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Fanglewood NWN2 Campaign (RELEASED)


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#151
Tchos

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No, it's not a bad thing. It just takes a while to propagate large files sometimes. It's probably on all servers by now.

#152
Alupinu

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Yeah, I figured (or hoped) it was something like that. :)

#153
Omega27

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-Would like to start off with another Grats. Nice accomplishment from a lengthy time of work.

While playing the Beta i didnt really find any errors. Anything that prob was an Error, lol i found my way around. As i said before i do love the fact that you really have to set up all your Hench, and character in the right way or you might just find your self in a inescapable hole.

I for one, did enjoy your custom tracks, although there wasn't any ambient that was also fine. So how, hard to explain really it did not feel necessary to have in this mod.

#154
Alupinu

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Omega27 wrote...
I for one, did enjoy your custom tracks, although there wasn't any ambient that was also fine.

Thanks Omega27.


Do you remember what areas did not have the ambient sound play? Every area had ambient assigned to it, I’m 99% sure of that. Maybe I need to turn up the volume.

#155
kamal_

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It's very good. Tough for my party as well. I played it pretty much straight through. Area design is excellent and I hope they will be released separately. Combat is tough since I'm not that great of a player. I ran into a few oddities but nothing of note except for the more common than expected random encounters.

I don't want to talk too much because it's just out and it would spoil things for players.

Modifié par kamal_, 26 août 2012 - 12:20 .


#156
Omega27

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Alupinu wrote...

Omega27 wrote...
I for one, did enjoy your custom tracks, although there wasn't any ambient that was also fine.

Thanks Omega27.


Do you remember what areas did not have the ambient sound play? Every area had ambient assigned to it, I’m 99% sure of that. Maybe I need to turn up the volume.


Alupinu, i was just gettin gready to say. The ambient could of been there just my speakers didnt play it  loud enough. I've just notice im having hotkey disfunctions along with audio somehow. Darn Asus Laptop .

#157
Omega27

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kamal_ wrote...

It's very good. Tough for my party as well. I played it pretty much straight through. Area design is excellent and I hope they will be released separately. Combat is tough since I'm not that great of a player. I ran into a few oddities but nothing of note except for the more common than expected random encounters.

I don't want to talk too much because it's just out and it would spoil things for players.


But i did like the favor the random travel encounters, help give me a better chance of getting exp at times. I didnt seem to get them as frequent as others have said. Yes the combat was chanllenging but in a fun and thrilling way. I give you a big plus, i love a good chanllenge :)

#158
Tchos

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Hey, tough combat? Sounds good to me! :)

#159
kamal_

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Tchos wrote...

Hey, tough combat? Sounds good to me! :)

My party wound up deciding "discretion is the better part of valor" and it would be best to retreat or try to run past some encounters. There were a few tweaks I would have made for my own module, but I support the idea that the party can get in over it's head.

#160
Alupinu

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*UPDATE*

Just uploaded version 1.01 no big changes as a matter fact most players wouldn’t even notice the deferent’s.

• Corrected grammar errors and misspellings.
• Rebalanced combat in a few areas.
• Fixed a few malfunctioning scripts.

 
Need to thank Kamal_ for his extensive play testing that made this update possible.

Modifié par Alupinu, 27 août 2012 - 06:23 .


#161
Omega27

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Aww Kamal didnt have to be so anal with the Grammar Errors.

Alu the combat was decent, i mean sure your party would prob have to rack up on potions. And bound to end up soloing fights with potions. But i did fail to mention the Gargoyles were tough as hell.

#162
kamal_

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Heh. May as well report them. Anyway, it turned out in PM with alupinu that I managed to do a few unexpected things and had a few unexpected things happen. My unusual party balance led to another problem.

#163
Guest_Iveforgotmypassword_*

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Congratulations and it's good to see this one released. But it sounds like my old faithful respawn script might be joining me on my travels ( which should be soon ).

#164
Alupinu

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Omega27 wrote...

Aww Kamal didnt have to be so anal with the Grammar Errors.


LMAO… Actually Omega, kamal is right. You be surprised on how many people are grammar sensitive and some people won’t even play your mod if the grammar isn’t almost perfect. In MinD I actually had people say they couldn't finish the game because of the grammar errors.
 
Thank you Password, I hope you get a chance to comment when you finish I be very interested in reading your opinion.
 
Ok people the game is not that tough if you don’t try to tank your way through it. Yes, some of my encounters are tank destroyers that I admit. 
Try using a little common sense when dealing with some of the more difficult encounters. Here are some pointers that help me.
·         Scout ahead, it really helps to know what you’re getting yourself into before you commit to battle. Also gives you a heads up on what buffs to use.
·         Invest in range weapons, ever party member should have some form of range weapon. Punishing your enemy while they try to close the gap is always a good way to start a battle.
·         Choke points, many of my encounters where designed with choke points for the players to take advantage of. It’s always better to fight creatures one at a time then 5-6 at a time.
·         Whenever possible bring the enemy to you. Not only does this break up their ranks but also gives you the choice of where and when to fight. Choke points! Hint-hint…
·         Traps! Try painting down a bunch of entangle traps then arm all your party members with range weapons. Need I say more?
Well there you go and now it’s time for me to switch to decaf.  Image IPB

#165
PJ156

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I had a blast with the combat in testing. It got a bit rough at times but the hardest part was the damned AI especially in the very tough one where an orderly retreat is required.

I had an issue with a missile user that continually blocked doorways splitting the party in two. I don't know if that changed in the final module.

As for the typos ... having me as a play tester probably did not help much in that respect :D

PJ

#166
bealzebub

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I really can't believe this still isn't up on the vault. Is it a two week waite time now?

#167
Arkalezth

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The Vault is slow like that... one of the reasons why a Nexus was requested.

#168
kamal_

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bealzebub wrote...

I really can't believe this still isn't up on the vault. Is it a two week waite time now?

Rolo Kipp is apparently ill, based on some posts in the NWN1 forum. Not sure why no response from Maximus. But this is one reason why we had the whole Vault is dying/find an alternative/Nexus thing.

#169
Alupinu

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Maximus told me last Thursday he was going to publish the mod on Fri. but that has come and gone. Now he won’t even answer my e-mails. I give up. We don’t need no stinking vault anyway.

Modifié par Alupinu, 01 septembre 2012 - 03:20 .


#170
kamal_

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I may have to play this again to look for things Alupinu put in that I missed.

#171
Arkalezth

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Finished! I suscribe Kamal's review, great module, nice area design and music, and a big improvement from Murder in Dunlop IMO. I was scared of combat but I actually liked it (it was tough at times, but manageable and fun).

I forgot there was a new version up and I already had the first one installed, so I ended up playing v1.0... by the time I updated I was already at the end, so I might play it again some time to see the changes and to try a different character.

For reference, I started at level 2 and ended at 9. The module's description states 1-3 as the starting level and 7-8 as the ending, so you might want to adjust that (I guess you can finish at 8 or so if you start at 1).

#172
kamal_

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I started at level 1 with a new pc and reached 10 at the end. Since there are a number of hidden quests and of course the random encounters there's a good variation of how much xp you can get.

#173
Arkalezth

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Ah, yes. I only ran into a few random encounters myself. About hidden quests... I think I explored everywhere and did every quest, but after reading your comment I'm not so sure.

#174
Tchos

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I ran into an average of 2 or 3 random encounters every time I traveled from one place to another.

#175
kamal_

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Perhaps Alupinu could put a list of the secret quests on the Nexus with the mod, so we could see that if we want?