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The Wizard's Apprentice Chapter III development update thread


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#26
Dorateen

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If there was a way to diable the F12 quick save button, and the gui bringing up the save menu, you could add a return-to location like a tavern or a keep. Then put an autosave trigger there, so that is the only place the player can save their progress.

It would be just like the old Wizardry and Might & Magic games.

It's so crazy, a wizard might do it.

Harumph!

#27
M. Rieder

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Iveforgotmypassword wrote...

Thining about it I can't believe what is being discussed here. People building mods have got quite a lot on their plate with trying to "shepherd" people through their stories and maing sure nobody get's confused/lost finds the right potion or doesn't run the wrong way and screw the continuity and now they're expecting to be ept alive the whole time too with the builder holding the players hand in every single dungeon or forest just in case they get hurt??????



I was thinking about scripting a new spell for that - Bigby's Holding Hand. 

#28
Lugaid of the Red Stripes

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Ya know, the on-player-loaded script fires whenever the player loads a saved game. So you could do a stone-of-recall thing where the on-client-enter script jumps the player back to the last 'save point' (you could just do this with a trigger that repositions the respawn WP).

Modifié par Lugaid of the Red Stripes, 03 mai 2012 - 02:04 .


#29
likeorasgod

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I_Raps wrote...

likeorasgod wrote...

I'm pretty good about hitting my F12 in most games, but the key to autosave is haveing them after key plot moments and change of Act's.  Some times I get so caught up in a game (which is a good sign) I forget to hit F12.  Than bang I die and find out I just lost 3-5 hours of game play cause of pour user friendly game options.  


I think you have that backwards.  Anyone contemplating adding autosaves to their module should look to MOTB for guidance - player about to walk unwittingly into a major hubbub, complete with multiple cut-scenes?  NOW is the time for the autosave - not after they've been chewed up and spit out (or crashed to desktop by the too-much-going-on-and-memory-is-already-full gremlin, or stymied by the group-died-but-so-did-script goblin).

Your right, that /AFTER/ should be before...I meant to go back and fix that.

I think the reason it's being brought up is cause we where asked feed back.  I brought up the autosave on this game only cause i went through basicly big point and new chapter and was so caught up I forgot to save and got killed in stupid fight.  Setting me back several hours.  It wasn't the first time I been so caught up in his mod that I did that.  Which means I'm haveing a great time playing it.  This wasn't the only one it's happend in.  NOw for crash problem mods area than yes you have to make sure you use the quicksave as mcuh as you can.  Right now my work computer is a piece of crap with a cracked screen over heats and sounds like it's got a turbo in it when the fan thinks it wants to work.  I'm off shore and this game has been my sanity cause I couldn't bring my travel gameing laptop with me.  I been stuck in Brazil for over 45 days now so ran out of books and such....yah you might think that isn't so bad, but being offshore it gets pretty boreing. 

So I would like to personnel thank every one of you for helping keep from killing half a dozen folks after a days work....well folks that are real and not the ones in the game....Image IPB

#30
Guest_Iveforgotmypassword_*

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M. Rieder wrote...


I was thinking about scripting a new spell for that - Bigby's Holding Hand. 



Exactly it's all a load of nonsense there are two ways to save a game either the f whatever button or by pressing esc what more does anybody need !

This discussion has completely derailed what should be a celebration of your future mod. Good luck with it and with your completion prediction and the rate I'm going at ( busy playing the witcher 2, which incidentally has the most confusing minimap that rotates as you move and is ten times worst than any form of fog of war ) it'll be out long before my offering.

ps. don't forget to make it possible for me to play as a gnome arcane archer with a throwing axe speciality and a wooden leg otherwise I wont like it ! Image IPB

#31
Arkalezth

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I think it's clear that I agree with Tsongo about builders doing already enough and not needing to take players by the hand through their modules. If you don't save often enough, it's your problem. However...

If you have any feedback - things to include, things you'd like to see,
things you saw in TWA2 that you think I should leave out, please let me
know.

As I've said before, I don't give a damn about autosaves personally, but asking for them, or discussing how they're propely done is not exactly what I'd call a "load of nonsense".

Modifié par Arkalezth, 04 mai 2012 - 11:56 .


#32
M. Rieder

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Iveforgotmypassword wrote...


ps. don't forget to make it possible for me to play as a gnome arcane archer with a throwing axe speciality and a wooden leg otherwise I wont like it ! Image IPB


ROTFL!!!! 

#33
likeorasgod

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M. Rieder wrote...

Iveforgotmypassword wrote...


ps. don't forget to make it possible for me to play as a gnome arcane archer with a throwing axe speciality and a wooden leg otherwise I wont like it ! Image IPB


ROTFL!!!! 

Kinda makes me miss my Halfling Coin Flicker.  Ever wanted a use for all that pesky copper you get with the dragon treasure?  Fear no more you trusty Halfing Coin Flicker will put it to good use.....


I might make one any way and use shirkens since we had it do 1-2 dammage on TT and that fits pretty much the same.  Talk about peppering some one with pea's to death.  We only made one char and I played him through a campainge (they wanted me to not PLAY my kinder again).  Had a blast and actualy saved the party a few times like any good party thief should be doing, while makeing there pockets thicker.

#34
M. Rieder

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Coin fliker! Ha! I actually think I remember reading about that somewhere else. Really clever idea.

#35
Artemis Absinthe

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to solve the FOW problem, why not an option in the Clairaudience/Clairvoyance conversation to explore the map like in BG2 ?

and one or two airships ...

#36
M. Rieder

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I have made FOW optional in TWA3. In the beginning of the campaign the player will be given the option to activate FOW or to deactivate it.

...and I was considering airships or something similar...

#37
Arkalezth

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Airships and fireballs? Add some boobs and I'll be voting this module before it gets released.

#38
rjshae

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M. Rieder wrote...

I have made FOW optional in TWA3. In the beginning of the campaign the player will be given the option to activate FOW or to deactivate it.

...and I was considering airships or something similar...


...mutter, mutter... gaming wimps ...mutter, mutter... :whistle:

#39
PJ156

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Arkalezth wrote...

Airships and fireballs? Add some boobs and I'll be voting this module before it gets released.


Don't need to wait till the mod is released Ark ... Here you go Image IPB

Image IPB
PJ

#40
Arkalezth

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Thanks, but I prefer those.

#41
4760

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I couldn't post earlier, and didn't want to show spoilers (as some things I mentioned obviously refer to TWA and TWA II), so I decided to send a message to M. Rieder. I hope it's not too late!

#42
Frosty44

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Matt, I just finished my second run through of chapter 2 and can't wait for 3! I have one question - what are you going to do with Blaerdrig? The first time he went up I changed him into a fighter. Will he be a Barbarian again when 3 starts or will there be some way to have him the way I left him?

Btw, I also wanted to mention how much I enjoyed meeting Mattius in the finale of Tales of the Lake of Sorrows! And how much my sorceress loves her sword named Arkalezth, not to mention the bow lol!

#43
kamal_

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I didn't see a post for it, but M. Reider has released it.
http://nwvault.ign.c...h.Detail&id=532

#44
Arkalezth

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Frosty44 wrote...

what are you going to do with Blaerdrig? The first time he went up I changed him into a fighter. Will he be a Barbarian again when 3 starts or will there be some way to have him the way I left him?

At the start, you can choose to level up companions automatically or manually. If you choose manually, you can level up him from level 4 or so on.

kamal_ wrote...

I didn't see a post for it, but M. Reider has released it.

It's not the only case. Gladiatrix III (for NWN1) was also released without a mention in the front page.

Modifié par Arkalezth, 14 juillet 2013 - 01:10 .


#45
Dann-J

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M. Rieder wrote...

Coin fliker! Ha! I actually think I remember reading about that somewhere else. Really clever idea.


I have a companion in an upcoming module who's a halfling cleric / stormlord specialising in shurikens. She worships Tymora, who's favoured weapon is the thrown coin (or shuriken in game terms). Once she gets her stormlord freak on and engages rapid-shot, she's an electric-coin-throwing dynamo.

Thankfully I've got return-on-hit throwing weapons in the module, otherwise she'd really chew through ammo.

#46
Frosty44

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Thanks - great news as he makes a good fighter.

#47
Frosty44

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Matthew, I don't know how to tell you this, but the same thing is happening when I try to play chap. 3 that happened with the original chap. 2. Unless the campaign is very memory demanding (I'm getting more memory at the beginning of the week), the campaign just won't load. It takes a while, starts to load then, within seconds, dumps me to the desktop. I don't see anything that a Mac would hate, so I have no idea what's wrong.

Sorry for the bad news - I was so looking forward to doing the final chapter!

Karen

#48
Eguintir Eligard

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FYI I won the game.

#49
Frosty44

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Congratulations on winning! I can't wait to be able to play.

Modifié par Frosty44, 26 juillet 2013 - 09:41 .


#50
Frosty44

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Matthew, thank you so much - the Mac version of chapter 3 works! And I found the thread about the hak problem: http://social.biowar...ndex/10694400/2

Karen : )