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Community Project Proposal


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#151
Eguintir Eligard

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I only glanced briefly but I see nowhere where party size is mentioned. Can we build assuming the 6 of soz?

#152
_Knightmare_

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Since it seems to be the agreed upon setting, I have a copy of the Vilhon Reach book as a PDF file if anybody wants it. It's 2nd ed AD&D though.

For resting - how about an extradimensional tent - sort of like a mini-Mord's Mag. Mansion? The player can drop it and sleep anywhere they want, but here's the catch - you can't place one extradimensional item inside another (without serious side-effects like being flung into another plane of existance). So, the player would have to drop all their bags/pouches of holding outside the tent before they go in to rest. Would suck if their stuff was stolen while they slept off in some pocket pseudo-dimension - but that's the risk they run for being allowed to sleep in any old spot. Maybe they got it from one of their "sponsor" famous NPC adventurers in whatever way. Of course, I don't know what happens to all the stuff inside the bag once it is dropped to the ground (from a game engine stand point). It could all be scripted either way I assume.

#153
Kaldor Silverwand

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There is going to be no way to please everyone with one rest system, I suggest just using the SoZ system or provide a flexible system that can be customized by editing a 2da file or through a custom UI screen. I have a custom rest script in the Makeovers that can be customized via a 2da. But even with that I still get more gripes about the rest system than anything else by far.

#154
MokahTGS

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I agree...don't let this project spin out of control with personal preferences. The SoZ systems were the inspirations for the original idea. Stick to it. Heck, calling the SoZ system a hoop is basically saying that I should just use the console to level myself up to 20 and go to bed. The adventure is just another hoop to jump through...sheesh.

#155
Eguintir Eligard

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It's a non issue. One person pre-complaining whos not contributing content does not represent the masses in regards to opnion.



We're all supposed to make dungeons/sub areas of the map, we can turn on or off the rest as we see fit within our domains. I'm simply turning it off for my dungeons. If they end up long enough they will have fixed rest check points.

#156
Shallina

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The whole interest of the town I am designing is that it doesn't fit in any of the existing town and is 100% tied to the artifact you need to recover. Using an existing town for it won't do.

I want to do many things that are imposible in a tied setting.

If I do something for the community module, it's for doing all what I wants to do and can't do in BGR. Basically I'am going to break all the boundary and limitation of an existing setting and I want to be able to be "wild" with what I"ll do with it, that's why the city has to be custom (if I want to destroy it completly I want to be able to do so).

Modifié par Shallina, 25 février 2011 - 07:45 .


#157
dunniteowl

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I'll see if I can address a couple of concerns and points.

1) Scope and Scale:  This is where we are at this moment in time.  We're essentially expressing ideas and getting a feel for exactly how large an overall scope will be necessary to get the module framework built to support the rest of the architectural structure that goes above it. 

Again, it's too early to start shooting things down and making criticisms of things we don't want.  We're looking for the potential to add things or do things within a scope that allows as much possibility to do the module in the first place.

2) A Framework Within Which to Work:  I saw the expression of a couple of points about knowing where we stand in the framework of things and that's a fair point.  Expect to see a rough outline of the story, setting and some details by the end of next week (I may be able to slap it together sooner, though I hope to provide a pretty well polished "rough" outline.)

This will set the tone and scale (in geographic terms) of the module's map area and how "crazy" you can be in your module areas.  It will provide (hopefully) geographically relevant module adventure ideas as well as some specific plot/quest paths, elaborate on some side and unrelated adventure hooks and present some catchy ideas for whipping up some interesting and diversional quests that can exist all on their own.

The idea here is to provide, as I said initially, a story that overarches the entire module, conceptually, which is the Tarrasque and it's resolution.  The other plan is to provide an area (with plenty of variety) to place module areas of your design in similar function to the SoZ Holiday project and in the same general vein as Legacy of White Plume Mountain.  In this it only means that the areas have to be geographically appropriate, set for a level range, and within that scope, the rest is really up to you.

3) Necessary Knowledge:  Clearly, the trappings of the artifacts, how they have to be used, carried, and where they are going to be (and who gets to build them into their module areas) is going to have to be something that progresses from the 2nd point.  Still, the rough outline should be able to get that ball rolling all the way to this 3rd point without too many things getting in the way.

So,  a list and map of the area will also be provided (even though there is a good map in the link I provided) and I can add to that with some pretty nice maps I happen to have already which should compare favorably to Hellfire's already existing OM.  This will allow you to space out module areas accordingly, including adding in towns (I don't know about Cities, per se,) so there should be plenty of room for a small town or village that isn't something we have to worry about  in terms of canon and lore of the area.

Additionally, there will have to be some sort of Master List we use to keep track of authors and their module areas and where they "fit" on the OM.  If you choose to use a Canon Town/City for an area, I think that'll be fine as long as you don't plan on having the Terrasque eat it, burned to the ground, flooded and washed away or anything else majorly catastrophic.  If you want a town or village to ravage with a werewolf, undead hordes, bandits, an evil ruler, or all of the above, by all means go for it.  There should be plenty of latitude for things like that.

4) Module Areas Size:  That's really up to you.  If you don't have a large story idea and you only need one or two areas, great.  If you have something a bit more involved and you need to have 3 or 4 exteriors and several more interiors or whatever to tell your tale, that's fine, too. 

If you have it in mind to build an area where an artifact is kept, then please build with that in mind and with the understanding that we have to be able to work that in or weave it into the story in a rather seamless manner, so nothing too drastic in that regard would be appreciated.  (*and backchannel discussions on these sorts of things would be encouraged and appreciated. Contact CW and/or myself.)

[END]

Well, for right now, I think that's about it.  If we can all use the private forums here to collaborate, then we can open a new thread here for updates and progress reports and I honestly think that would be more than sufficient.  It keeps us from having to spread out all over the net.  I'm sure Hellfire, just as I, would have no trouble hosting it on either the RWS or the Citadel sites, but if we can keep it here in the BSN, I think it would make things easier overall. (I just looked over at my printer to see some pretty maps coming out of the feeder.  Whoot!)

Keep those cards and letters coming folks.  Ideas are still welcome and so are suggestions for doing things.

best regards,
dunniteowl

#158
nicethugbert

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dunniteowl wrote...
And Mr. President, please, don't ****** off the "help." They might turn you into a Former Mr. President. You could wind up as a meat puppet for someone else's less savory plans for the Reach. Trust me, you don't want that. Support Your Local Caster.

dno


Nucular Football.

#159
Arkalezth

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Eguintir Eligard wrote...

It's a non issue. One person pre-complaining whos not contributing content does not represent the masses in regards to opnion.

True, but all ideas should be considered, no matter the source (note that I said ideas, not complains). One doesn't need to create a module to propose a good idea. I don't know if you're talking about me or another person, but I just felt I needed to reply. So please, don't pass on suggestions just because someone isn't a module builder.

We already had this discussion once, and I don't want to highjack this thread, so that's all I have to say on the matter.

We're all supposed to make dungeons/sub areas of the map, we can turn on or off the rest as we see fit within our domains. I'm simply turning it off for my dungeons. If they end up long enough they will have fixed rest check points.

That's a good approach IMO (if that counts for something). It's basically what I suggested.

BTW, does SoZ allow resting in dungeons? It's been a while since I played.

Modifié par Arkalezth, 25 février 2011 - 10:08 .


#160
Shallina

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I am always in need of non module builder to design "many quest" and convo hehe

#161
WyrinDnjargo

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Hellfire - you mentioned you had a rest system set up for your Vilhon Reach mod - what did that entail?


I'm pretty much happy for someone to tell me a level range/CR for a quest they need, and for me to plug away with it. I've got a vague ideas around some undersea adventuring with the Koalinth, and a little planar jaunt via a portal, but happy to be flexible on whether an artifact is linked to any of those.

---------------------------------------

I got to thinking about
  • Why is the Tarrasque here?

  • Why is it waking now?
Then I thought the following quotes from the FR wiki on Turmish customs were of interest concerning Turmish traditions

"Since the Turmians are known for respecting their land, they often bury valuables, partly as gifts to Chauntea and partly as "seeds" to grow future wealth. It is frowned upon to be found digging in Turmish"

"Burying a sacrifice of one's gold and gems has also been a long-standing tradition in Turmish. By seeding the earth with your wealth, it is believed that your bounty will be returned to you "tenfold." By and large, this tradition is a personal ritual, performed at a time that is important to the individual. It might be during a wedding anniversary, a birthday, the anniversary of an owner's first day of business, or even upon the birth of a loved one. Of course, this custom has led to some treasure-seeking by unscrupulous individuals. However, the act of digging up a gift to the earth is heavily frowned upon in Turmish to say the least. Officially it is a crime punishable by one or more years of hard labor. Unofficially, the act of digging up an offering is considered thievery, and many thieves have died at the hands of angry merchants."

What if this was a superstition perpetuated by the druids (gives a Chauntea link)?  What if the Chauntea-worshipping members of the Emerald Enclave wanted this superstition to live on to preserve the tarrasque somehow - fear of digging up the earth would be to the druids advantage -  but now other factions within the Enclave are looking to exploit it using it merely as a source for wealth buried in the earth only they can claim... and wealth they can use to buy political power too

The tarrasque is a unique elemental force of nature - a weapon to wipe the slate clean and let nature reclaim the lands upon which it is unleashed. Some of the Enclave think that time is now (increased population growth mentioned in Xorhun leading to expansionism (gnomes everywhere!), or attempts to rebuild the architecture behind Alaghon leading to increased quarrying etc...) - others in the Enclave merely want to keep their vigil over their most fear weapon of last resort....

So perhaps the lands of Turmish are parrticularly sacred to the druids - evidenced by increased elven numbers, areas that favour elven birth rates - a chosen land "one of the most well-defended nations in the Reach, protected on all sides by some force of geography" - and therefore the one place they are willing to defend with their most terrible of weapons. But now it's the in-fighting within the Enclave, as much as the expansion of civilisation and political infighting - that is threatening the lands. Will the upcoming "Reign of Misrule" mean someone takes it too far and the scales are finally tipped..? Will the Tarrasque be awoken?

Just a stream-of-conciousness idea for putting some regional flavour on to this - thoughts?

Modifié par WyrinDnjargo, 25 février 2011 - 12:54 .


#162
Hellfire_RWS

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WyrinDnjargo wrote...

Hellfire - you mentioned you had a rest system set up for your Vilhon Reach mod - what did that entail?


Custom rest script I had made was designed for Multipleyer parties
When one of the players clicks rest, the rest of the party members get a popup says " (Player)has initiated rest, do you agree to rest here?. the other players can then rest or not.

For exteriors
For those that rest, the script places a campfire and a tent per person and lays the player down in the tent.

For Interriors
For those that rest the script places a bed roll and a fire and puts the player on a bed roll

If everone rests, then there is a chance wandering monsters will ambush the players.  If a player decides not to rest with the others, he / she is considered watch and the player will get a quick chance to prepair before the random encounter happens.

I am no scripter but if I recall KCS set the scripts up to get random enounters from a list that you set up for areas, detailing the types of creatures that are roaming monsters.


[*]
Just a stream-of-conciousness idea for putting some regional flavour on to this - thoughts?

[*]I love this stuff, this is the kind of stuff that will amke it a turmish module, not jsut a collection of areas that could be anywhere.

Modifié par Hellfire_RWS, 25 février 2011 - 03:47 .


#163
Hellfire_RWS

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Im just curious. I keep reading about and artifact here, and an artifact there. Every module can't have an artifact (well it could but is it needed?)



I put forth the suggestion of a single artifact. A rod of wishes. Now this rod is was to powerful for any one person so its split up into parts to prevent use. The player must find and assemble the rod to be able to kill the T.



The EE could also (at the end) Beg or bargain with the group to use the rod to alters the Ts path instead of kill it.



what ever way the party uses the Rod, it can only be used once.

#164
BartjeD

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How about someone manipulating the druids to gain control of the tarrasque? (is there a model??)
You could always use the Twisted Rune for that. I bet they'd like having a Tarrasque doing their bidding...
Perhaps the druids even know they are being manipulated by the Rune because an ambitious Rune member is trying to get rid of his superior by feeding him to the Tarrasque before claiming it?

Perhaps there isn't really a Tarrasque at all?! Image IPB

Modifié par BartjeD, 25 février 2011 - 05:03 .


#165
Eguintir Eligard

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Still waiting to hear on party size

#166
Guest_Chaos Wielder_*

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Also, I'd like to say that I think the SOZ resting system is fine. They allow for resting in dungeons via the "Stone of Alarm", so we can implement something like that. Manageri's points are well taken, but I don't see the reason to edit something so broad. Resting is *always* going to have exploits. The way I play SOZ is to try and do a dungeon from the OLM to the end with nothing in between(even if it's allowed). I imagine others play the same. So long as resting is not everywhere, people will be compelled to continue playing rather than trying to subvert the system. I think using the default system would be easier to work with--everyone knows what's required and provided by the system--and we can balance accordingly. Despite the fact I'm sort of siding against revision here, I do think your comments are well taken. I think there are serious flaws with the rest system, but I think any changes are bound to have problems of their own which we might not have yet seen. The devil you know, basically.

So, SOZ resting system will be used.

Party size will be 4 SOZ created PCs, 1 companion(so, 5 potential) and the leadership feat will allow for 6(two companions, then); SOZ system, basically. We will be having at least 1 campaign wide companion(I have 2 more in consideration), but I encourage mod makers to create their own project specific companions for their own purposes.

 

PJ156 wrote...
Edit - Sorry CW this post came at the same time as yours; I have not had the chance to read yours yet I hope it does not conflict. 

Edit 2 - I have read your post now and perhps my comments are precipitive. I shall leave them as they stand but await the outcome of your weekends works.

BTW - If none have said this thank you for taking the intiative on this CW, if it comes to something then that wil be great but even if it fails we are, at least, communicating.

Clearly these discussions need to be had so that we can settle on a benchmark/farmework for the story and the software we will use. 

I am, however, a bit concerned that the module concept may be discussed into the ground and nothing come of it, as is often the case when a group of intelligent people come together in this fashion.

I am a self confessed technophobe, and I struggle with some of the concepts you are discussing. I have not used any custom content in my mods to date so this will be an adventure for me.

That aside, at some point soon. though perhaps not now, an individual needs to take control of this, define the boundaries and give everyone a remit to work within. I personally will be more compfortable dedicating time to this project once that has happened. At the decision time we may not agree with the basis but it is better to accept some compromise than to drift into incohesion or to a point where the project fails alltogether.

My preference is to do a  low level mod as I am more at home with balancing there. If none feel strongly about this i will take the level 1 - 4 mod and produce something that fits within an agreed story arc on this basis. I think Shallina's 6 months is about right.

I cannot run such a project as, frankly, I lack the skills, but I am looking forward to being part of it.

PJ


Your comments are well taken. There will be guidelines provided soon enough. I have far more time on the weekends for, shall I say, boring tasks like assembling various 2das and things into a singular package.

I recognize the fact that nothing might come from this. However, I would very much like to think that our various talents can be combined(to summon Captain Planet? no) to work on something like this. NWN2 is, basically, the only serious RPG modding platform available, and I think it behooves us to make the most of it.

And don't worry(as far as CC goes): people will be more than willing to help you through it. :wizard:

The Fred wrote...

As PJ156 says, there's a danger that too many good ideas could run this into the ground. Obviously if we get some sort of project page or whatever set up, it'll let us modularise things (so people can set up the main systems etc). I would say, though, that as cool a project as this looks like it's going to be, it needn't be over-complicated in terms of what's included. This is still just one single-player module, but built from a conglomeration of small offerings instead of all by one person or small team. So, it doesn't really need rafts and rafts of custom content etc. beyond what people specifically want to use, I'd say. Obviously we want to make it as compatible as possible with override packs like Kaedrin's, and want to minimise download and installation pain for users, but I do have a slight worry about us getting ahead of ourselves and becoming a tad overambitious.

Incidentally, I should say explicitly that I'm in. I already have a few ideas floating around, but I'm thinking of an interesting low(-ish) level dungeon (maybe ~5, depending on resting restrictions etc) which might house some sort of artefact (whether a Big T artefact or something someone wants to put there for another quest, I don't mind) or something. Also I'd be willing to provide any scripting help etc. people want.


I tend to agree. Content has largely been agreed upon(or, at least, Mokah has seconded most of the suggestions I put forth), so that's finalized. Due to the nature of us collectively working together, I truly believe that making a slightly inflated hak is the better way to go. So long as the content is used, I don't see the issue(well, at the moment anyways).

And thanks for the support. When the project page goes up, you'll be sure to know.

MokahTGS wrote...

The truth about CC is that 99% of what is suggested is/has been used by everyone here for projects. There should have been...long ago...a community hak that used all of this stuff. Not saying a CEP, but a universal 2DA system that should have been put into place long ago. Why are we, in 2011 compiling yet again a master placeable.2DA? We should already have one...that is hosted on the WIKI that can be taken by mod authors and used, and then updated when new things come out.

As far as creatures, Chaos, you should add ANY creatures you add to the WIKI reserved ranges. That way, they are in the system officially and future mod makers can grab your content without worry of compatibility. Even one creature/placeable/door/whathaveyou that is not on the WIKI runs the risk of compatibility issues in the future. Just make the changes now, not later.

We had this discussion when NWN2 came out and it fell on deaf ears for some reason.


Okay, fair enough. I'll get on over there and reserve the lines I need. Outside of Pain's monster pack, there will be 4 new monsters for this project and, I think, 3 spells(reserving the maximum I think are needed), and 3 tlk lines.

More broadly, I do agree with you on the point of 2das/etc. However, that's a thread in of itself...and there's too much here to read through already.

WyrinDnjargo....

Couldn't quote your whole thing as it insisted I keep using your list format....
Well, glad to see why people picked up on why I liked Xorhun in the first place! I think that, combined with your other lore description, go a long way towards helping the mod feel more fleshed out. I like your style. :)
As far as signing up goes, that will be when the project page is up. Some folks have already decided on stuff they want to do, but we can get more specific then(list of town, etc).

dunniteowl wrote...

I'll see if I can address a couple of concerns and points.

1) Scope and Scale:  This is where we are at this moment in time.  We're essentially expressing ideas and getting a feel for exactly how large an overall scope will be necessary to get the module framework built to support the rest of the architectural structure that goes above it.  

Again, it's too early to start shooting things down and making criticisms of things we don't want.  We're looking for the potential to add things or do things within a scope that allows as much possibility to do the module in the first place.

2) A Framework Within Which to Work:  I saw the expression of a couple of points about knowing where we stand in the framework of things and that's a fair point.  Expect to see a rough outline of the story, setting and some details by the end of next week (I may be able to slap it together sooner, though I hope to provide a pretty well polished "rough" outline.)

This will set the tone and scale (in geographic terms) of the module's map area and how "crazy" you can be in your module areas.  It will provide (hopefully) geographically relevant module adventure ideas as well as some specific plot/quest paths, elaborate on some side and unrelated adventure hooks and present some catchy ideas for whipping up some interesting and diversional quests that can exist all on their own.

The idea here is to provide, as I said initially, a story that overarches the entire module, conceptually, which is the Tarrasque and it's resolution.  The other plan is to provide an area (with plenty of variety) to place module areas of your design in similar function to the SoZ Holiday project and in the same general vein as Legacy of White Plume Mountain.  In this it only means that the areas have to be geographically appropriate, set for a level range, and within that scope, the rest is really up to you.

3) Necessary Knowledge:  Clearly, the trappings of the artifacts, how they have to be used, carried, and where they are going to be (and who gets to build them into their module areas) is going to have to be something that progresses from the 2nd point.  Still, the rough outline should be able to get that ball rolling all the way to this 3rd point without too many things getting in the way.

So,  a list and map of the area will also be provided (even though there is a good map in the link I provided) and I can add to that with some pretty nice maps I happen to have already which should compare favorably to Hellfire's already existing OM.  This will allow you to space out module areas accordingly, including adding in towns (I don't know about Cities, per se,) so there should be plenty of room for a small town or village that isn't something we have to worry about  in terms of canon and lore of the area.

Additionally, there will have to be some sort of Master List we use to keep track of authors and their module areas and where they "fit" on the OM.  If you choose to use a Canon Town/City for an area, I think that'll be fine as long as you don't plan on having the Terrasque eat it, burned to the ground, flooded and washed away or anything else majorly catastrophic.  If you want a town or village to ravage with a werewolf, undead hordes, bandits, an evil ruler, or all of the above, by all means go for it.  There should be plenty of latitude for things like that.

4) Module Areas Size:  That's really up to you.  If you don't have a large story idea and you only need one or two areas, great.  If you have something a bit more involved and you need to have 3 or 4 exteriors and several more interiors or whatever to tell your tale, that's fine, too.  

If you have it in mind to build an area where an artifact is kept, then please build with that in mind and with the understanding that we have to be able to work that in or weave it into the story in a rather seamless manner, so nothing too drastic in that regard would be appreciated.  (*and backchannel discussions on these sorts of things would be encouraged and appreciated. Contact CW and/or myself.)

[END]

Well, for right now, I think that's about it.  If we can all use the private forums here to collaborate, then we can open a new thread here for updates and progress reports and I honestly think that would be more than sufficient.  It keeps us from having to spread out all over the net.  I'm sure Hellfire, just as I, would have no trouble hosting it on either the RWS or the Citadel sites, but if we can keep it here in the BSN, I think it would make things easier overall. (I just looked over at my printer to see some pretty maps coming out of the feeder.  Whoot!)

Keep those cards and letters coming folks.  Ideas are still welcome and so are suggestions for doing things.

best regards,
dunniteowl


1) I agree with this(despite my earlier proclomations). Broadly, I'm willing to change things. However, in the case of certain mechanical issues(resting, party size), I want people to know very early which ideas are in place.

2) Yes. I don't think something too crazy can happen in this region(a Solar Bar, let's say). We need to make sure that things fit the general region and don't stand out. I think the cities and described dungeons provide a great deal of adventure already(that said, there's always room for certain additions--like, say, a multi-level tower...if you're reading this, EE).

3) Indeed. Take Port Llast from SOZ for instance. They were being attacked by Undead--not a plague but still being attacked. This would certainly be allowed in the general scheme of things. I want, for the most part, people to make what they see fit. There are exceptions, but I think people are on the right track here.

4) Module size is totally up to you(the bigger the better, actually). WPM's hugely sized dungeons with exteriors were quite a treat, so something like that would be highly encouraged.
But, yes, if you plan on something being related to the main plot--and not *everything* needs to be--make sure me, DNO or someone 'in the know' knows about it.

Modifié par Chaos Wielder, 25 février 2011 - 05:20 .


#167
Eguintir Eligard

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I'll elaborate. I'm talking about a multi level tower that could almost be a module into itself (not a huge one mind you). I prefer the level range spoken but i can be shifted I'm sure. Never been interested in really high levels (like double digits+ ) because it just seems to get lost in a cloud of 30 feats and ridiculous stats I can't plan well for (does this lock need a dC of 25 or 37? ). Anyway its a big dungeon... if I have to work some artifact (Im not really following the main story as close in this thread) to justify a player bothering to work through a 2 hour dungeon than thats fine.





As for the custom content discussion, it was already said RWS everything which I agree (except maybe the underwater unless someone needs it), but I hope this includes their creatures conversion project.



Basically any and all hall of fame CC. Nothing dims a large, quality adventure than looking at the same old butt ugly oc floor tiles and stock... everything. So I am with Mokah chino.



I wonder Hellfire did you ever get to look into the feasibility of making your tower rooms tintable? Would be hard to add variety to each level without that feature, and hopefully I won't be the only user of the tower rooms.




#168
Hellfire_RWS

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Eguintir Eligard wrote...

I wonder Hellfire did you ever get to look into the feasibility of making your tower rooms tintable? Would be hard to add variety to each level without that feature, and hopefully I won't be the only user of the tower rooms.


Holy crap, I forgot all about that!  I will look into it an have a respons this weekend (before the project page on Monday)

#169
Eguintir Eligard

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alternatively or in addition to, maybe we can just have more textures. The estate floor textures would be ideal since your tiles are flat they should translate easily. And the estate floors are fully tintable so problem solved.



Basically I want to be able to have diff looking tower floors. The stock dungeon is fine for like a prison or war tower, but I want to have themes where it's very nice inside some, etc.

#170
Hellfire_RWS

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Texture swapping is pretty easy, just requires the textures you want, and a small 2da edit .

#171
MokahTGS

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 I'd like to suggest an artifact as part of the proposed "rod of wishes" that would be housed within the town of Centaur Bridge:

The Tear of Eldath
This blue saphire gem is is roughly the size of a small egg.  Aside from the obvious monitary worth of the Tear, the gem has been prized by the priests of Eldath as physical manifestation of their god.  It is said to be a tangible sign of the grief that Eldath has for wartorn lands of the Reach.  Shemratha Callingowl, the highpriest of Eldath is said to have found the Tear in a cerimonial pool in the temple in Cedarsproke.  The Tear floated to the top of the water, thus being a holy sign to her and her followers that great tests were soon to come to the faithful.  Because of the rampant persecution of the followers of Malar, the current location of the Tear is unknown.  It is thought to be hidden somewhere near an Eldath shrine somewhere in the Reach to keep it from falling into the hands of the Stalker.

Legends speak of the Tears calming abilities and it is said to be able to bring peace and tranquility to the land if the faithful hold it.

Abilities:
The Tear has an aura of neutrality around it and will protect the holder from evil or good giving them a +3 to natural AC against evil/good alignments.  The tear can also pacify those that threten the wileder by allowing the casting of Charm Monster and Charm Person spells 3 times per day.


I'm propsing that the Tear is the pommel of the Rod of Wishes, seving as the counter balance of the device, since it has roots in Neutrality.  As with all wishes, there are consequeces and balance in anything is important.

Modifié par MokahTGS, 25 février 2011 - 06:40 .


#172
Eguintir Eligard

Eguintir Eligard
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ok swap me in the 3 estate floor sets and I am probably good to go.

maybe a few others at your whimsy, like alternate stone ones (from crypt, soz whatever). Thanks!


As
for the dicussion on size and multiple areas; I think it's safe to say
most us former solo authors, will use good judgement. The download will
be big as it is, I don't think having a large module of your own is bad
if it's justified. Having 4 24x28 areas just to chase down a leperchaun
and steal his gold is a bit different than them being filled with hours
of content.

On the contrary I like the idea of a few people
having games within a game; a small town that is such a distraction
with its quest load that you kind of stay there for a day or two of
playing. Kind of like Mario 64 where you enter a world and do its stars
and then leave.

Doesnt preclude multiple short areas of course.

Modifié par Eguintir Eligard, 25 février 2011 - 07:01 .


#173
Guest_Chaos Wielder_*

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For those that are building right now: Please inform the player prior to entering a dungeon about the rough EL/CR that you're asking of them. If you've played WPM, something like that would be fine. Non-linearity is very nice, but getting smacked around too early is never too much fun(save that for Mr. T).


Here's what's in the hak as of now.
Pain's monster pack:(MOWpurg1purg2reeree2sbragerwsconvertsmisc1misc2)

Placeables:
cityhak
bck 2 

RWS:
deep sewers
deep chasms
dark ruins
grand citadel
dark mines
pocket citadel
pocket cathedral
tower rooms
pocket ship interiors
Cliffs/strata
underwater(since Wyrin expressed interest)

***I would like to know if there's anything else that people would like.***
Also, it's going to be divided up into 2 haks. One will have the content, one will have the 2das. That will make it *far* easier for editing down the line. I'm naming everything official with the prefix of cptt_Basically, "Community Project Turmish Tarrasque".

MokahTGS wrote...

 I'd like to suggest an artifact as part of the proposed "rod of wishes" that would be housed within the town of Centaur Bridge:

The Tear of Eldath
This blue saphire gem is is roughly the size of a small egg.  Aside from the obvious monitary worth of the Tear, the gem has been prized by the priests of Eldath as physical manifestation of their god.  It is said to be a tangible sign of the grief that Eldath has for wartorn lands of the Reach.  Shemratha Callingowl, the highpriest of Eldath is said to have found the Tear in a cerimonial pool in the temple in Cedarsproke.  The Tear floated to the top of the water, thus being a holy sign to her and her followers that great tests were soon to come to the faithful.  Because of the rampant persecution of the followers of Malar, the current location of the Tear is unknown.  It is thought to be hidden somewhere near an Eldath shrine somewhere in the Reach to keep it from falling into the hands of the Stalker.

Legends speak of the Tears calming abilities and it is said to be able to bring peace and tranquility to the land if the faithful hold it.

Abilities:
The Tear has an aura of neutrality around it and will protect the holder from evil or good giving them a +3 to natural AC against evil/good alignments.  The tear can also pacify those that threten the wileder by allowing the casting of Charm Monster and Charm Person spells 3 times per day.


I'm propsing that the Tear is the pommel of the Rod of Wishes, seving as the counter balance of the device, since it has roots in Neutrality.  As with all wishes, there are consequeces and balance in anything is important.


Your proposal is well taken and, since I'm apparently in charge, I give it the full okay. :wizard:

Eguintir Eligard wrote...

ok swap me in the 3 estate floor sets and I am probably good to go.

maybe a few others at your whimsy, like alternate stone ones (from crypt, soz whatever). Thanks!


As
for the dicussion on size and multiple areas; I think it's safe to say 
most us former solo authors, will use good judgement. The download will 
be big as it is, I don't think having a large module of your own is bad 
if it's justified. Having 4 24x28 areas just to chase down a leperchaun 
and steal his gold is a bit different than them being filled with hours 
of content.

On the contrary I like the idea of a few people 
having games within a game; a small town that is such a distraction 
with its quest load that you kind of stay there for a day or two of 
playing. Kind of like Mario 64 where you enter a world and do its stars
and then leave.

Doesnt preclude multiple short areas of course.



I think if people have an idea for a lengthy adventure, more power to them. I'd like it if the towns have quite a bit in them for people to play around with. And, as you say, small caves are certainly acceptable. I'd like to have, say, a forest where you can play around for an hour, let's say, but then also have a cave that you clear in 5 minutes. Be wary, however, on making something *too* long. I don't want a particular location--outside the capitol, or something very major--to become a gigantic sink hole of time.

Modifié par Chaos Wielder, 25 février 2011 - 10:42 .


#174
The Fred

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MokahTGS wrote...
Why are we, in 2011 compiling yet again a master placeable.2DA?

I really wanted to get this fixed once and for all, but unfortunately I have neither the time nor the competence at the moment. It's a project for another day, though.

Eguintir Eligard wrote...
We're all supposed to make dungeons/sub areas of the map, we can turn on or off the rest as we see fit within our domains. I'm simply turning it off for my dungeons. If they end up long enough they will have fixed rest check points.

Imo, whilst people should ideally have as much freedom as they want to make their own adventure, consistency is important. I'd rather we just agreed on a system/had a system given to us (as we now have) and ran with it. Personally, I have my own ideas about what would make a good resting system, but at the end of the day, they can go in my own campaign. I'd rather we just got on with the actually cool bits.

One thing I think might be useful is if we have somewhere people can post up requests or availability for quest items, NPCs, etc. So, I might not want to put a Big T artefact in my mod, but I might have an awesome space for *something*. I could mention it and then if someone wants to make, say, a find-and-fetch quest in some town or something, they can link it up. It just seems like a relatively easy way to put some cohesion between some of the areas, so it feels like an actual world rather than the modular conglomeration it actually is.

#175
manageri

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Eguintir Eligard wrote...

Manageri are you gonna do this in every thread or do you plan to contribute anything to the community besides negative remarks and windless arguments?


Lol, I contributed a suggestion along with an explanation of why it's better than alternatives, you're the one whining about it so who's being negative? Ironically yet again you didn't manage to find anything to criticize in what I actually said, you just have a problem with me saying anything. In case you missed it, community opinions were also specifically asked for on that issue (not that you care about facts, I know).