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Fanglewood NWN2 Campaign (RELEASED)


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#201
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Tchos.. I started half way through level 2 as I couldn't remember how much xp to give myself.

Arkalezth.. The ghosts I meant were the three that appeared when you put the skulls on the pedestals and I just couldn't hit them. The headless and butler were blown up by the wizard as she'd just rested and was still alive which was quite unusual, she spent more time dead than casting especially when it came to anything involving ranged combat as she seemed to be a magnet for that.

With regards to the drow I never tried giving my captors evil god money but I think by then being healed would have been pointless as I was already in god mode being followed by the one hit wonders and the previous donations of cure moderate wounds and moss really didn't help with an equipment strip, no spells, a halberd when I'd put everything into being an axe weilder and a poisoned party that were all encumbered and could hardly walk. I tried setting everybody else on them by opening doors and standing back but they just seemed to want my party dead although if they had bothered to look they'd have seen we were pretty much comatose anyway.

sirchet.. Nothing wrong with a few extra nymphs ! You are right this module is really really good but horses for courses and I prefer a story to a grim challenge and found this to be beyond challenging for the likes of me and spent my time working out ways to cheat to survive. I was brave and didn't put in a respawn before I started and paid the price but I wont do that again.

Alupini.. I'm not being horrible and if it comes across as that I'm sorry because I do really like this mod it is very good indeed. As sirchet said it's pretty much bug free but there is one thing that you might want to investigate it's the elevator room behind the wererats area as it didn't light up when I walked in ( had to press w ) and I only knew it was there because I'd looked in the toolset when I was lost.

#202
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Tchos.. I started half way through level 2 as I couldn't remember how much xp to give myself.

Arkalezth.. The ghosts I meant were the three that appeared when you put the skulls on the pedestals and I just couldn't hit them. The headless and butler were blown up by the wizard as she'd just rested and was still alive which was quite unusual, she spent more time dead than casting especially when it came to anything involving ranged combat as she seemed to be a magnet for that.

With regards to the drow I never tried giving my captors evil god money but I think by then being healed would have been pointless as I was already in god mode being followed by the one hit wonders and the previous donations of cure moderate wounds and moss really didn't help with an equipment strip, no spells, a halberd when I'd put everything into being an axe weilder and a poisoned party that were all encumbered and could hardly walk. I tried setting everybody else on them by opening doors and standing back but they just seemed to want my party dead although if they had bothered to look they'd have seen we were pretty much comatose anyway.

sirchet.. Nothing wrong with a few extra nymphs ! You are right this module is really really good but horses for courses and I prefer a story to a grim challenge and found this to be beyond challenging for the likes of me and spent my time working out ways to cheat to survive. I was brave and didn't put in a respawn before I started and paid the price but I wont do that again.

Alupini.. I'm not being horrible and if it comes across as that I'm sorry because I do really like this mod it is very good indeed. As sirchet said it's pretty much bug free but there is one thing that you might want to investigate it's the elevator room behind the wererats area as it didn't light up when I walked in ( had to press w ) and I only knew it was there because I'd looked in the toolset when I was lost.

#203
sirchet

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The elevator room did not light up for me also, but I thought it was a design choice, (hidden and secret rooms are rarely well lit).

Myself, when I find a ring of +9 to search skill I start to think ... hmmm, maybe I should be searching. ;)

I'm moving forward a little at a time due to time constraints, but I'm certainly looking forward to some of the things mentioned earlier by previous posters.

Modifié par sirchet, 07 septembre 2012 - 01:39 .


#204
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sirchet.. I was probably too busy celebrating the death of the last wererat to notice I think an elf would be good for this as search is always on and you don't have to crawl around but if I remember right the elf archer's search skill is 0 and I just levelled them up with the recommended button.

I guess it just confirms how c**p I am at playing this game so after my Conan has finished his wanderings I'm going back to the toolset for some rest but with new ideas. Two coming from Fanglewood one is using the cliff placeable hak which was brilliantly implemented in this ( I didn't know it existed and thought it was stretched rocks ) and the other is that I have a tavern that is just screaming out for the naked woman picture.

#205
Alupinu

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Iveforgotmypassword wrote...
Alupini.. I'm not being horrible and if it comes across as that I'm sorry because I do really like this mod it is very good indeed. As sirchet said it's pretty much bug free but there is one thing that you might want to investigate it's the elevator room behind the wererats area as it didn't light up when I walked in ( had to press w ) and I only knew it was there because I'd looked in the toolset when I was lost.


Yes you are and you’re just a big meanie. Image IPB No actually the fact that you’re taking the time to post on my mod tells me I’m doing something right.
The elevator room is not bugged I did that on purpose with a block tile placeable, trying to make the secret room seem more secretive. But due to popular demand I have taken it out for v1.02. Decided it wasn’t necessary.

#206
Alupinu

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Alupinu wrote... 
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 helped 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

How come I get the feeling some of you guys are trying to tank your way through this mod? Just blindly charging in to the room yelling and screaming. Fanglewood is a tank destroyer! I know because I designed it.  
Let me elaborate on what is quoted above.

Bring the enemy to you and if the enemy has to cross a few well placed traps just to get to you, well all is fair in love and war. The only time you should charge into a room is when dealing with single boss combat. Single bosses are often best fought by encirclement. Ask Heinz Guderian he can elaborate.
 
Choke points as stated above allows the party to fight the enemy “one at a time”. It also funnels enemies into traps very nicely and dropping a wall of flame or fire ball on an enemy clogged choke point is almost like cheating.
 
As for those bothersome regeneration creatures, have you ever wondered what would happen if crossed a machine gun with a wand of magic missiles.
 
One last thing. I keep hearing people comment to me “My spell caster is useless because there are not enough rest areas.” Buy or make scrolls people! Relying just on your memorized spells is always a mistake.
 
Well hope this helpful to at least a few people. Fanglewood is not that tough trust me I played it 37 times, I believe was the last count.
 

Modifié par Alupinu, 07 septembre 2012 - 06:27 .


#207
OfficerDonNZ

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As Alupinu has said Fanglewood isn't that hard :) I'm not the best player but got there in the end. I had more problems with a certain water valve puzzle than the actual combat. :P 

The first time I met a certrain five headed regenerating beastie it was a bit of a deaster but I changed my party make up and made a few preparations before hand and mopped the floor with it the second time :D

The party I beat the mod with was my PC rogue with the wizard, cleric and ranger conpanions.

#208
Alupinu

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Tchos wrote...

I'm playing with Kaedrin's ninja base class (unarmoured ki-based rogue type) as my main character, with the fighter, the cleric, the ranger, and the wizard as my party.

Hope you don't mind me saying so, Alupinu, but I used a console command to allow me to have the 5-member party I'm more comfortable with, so that would contribute to me having an easier time with the combat.


That’s fine, whatever it takes to make the game enjoyable. Image IPB

#209
sirchet

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What? I thought I was supposed to run straight through with my tank and no companions. ;)

Modifié par sirchet, 08 septembre 2012 - 03:55 .


#210
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Alupini.. I loved the whole concept of this module that there's a mysterious forest with all sorts of things going on in various areas and you have put it together brilliantly with some excellent area design, cutscenes, quests and an amazing walkmesh. It's just a shame I found it all impossible to finish and that is sad, I still endorsed it because it's very good I just didn't get out of the drow area..

Have a thought for the noob I haven't played 37 modules in my entire life, the ones made by other people I could count on both hands and I don't know anything about dungeons and dragons either ! I'm not talking about dumbing down but a few "hints" from companions and potions that actually heal you to full power wouldn't go a miss for the likes of me. Not everybody knows what spells/tactics to use to damage, buff and heal as well as the creator of a module and I probably knew even less than normal due to inexperience.

Whatever, it's your design choice so who am I to complain..And you still haven't answered my question are you a hamster ?

OfficerDonNZ.. I just left the hydra presuming it was supposed to be immortal !

Modifié par Iveforgotmypassword, 08 septembre 2012 - 10:26 .


#211
kamal_

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Implement the leadership feat? It's surprisingly easy, one script from SoZ as a conditional on companion join conversations.

#212
Alupinu

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@password,
Sorry you found the mod to hard. It’s really tough trying to build a mod to fit everybody taste and playing style. The delicate balance between nobe and hardcore is almost impossible to obtain for both.
I remember a mode made a couple of years ago that was very well done with excellent area design and eye candy crafting. The one problem everybody had and the reason it did not do as well as it could have was the fact it was too easy. I even knocked .25 points of its score for being so easy that it was almost boring. Well I vowed not to make the same mistake.
In v1.02 I am adding a few more items to the stores to help with some of the combat. More offensive scrolls, some armor/weapons and maybe a wand or two.
“…are you a hamster ?” Well… Sometimes, on a full moon. Image IPB

Modifié par Alupinu, 08 septembre 2012 - 04:10 .


#213
Alupinu

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kamal_ wrote...

Implement the leadership feat? It's surprisingly easy, one script from SoZ as a conditional on companion join conversations.


Was this meant for me? Please kamal_ elaborate.

#214
kamal_

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Alupinu wrote...

kamal_ wrote...

Implement the leadership feat? It's surprisingly easy, one script from SoZ as a conditional on companion join conversations.


Was this meant for me? Please kamal_ elaborate.

If you put this as a not (checkbox checked) conditional on the party size based decline to join conversation lines, leadership will affect party size as in SoZ. This is the SoZ script for checking the party size when the player asks someone to join them. The party size for the module must set be large enough to handle the Leadership size.

So the conversation lines would look like this.
[x]kc_room_in_party() "I'm sorry, your party is too large."
"Sure, I'll join!"

// kc_room_in_party()
/*
This script checks if the there is room in the party for a cohort to join.
*/
// TDE 08/14/08

int StartingConditional()
{
int nPartySize = 0;
int nPartyMax = 5; // Unless someone in the party has the Leadership feat, the maximum size of the party is 5.

// return number of henchman, -1 if a problem occurs.
object oPC = GetPCSpeaker();
object oFactionMember = GetFirstFactionMember( oPC, FALSE );

while ( GetIsObjectValid(oFactionMember) )
{
if( GetIsRosterMember(oFactionMember) || GetIsOwnedByPlayer(oFactionMember) )
{
if ( GetHasFeat (FEAT_LEADERSHIP, oFactionMember, TRUE) )
nPartyMax = 6; // Someone in the party has the Leadership feat, so allow 6 in the party.
nPartySize++;
}
oFactionMember = GetNextFactionMember( oPC, FALSE );
}

if ( nPartySize < nPartyMax )
return 1;

return 0;
}

I'm not a big fan of the Leadership feat, as it hugely strengthens the party for a single feat. But if it's supported people can take it or not as they choose.

#215
Arkalezth

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Well, Leadership has a level 6 requirement, so it's not like you can play the whole module with it. Actually, *SPOILERS (sort of)* I'd say it's around that level, or probably a bit later, when you might not be able to add new companions, for story reasons *END SPOILERS*.

There's the PIA, but I don't think you can make the game easier with it, I think it only increases difficulty (I haven't used it so I'm not certain).

Modifié par Arkalezth, 08 septembre 2012 - 06:59 .


#216
Alupinu

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Thanks kamal for the script, unfortunately I’m hesitant to use it for the reason that getting the party system to work correctly was no easy task. (Not for me anyways.) I’m afraid if I start to screw with the party system I will open a can of worms that I will regret. Also what Ark said seems to make sense too.

#217
Alupinu

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*Update*

*Spoiler*
For those of you that have played. Remember those animated traps? Well now the traps have heart beat damage. (Evil laugh)

#218
Arkalezth

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What does that mean exactly?

#219
kevL

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Arkalezth wrote...

There's the PIA, but I don't think you can make the game easier with it, I think it only increases difficulty (I haven't used it so I'm not certain).

it only makes things tougher. well, the saving throws of enemies can be lowered, but only because i figured party casters need an edge like that to offset increased enemy HP's


ps. it means, if you're standing too close to them you'll take damage every 6 seconds. kinda like standing in fire ( I'd rather be eaten by sharks! )

#220
kamal_

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Arkalezth wrote...

What does that mean exactly?

It means if you stand in the trap you will take damage every heartbeat as long as the trap is active, instead of just a single time.

#221
Omega27

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Alupinu wrote...

*Update*

*Spoiler*
For those of you that have played. Remember those animated traps? Well now the traps have heart beat damage. (Evil laugh)


Jus cant make life simple for us huhh

#222
sirchet

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Its simple ... Simply DEADLY!! ;)

#223
Arkalezth

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kamal_ wrote...

It means if you stand in the trap you will take damage every heartbeat as long as the trap is active, instead of just a single time.

That makes sense. By the way, *SPOILERS* how do the missile-launching skull traps work exactly? I tried several things, but I didn't find any way to prevent the damage until I "killed" them. Did I miss anything? *END SPOILERS*

Oh, and I already told Alupinu on a PM the other day that he's an evil DM. This new traps confirm it. (Seriously, I like this kind of "evil DMing", it's fun... as long as you stay alive).

Modifié par Arkalezth, 10 septembre 2012 - 11:49 .


#224
Alupinu

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Arkalezth wrote...
That makes sense. By the way, *SPOILERS* how do the missile-launching skull traps work exactly? I tried several things, but I didn't find any way to prevent the damage until I "killed" them. Did I miss anything? *END SPOILERS*


Did you find the sling? You didn’t miss anything.

#225
Tchos

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It's firing magic missiles, so there's really not anything you can do to avoid them once it fires. It only takes 2 hits with the sling to destroy it, though.

What I wonder is if there's any way to deal with the animated traps other than having my dex-based character run through it and get the minimal damage saves, and disable them on the other side.

Modifié par Tchos, 11 septembre 2012 - 03:12 .