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Turn Based Combat Mod Testing shout out


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#1
BartjeD

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 Hello, I am the developer trying to build a functional Turn Based mod for NWN2 and I think i've got a nice recipy at the moment.
It is still in need of testing and polish as well as feature ideas or anything constructive to make it a better functioning and playing project. 


If anyone is interested in helping (doesn't matter how) then you're very welcome.


Eitherway I'd like to invite you to try the TbCS and the accompanying tutorial module which is part of another project of mine called the "Great Game" campaign. 


You can find the project here: http://nwvault.ign.c...h.Detail&id=417


Installation is as follows for the Great Game Prologue Module with TbCS:
  • Download the TbCS and Install
  • Download Skull Hak and Install
  • Download the GreatGame and Install Play the Great game Campaign.
  • Play the Great Game Prologue Mod including the TbCS
  • Let me know if you have any ideas or suggestions :)

For just the TbCS combat trial:
[*]Download the TbCS and Install
[*]Play the TbCS module 'com_mod' for the proof of concept battle with Sydney Natale![*]Let me know if you have any ideas or suggestions :)


Oh and one notice: Warlocks aren't in at the moment. Atleast their powers aren't, you can still attack etc.. but the eldritch power is not available at the moment. I'm still trying to decide how to capture that dynamic versatility.
Thanks in Advance for playing and any feedback you can offer!  :wizard:

Modifié par BartjeD, 21 septembre 2010 - 08:32 .


#2
BartjeD

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Does anyone have any feedback yet?

#3
Dorateen

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Hey, BartjeD

I am going to give this a try. If I can get it to work, I would like to implement it in the next dungeon adventure I make.

Personally, I think this is a great idea.

Should have a chance to play around with it by next weekend.

Modifié par Dorateen, 19 septembre 2010 - 06:56 .


#4
BartjeD

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That's great! I have been brushing it up in order to be able to get some useful feedback, making it playable with a demo module as opposed to simply a boring technical demonstration. I was actually kind of dissapointed no one was offering any yet. 

Thanks in advance Dorateen, If you've got any questions you can probably get my mail from the Vault or simply post here :)

Oh and in case you'll take a peek under the hood: The most recent TbCS build is part of the campaign folder for the 'Great Game' prologue module. The TbCS main hasn't been updated yet because I'm merging them. it's a few week's worth of work differentiating them.




On the slight chance that Lance B. reads this: How are you Lance, you once told me on the legacy boards that you had a system not unlike this one for NWN1 and I'd very much like to hear more about it.  

Modifié par BartjeD, 19 septembre 2010 - 07:37 .


#5
dunniteowl

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BartjeD, being patient with the Forum Folks is as important as the amount of patience it took you to make your system. There's got to be a better way for all of us to promote things like this than just a post in the forums though. I'll be looking at your system soon as well. I generally get very little time to test things as I have so many brands in the fire already.

Meanwhile keep at it and keep the faith.

dunniteowl

#6
Dorateen

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I started to download this last night. Got the Main and Override files.

Was wondering, do I have to download the Skull Hak files? I gather I need these for the Great Campaign prologue. But is there a straight up demo I could try with out the Hak files?

Thanks!

Modifié par Dorateen, 20 septembre 2010 - 02:48 .


#7
BartjeD

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Yes there is, in the TbCS there is a module itself that doesn't need skullhak. You would need to rip the campaign scripts and place them in the TbCS module in order to have the most recent version though. It's not much work if you open it as a directory and paste everything in. On the other hand you can just test that one as is to see what the concept is. Most fixes recently haven't been focussed at the combat system so it's still a valid proof of concept.


I'll see about updating that for you. That's just the combat however it doesn't display any of the other systems.

[Edit:] Just discovered an interesting bug: Caster AI isn't working after my last additions. The normal AI creatures work fine, just casters are problematic because they have soooo many options to weigh. 

I'll upload a fix as soon as possible, I am going to try to fix this problem instead of uploading a bugged version.


@DunniteOwl

I know, patience is a virtue!. I got a little impatient and wanted feedback quickly. I don't mean to push I;m just starved for some user feedback :P


It's fine, I understand that people have limited time. Myself, University just started a few weeks ago so I'm in my 1st semester of the year. Obligations by law, Pacta sunt servanda. (Obligations must be upheld)  Interesting stuff. 

Thanks for checking it out :) 

Modifié par BartjeD, 20 septembre 2010 - 03:26 .


#8
BartjeD

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Update: I've fixed Sydney in the TbCS non skullhak module. She is responsive again. Turns out it was as I suspected and the AI was overloaded by having too many spell strategies available.

The updated version including all the newest changes is now on the vault! Apologies for any inconvenience this bug caused! 

Regards,

BD

Modifié par BartjeD, 21 septembre 2010 - 08:26 .


#9
BartjeD

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22/09/2010 Updated and fixed some game breaking bugs in Prologue module that were introduced by the last update.

Added four or five new Necromancy Spells and one illusion spell. (Disguise)

Modifié par BartjeD, 22 septembre 2010 - 01:06 .


#10
BartjeD

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Just had a major system wipe because of a notorious virus / trojan horse. Unfortunately I lost everything that wasn't uploaded. (Notes, prototypes etc..)

Essentially I had to reinstall windows and delete everything on my C: drive.

An interesting day on the 'job'. Posted Image

Modifié par BartjeD, 25 septembre 2010 - 03:36 .