game.
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Taeldian came out of the closet to say:
What kind of rewards do you have in mind for capturing the artifact?
That's what I've been debating. Combat-based boosts of some sort are what come to mind first, but I don't like how it makes the stronger team stronger. I'm still not even sure if it'll be just "capture the artifact", or "capture and defend the artifact" -- whether you keep a stolen artifact once you take it, like in DAoC, or if it just reappears back at the other faction's stronghold, like T2. (Though I'm leaning very heavily toward "capture and defend".)
Perhaps the reward might be better as a penalty for the other team instead -- lock the opposing faction's skills and stats from raising and start slow atrophy. Maybe.
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Delphi Aegis came out of the closet to say:
I take it this could be an expansion of that Taran Vs. Drysart war idea you had a while back?
Pretty much. I was ripping off UO's graphics and controls for the Battlefield client anyway, I figure I might as well just do it the way I should have from the start.
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Jens came out of the closet to say:
Dropping/raising skill cap requires more PVP balancing than you might think. The way damage is handled makes spells inefficient in and of themselves, and if the other player knows a damn thing it's gonna be an endless fight. I'd recommend leaving it at 700.
I have to get a feel for the skills as they are now before I make any decisions on specifics. My goal is that you'll have enough points to become either a mage or a tank, but not both. If spell damage needs to be adjusted to make pure mages viable in PvP, then I'll have to do that.
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Jens came out of the closet to say:
Apart from that it sounds good. Though, I suspect there might be a lot of off-hour faction killing, so say you have to be like 3 people to capture a town.
Capturing a town shouldn't be something one or two people could do on their own anyway. The guards should present enough of a problem that a small force is necessary to succeed, and they should delay a large force enough that the other faction could respond to the attack in progress if they rushed their asses off. Drysart fucked around with this message on 04-22-2004 at 09:14 PM.