Great job! Congrats on release!
Against the Cult of the Reptile God
Débuté par
Clyordes
, janv. 14 2011 10:28
#26
Posté 01 avril 2011 - 11:54
#27
Posté 01 avril 2011 - 01:28
Congratulations on the release and swift upload!
My weekend is all too busy but I will download CotRG tonight and hopefully wrangle some time to play it during the next week.
My weekend is all too busy but I will download CotRG tonight and hopefully wrangle some time to play it during the next week.
#28
Posté 01 avril 2011 - 03:06
Congrats on the release! I've been a bit busy lately too, but I'll play it when I can.
Question: Can you create a full party (SoZ style)?
Question: Can you create a full party (SoZ style)?
#29
Posté 01 avril 2011 - 05:04
I'm going to add my congratulations to the thread 
I'm going to play it if I can as well. Oasis of the white palm next ?
PJ
I'm going to play it if I can as well. Oasis of the white palm next ?
PJ
#30
Posté 01 avril 2011 - 07:49
Thanks folks, Its been a bit like my final year at university over the last few weeks - seems like this project has been on my mind every free minute - shame I have a job & family to attend to! (almost).
Anyhow - Arkalezth - no, sorry, I thought about that, but the companions Ive set up (optional as they are) all have quite a few triggered comments & things along the adventure, which I didn't have the heart to have people miss, so I'm afraid you're kinda stuck with them, if you want anyone else along. Having said that, I'll definitely look at implementing it for Oasis - which reminds me, I need to check on the RWS forums & see if they have any secret desert themed placeables that they don't mind lending to me - I hear that they're working on a NWN2 version of Pharaoh, so I'm hopeful, unless they want to keep it all as a surprise until their project's released, which I'd understand. Would love to have a bash at Martek too, but not sure how convincing some parts would be, like the skysea. Still, one step at a time, eh?
Hope you all have as much fun playing Reptile God as I've had the last few weeks testing it. Its a little bit of a sandbox style - although there are a couple of 'choke' points that won't let you through to the next part until you've completed certain tasks or found out certain things.
Also, to my great annoyance, I think I've worked out a way of getting to the old reptile god herself & her personal guards without them turning hostile, although I'm fairly certain that people will not find that route very often, if ever, so I may wait & see rather than fixing it straight away - see what feedback I get.
And good luck finding & chancing your arm with the "impossible" encounter - but I'll only be impressed if you win it at 1st level, with hardcore rules & TonyK's AI on!
Have fun folks!
Cly.
Anyhow - Arkalezth - no, sorry, I thought about that, but the companions Ive set up (optional as they are) all have quite a few triggered comments & things along the adventure, which I didn't have the heart to have people miss, so I'm afraid you're kinda stuck with them, if you want anyone else along. Having said that, I'll definitely look at implementing it for Oasis - which reminds me, I need to check on the RWS forums & see if they have any secret desert themed placeables that they don't mind lending to me - I hear that they're working on a NWN2 version of Pharaoh, so I'm hopeful, unless they want to keep it all as a surprise until their project's released, which I'd understand. Would love to have a bash at Martek too, but not sure how convincing some parts would be, like the skysea. Still, one step at a time, eh?
Hope you all have as much fun playing Reptile God as I've had the last few weeks testing it. Its a little bit of a sandbox style - although there are a couple of 'choke' points that won't let you through to the next part until you've completed certain tasks or found out certain things.
Also, to my great annoyance, I think I've worked out a way of getting to the old reptile god herself & her personal guards without them turning hostile, although I'm fairly certain that people will not find that route very often, if ever, so I may wait & see rather than fixing it straight away - see what feedback I get.
And good luck finding & chancing your arm with the "impossible" encounter - but I'll only be impressed if you win it at 1st level, with hardcore rules & TonyK's AI on!
Have fun folks!
Cly.
#31
Posté 04 avril 2011 - 06:43
I really like how when you rest, time actually passes. Makes things seem more real.
#32
Posté 07 avril 2011 - 01:32
Thanks M - I think I pinched that from a module I'd played myself & really liked the idea.
Can't remember which one, and there's a good chance I noticed it in a mod & decided to make the same script using Lilac Soul's generator.
I remember another mod also made any resting characters blind/death & rolled for a random encounter - don't know which that was (possibly NWN1) but I liked that idea too.
The death teleport script I think I pinched too - but I can't for the life of me remember where from! I liked the idea of having some penalty for allowing your character to die, but not one that was overly harsh - more inconvenient - but then I like heroic fantasy over realistic when it comes to death / dying.
Having said that, I thought the original NWN2 system of just jumping back up where you fell was ridiculous & took away any fear of dying at all, made me just keep running into any combat, come what may!
Ideally, I'd like a system where you're unconscious (maybe companions too) down to -12 or so (I think that was our old PNP rule, back in the day) & can be brought round by companions, then below that you get teleported off to a reincarnation place, maybe at the penalty of a magic item or XP, or similar - Hmm, I think I'm getting ideas for Oasis..........
Cly
Can't remember which one, and there's a good chance I noticed it in a mod & decided to make the same script using Lilac Soul's generator.
I remember another mod also made any resting characters blind/death & rolled for a random encounter - don't know which that was (possibly NWN1) but I liked that idea too.
The death teleport script I think I pinched too - but I can't for the life of me remember where from! I liked the idea of having some penalty for allowing your character to die, but not one that was overly harsh - more inconvenient - but then I like heroic fantasy over realistic when it comes to death / dying.
Having said that, I thought the original NWN2 system of just jumping back up where you fell was ridiculous & took away any fear of dying at all, made me just keep running into any combat, come what may!
Ideally, I'd like a system where you're unconscious (maybe companions too) down to -12 or so (I think that was our old PNP rule, back in the day) & can be brought round by companions, then below that you get teleported off to a reincarnation place, maybe at the penalty of a magic item or XP, or similar - Hmm, I think I'm getting ideas for Oasis..........
Cly
#33
Posté 11 avril 2011 - 07:21
Hello Clyordes,
I owe myself a bit of play time and I wanted to play your mod.
I've got all the bits now but I wanted to comment on the process of setting it up. Before I got familiar with building I would not have tried your mod. Anything with more than one download scared me off, it still does make me stop and think about wanting to attemp the install.
You might provide a more use friendly mod by packaging up everything in a single zip and putting clear instructions on where stuff goes. Yes the download would be longer but it would be easier. The RWS stuff for instance has instructions that are clearly there for builders. One of the instruction boxes says "what can I say it's the 2da's" or something similar. I could be wrong but I would say your average new steam downloader just left the building. there is no clear instruction for what files are needed for players and which are for builders in some of these custom content sites.
I'm not having a personal prod here it's just my reflection on setting up some mods that appear on the vault. Actually some of the haked material has instructions that leave my head spinnning. Do I want the overide the Hak or the erf, do I need need the 2da's and where do I put it all?
Anyway, nuff said I am going to write me up a new character and dive on in at the weekend. thanks for the time Cly I'm looking forward to playing.
PJ
I owe myself a bit of play time and I wanted to play your mod.
I've got all the bits now but I wanted to comment on the process of setting it up. Before I got familiar with building I would not have tried your mod. Anything with more than one download scared me off, it still does make me stop and think about wanting to attemp the install.
You might provide a more use friendly mod by packaging up everything in a single zip and putting clear instructions on where stuff goes. Yes the download would be longer but it would be easier. The RWS stuff for instance has instructions that are clearly there for builders. One of the instruction boxes says "what can I say it's the 2da's" or something similar. I could be wrong but I would say your average new steam downloader just left the building. there is no clear instruction for what files are needed for players and which are for builders in some of these custom content sites.
I'm not having a personal prod here it's just my reflection on setting up some mods that appear on the vault. Actually some of the haked material has instructions that leave my head spinnning. Do I want the overide the Hak or the erf, do I need need the 2da's and where do I put it all?
Anyway, nuff said I am going to write me up a new character and dive on in at the weekend. thanks for the time Cly I'm looking forward to playing.
PJ
#34
Posté 26 avril 2011 - 08:00
Thanks PJ, you're absolutely right - I've been stung before by the instructions on some of the custom content - quite a few really should be a lot more clear in what's needed & where it goes.
This is a couple of weeks after your post - so I don't know if you'll see it - but thanks for the comment - it was a right oversight on my part.
And - when version 1.4 is finally set up on the page (not sure what's keeping it - I uploaded it days ago, maybe Pale's overdone the chocolate eggs, or whatever they have at easter in the USA) - finally got around to adding in the campaign editor!
Cly.
This is a couple of weeks after your post - so I don't know if you'll see it - but thanks for the comment - it was a right oversight on my part.
And - when version 1.4 is finally set up on the page (not sure what's keeping it - I uploaded it days ago, maybe Pale's overdone the chocolate eggs, or whatever they have at easter in the USA) - finally got around to adding in the campaign editor!
Cly.





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