Community Project - Discussion Thread
#376
Posté 11 septembre 2011 - 01:35
#377
Posté 11 septembre 2011 - 04:32
#378
Posté 11 septembre 2011 - 07:42
Eguintir Eligard wrote...
I suggest you get a refund on that sale sire.
I have to wait for the vault to go back on line first...
#379
Posté 11 septembre 2011 - 08:36
I'm having trouble following along, that is why i ask.
#380
Posté 11 septembre 2011 - 11:24
A bunch of people not in the actual p roject are having heated arguments about what horribly not even close model might be substituted for the Tarrasque to the chagrin of everyone but 1 guy. Chaos remains silent and will make a better decision if and when it becomes necesary.
#381
Posté 11 septembre 2011 - 11:46
#382
Posté 11 septembre 2011 - 11:55
I most likely will release Centaur Bridge as a stand alone mod anyway...or not...depends on how I'm feeling.
#383
Posté 12 septembre 2011 - 02:19
I don't see a reason for the undue hostility toward the project, this 2da pretty much came out of nowhere I don't recall it being requested in the project specifically?
*NEW IDEA*
I heard ye fellow authors say you don't have a lot of loot planned or that your areas/events are too small to really put in a lot of loot. Here is a chance to fill in the loot gaps + give an actual purpose for the finances the party may find.
We will have a travelling merchant (more of a hyena really) who follows noteworthy parties around and conveniently arrives with wares to pedal. So he can have kind of an "Adventurer's Mart" type of inventory, where there are quite a few very useful/powerful items, and the player will have to find as well as buy magic gear to get a proper full set.
This vendor can just "pop up" near the player on the overland map every couple minutes they wander around near the road. We can deal with the timing of it (maybe once per level might be smarter).
But this way you can finish your areas, and then have a grand idea for a magic item to add to his inventory. On our spreadsheet you can call the area "Travelling Merchant" when you add the item.
What do you think of this idea? Capital? Lower case? Italic???
#384
Posté 12 septembre 2011 - 02:45
#385
Posté 12 septembre 2011 - 12:12
Modifié par nicethugbert, 12 septembre 2011 - 12:13 .
#386
Posté 12 septembre 2011 - 12:46
#387
Posté 12 septembre 2011 - 01:46
In the meantime, travelling merchants are good. Personally, the only time I've ever had an issue with finances was in BG under Hard Times as a dagger-thrower when I accidentally killed a lot of people in Nahskel and had to donate to the Church. That means it took two mods, a build, a no-reload and a mis-click. If people learned to just man up and fight through the pain instead of glugging healing potions and paracetamol at every opportunity, they wouldn't need overpowered loot to stay in pocket.
Still, travelling merchants are handy.
#388
Posté 12 septembre 2011 - 09:28
nicethugbert wrote...
The Traveling Merchant could be a powerful caster with an intense rivalry towards Volo.
I think this is a great idea. i like the travelling mechant idea and I like a trash talking traveling merchant even better!!!!!
"Yeah I've was there when the conflict was happening, but I didn't write some self promoting book. That pompus Volo showed up years after the resolution, but you wouldn't know that reading his book. He made it sound like he was the solution to the whole thing, what an egotistical maniac!"
#389
Posté 12 septembre 2011 - 10:10
A traveling merchant works equally well I guess, just another idea for the pot ...
PJ
#390
Posté 12 septembre 2011 - 10:15
nicethugbert wrote...
The Traveling Merchant could be a powerful caster with an intense rivalry towards Volo.
Elminster?
#391
Posté 12 septembre 2011 - 10:58
I'm not sure how this would translate to NWN2 though. Does a merchant have to be in the same area as their store node? Or would there have to be a store node in every single area (with a way of synchronising them across areas perhaps)?
Perhaps the travelling merchant, who only shows up on an overland map, would be easier to implement.
#392
Posté 12 septembre 2011 - 11:11
PJ your summoned merchant example has nothing to do with this, that was created out of some perceived reason the player would need to dump loot at horrible low buy back prices rather than walk back to town in 30 seconds. This campaign does not have "excess magic baggage" it has actually less than is needed, hence the need to add some loot.
This merchant is for buying FROM and his stuff is actually good. Like I said, supplementary to the better items in the game. You discover, but also buy your way to power.
And he's not a pocket lapdog that comes when you snap your fingers; he's an oppurtunist that finds you when he thinks you're in a buying mood, following your path of destruction on the OM.
Modifié par Eguintir Eligard, 13 septembre 2011 - 12:03 .
#393
Posté 13 septembre 2011 - 12:08
It's just that nobody has a town that I know of. Maybe Mokah will have such a vendor in her Centaur bridge town if she decides to stop hating us with a white hot burning ball of molten anger and comes back to us.
Modifié par Eguintir Eligard, 13 septembre 2011 - 12:10 .
#394
Posté 13 septembre 2011 - 12:24
#395
Posté 13 septembre 2011 - 12:45
#396
Posté 13 septembre 2011 - 12:54
nicethugbert wrote...
What's that monster that looks like a chest and steals your items? They zip around real fast making them hard to catch. There was one in HotU. Make that the traveling merchant. It's a repentant one. If the stock monster does not have intelligence then this one magically does, crazy wizard lab experiment, or an experiment by a priest of the god of trade, or charity, or something. Or it's a bull**** artist and tells all sorts of origin stories.
Sounds like a mimic. Perhaps one that swallowed an intelligent item? They're typically not very mobile creatures, but I suppose it could take the form of a merchant's wagon to get around.
#397
Posté 13 septembre 2011 - 12:58
nwn2 mimicDannJ wrote...
nicethugbert wrote...
What's that monster that looks like a chest and steals your items? They zip around real fast making them hard to catch. There was one in HotU. Make that the traveling merchant. It's a repentant one. If the stock monster does not have intelligence then this one magically does, crazy wizard lab experiment, or an experiment by a priest of the god of trade, or charity, or something. Or it's a bull**** artist and tells all sorts of origin stories.
Sounds like a mimic. Perhaps one that swallowed an intelligent item? They're typically not very mobile creatures, but I suppose it could take the form of a merchant's wagon to get around.
would kind of ruin seeing one in a dungeon though.
Modifié par kamal_, 13 septembre 2011 - 12:59 .
#398
Posté 13 septembre 2011 - 01:27
Not that I am against making him some kind of whimsical person, but you don't need any kind of farout justification for his portable, well earned inventory. Could even be a caravan of gypsies.
Modifié par Eguintir Eligard, 13 septembre 2011 - 01:29 .
#399
Posté 13 septembre 2011 - 01:39
#400
Posté 13 septembre 2011 - 04:31
Yeah, Eguintir, I see hot dog venders on the side of the road all the time carrying priceless items and chests full of gold. The gangs don't dare mess with them.





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