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Path of Evil Campaign


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#51
kamalpoe

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Are we there yet? Are we there yet? Are we there yet?
Sorry, not ready for release yet. I've been fixing bugs and revising some large things to address what playtesters have said the weak points were.

250x125http://1.bp.blogspot.com/_Arkur0fkYgs/TNWddgu-vXI/AAAAAAAAA7w/nB1IZiOh02o/s1600/ruins2.jpg[/img]

250x125http://2.bp.blogspot.com/_Arkur0fkYgs/TNWdctFFiFI/AAAAAAAAA7s/QVOF_j852uQ/s1600/ruin3.jpg[/img]

250x125http://2.bp.blogspot.com/_Arkur0fkYgs/TNWck3GkqjI/AAAAAAAAA7o/qcJppY7mvJU/s1600/ls_str_upper1.jpg[/img]

250x125http://4.bp.blogspot.com/_Arkur0fkYgs/TNWcjRFEheI/AAAAAAAAA7k/YjoATowVKbo/s1600/ls_str_strong_basement.jpg[/img]

Modifié par kamalpoe, 06 novembre 2010 - 06:37 .


#52
Arkalezth

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We are! It seems it'll be very polished with all that bug fixing.

I haven't been following the testing process much. Any estimated time for release, if possible?

#53
kamalpoe

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Arkalezth wrote...

We are! It seems it'll be very polished with all that bug fixing.
I haven't been following the testing process much. Any estimated time for release, if possible?

Before Duke Nukem Forever. B)

Realistically I'm basically redoing the entire stronghold module to better integrate it into the overall campaign. Also my own estimates have been overly optimistic every step of the way. The new area building required is about 2/3 done.

#54
PJ156

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kamalpoe wrote...

[Realistically I'm basically redoing the entire stronghold module to better integrate it into the overall campaign. Also my own estimates have been overly optimistic every step of the way. The new area building required is about 2/3 done.


Heh! There's me thinking I've just knocked out a good area.Then I come here and see your screenies.

That's the bar a little higher thenImage IPB.

I am right there with you on the optimism though. I dare not add up the hours I'm putting in, even if I could.

Back to the toolset.

PJ

#55
kamalpoe

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PJ156 wrote...
Then I come here and see your screenies.

Almost all my areas (107 of them) , released. Please take some to use or look through for ideas. I wouldn't have released them if I didn't want to try and benefit the community.

Not quite all of them since I've added some since then such as the ones you see above. Once I release I will go back and update that page with the ones I've added since, plus update the existing ones where I made changes.

#56
PJ156

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Thanks Kamal,

I have them downloaded but, to be frank, I dont fully understand what I need to do to get Skullhak running. There are several files to download, some with instructions others without.

I wont be haking any content for this mod, for the next though I will and then I may be borowong some areas. I can't be doing with another 8 month turn around.

PJ

#57
kamalpoe

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PJ156 wrote...

Thanks Kamal,

I have them downloaded but, to be frank, I dont fully understand what I need to do to get Skullhak running. There are several files to download, some with instructions others without.

I wont be haking any content for this mod, for the next though I will and then I may be borowong some areas. I can't be doing with another 8 month turn around.

PJ

Just have to associate the right haks with a module. (the kamalpoe hak is little more than loadscreens/tips)
http://4.bp.blogspot...module_haks.JPG

Most of the areas do not require skullhak resources though. I included a list on that page of what did.

#58
Shallina

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Before duke nukem forever ? DAMN ! you are the next big release then !!!!

#59
PJ156

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kamalpoe wrote...

Just have to associate the right haks with a module. (the kamalpoe hak is little more than loadscreens/tips)
http://4.bp.blogspot...module_haks.JPG

Most of the areas do not require skullhak resources though. I included a list on that page of what did.


Thanks again,

I sorted out your files with relatve ease. My problem is with the main skullhak itself. I can see your areas but I want at some point ot have skullhak to mod with it myself.

No worries I will get there.

PJ

#60
kamalpoe

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PJ156 wrote...

kamalpoe wrote...

Just have to associate the right haks with a module. (the kamalpoe hak is little more than loadscreens/tips)
http://4.bp.blogspot...module_haks.JPG

Most of the areas do not require skullhak resources though. I included a list on that page of what did.


Thanks again,

I sorted out your files with relatve ease. My problem is with the main skullhak itself. I can see your areas but I want at some point ot have skullhak to mod with it myself.

No worries I will get there.

PJ

If you're looking for an all in one pack to make building easier, I would look to the ADL. See the "CEP" thread in the main forum or join the irc channel. Skullhak is broken with regards to much content as it's too old, it's simple to late for my campaign to change.

#61
Azenn

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You had best watch out, kamalpoe -- Duke Nukem Forever has a release date for 2011!.. and they may actually meet it this time with the new company in control.

On a side note, it makes me laugh that the last released Duke Nukem game (Duke Nukem 3D) came out when I was 6 years old... and I still remember playing it. Has it really been 14 years? That's ridiculous for such a PC gaming icon. I suddenly feel very old.

Modifié par Azenn, 08 novembre 2010 - 11:45 .


#62
dunniteowl

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Come get some!

On a more positive note, kamal never had to tell the Community that Path of Evil was dead and then have someone else come up and perform a Resurrection spell to get it going again.

dno

#63
BartjeD

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can't wait, lets hope that ressurection won't be needed either Image IPB

Modifié par BartjeD, 08 novembre 2010 - 09:58 .


#64
Illustair

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How evil is evil exactly in this mod? I know we have the freedom to choose in some (many?) cases in this mod. But can we roleplay as someone that borderlines to chaotic neutral? Will do some bad stuff and won't feel any bit of remorse, but only if really really necessary...that kind of thing.

#65
kamal_

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If you do most of the quests, I'd say that you'd be more evil with neutral tendencies, than neutral with evil tendencies. There are some ways to do what would be considered good deeds (for instance, you can free the slaves you buy for your stronghold), and some quests have solutions that could be seen as good (killing someone that is poisoning locals), that don't require evils acts as part of the quest. Many quests will have you siding with one evil against another. Most of the things on the overland map are just generic monster encounters.

There's a "minimal evil playthrough" I wrote up that tries to not be overly spoilerish. Still, the point was to "embrace the dark side". If you want to try to be do as much good as you can bad, you're probably going to be disappointed.

My next campaign will provide much more ambiguity and should be better for a neutral than Path of Evil.

#66
rjshae

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kamal_ wrote...

If you do most of the quests, I'd say that you'd be more evil with neutral tendencies, than neutral with evil tendencies. There are some ways to do what would be considered good deeds (for instance, you can free the slaves you buy for your stronghold), and some quests have solutions that could be seen as good (killing someone that is poisoning locals), that don't require evils acts as part of the quest. Many quests will have you siding with one evil against another. Most of the things on the overland map are just generic monster encounters.

There's a "minimal evil playthrough" I wrote up that tries to not be overly spoilerish. Still, the point was to "embrace the dark side". If you want to try to be do as much good as you can bad, you're probably going to be disappointed.

My next campaign will provide much more ambiguity and should be better for a neutral than Path of Evil.


I wonder if anybody done an L. E. Modesitt-style plot where the emphasis is on the conflict of Law vs. Chaos, rather than Good vs. Evil? (It's tempting to call it "organized chaos".) The Dragon Age theme of Templars vs. Wizards seems drawn along those lines.

#67
likeorasgod

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From what I played of this mode I see it more of the LE type. I still haven't finished it all the way, just to many things giong on more than one computer.. I know when Shadow Thief comes out I will be playing very much my Fav NE style of Thief......Zaris the Hand will once more be reborn into play.

#68
kamal_

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You may be disappointed. In official lore, the Shadow Thieves in Crimmor have an unusual relationship with the city, which is reflected in my campaign.

#69
M. Rieder

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400x300http://dl.dropbox.com/u/25548109/NWN2_SS_050412_154325.jpg[/img]

Whoa! Maybe we *shouldn't* have eaten all those mushrooms we found outside these ancient ruins!

Modifié par M. Rieder, 04 mai 2012 - 07:48 .


#70
kamal_

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M. Rieder wrote...
Whoa! Maybe we *shouldn't* have eaten all those mushrooms we found outside these ancient ruins!

Yeah, it's a shame. That area looked incredible in toolset. The tileset didn't like having textures from another tileset applied to it, and once that was done it didn't work when the normal textures for the tileset were applied.


http://www.youtube.com/watch?v=mvX-hEAMnwo

On the other hand, you're obviously pretty far ingame and I see you picked up Grutur and the Rapakivi in addition to Tan and Kvas.

#71
M. Rieder

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It's cool this is the only "bug" so far, and it's the engine, not you, so I don't think it should count. I like the challenging combat so far - have had to flee the field several times to recoup before returning and killing my foes with cheap shots. So good to be bad!

Is there a Cleric NPC that can be found?

I'm having a great time of it.  I'm on to several quests and they are all quite fun.  I like all the little, and not so little sidequests.  Really great times.  I think I'm about to run into problems with the stronghold quest as I have run out of places to look for the items that I think are required to get into the front door.  I'll let you know if it becomes a problem though.

Modifié par M. Rieder, 04 mai 2012 - 11:25 .


#72
kamal_

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M. Rieder wrote...

It's cool this is the only "bug" so far, and it's the engine, not you, so I don't think it should count. I like the challenging combat so far - have had to flee the field several times to recoup before returning and killing my foes with cheap shots. So good to be bad!

Is there a Cleric NPC that can be found?

I'm having a great time of it.  I'm on to several quests and they are all quite fun.  I like all the little, and not so little sidequests.  Really great times.  I think I'm about to run into problems with the stronghold quest as I have run out of places to look for the items that I think are required to get into the front door.  I'll let you know if it becomes a problem though.

The Rapakivi is a FS (if I remember right). There is a Cleric in al-Qasr, and another one in Calimport Muzad. I'm surprised you haven't run into either of them yet, since they are close to the OM entry point. The hidden companion can also make a very solid cleric, though his first level is fighter.

You do not have to return to the overland map to get everything needed to gain entry to the stronghold. If you've got one part, you should be able to guess where the other parts might be.

#73
M. Rieder

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kamal_ wrote...


The Rapakivi is a FS (if I remember right). There is a Cleric in al-Qasr, and another one in Calimport Muzad. I'm surprised you haven't run into either of them yet, since they are close to the OM entry point. The hidden companion can also make a very solid cleric, though his first level is fighter.

You do not have to return to the overland map to get everything needed to gain entry to the stronghold. If you've got one part, you should be able to guess where the other parts might be.


I haven't been to calimport or al-qasr yet, so that's why I haven't found them.  Should be able to guess where the other parts are... eh....  hmmm.....  I'll do my best,  I do have one theory, but it's a stretch and I'm not sure I could live through it....  I'll keep looking.  Don't tell me.  I'm having fun searching.

#74
likeorasgod

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I just started a cleric play through and accidentlykilled the pesky party off early. So it's not trigering the quest done and needing turned in. Is there away around this. Was realy intested in trying out my Cleric/MK play through as a more Dark Knight type car than what I have had (fighter and mage).

I have no clue how to look up the trigger to set this so I can move on.

#75
Arkalezth

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You mean the adventurers in that house at Neverwinter (how was the name, "The Party of Light"?)? There's no related quest IIRC, just dialogue and a possible fight, but no journal entry.

P.S.: Adventurers are never killed "accidentally".