Arms and Armor Realism Mod
#51
Posté 13 novembre 2009 - 04:37
Archers shoot too fast. Historically, they could release 6-10 arrows a minute. Crossbows are even slower.
This is where some issues might occur. Against plate, the longbow arrow is, for the most part, useless. The longbowman might get lucky and hit an exposed area but it was rare. The longbow was very effective against the knight's mount (French know this well).
In the game, they appear to be using the stirrup style light crossbows. Although these weren't as powerful as the cranked heavy crossbows that could punch through any armor, they still will do a lot of damage.
#52
Posté 13 novembre 2009 - 04:44
Ambaryerno wrote...
Could be done by having a swordsmith "merchant" in the Party camp. Anyone know if "leveled" weapons like this would be possible? I suppose I could "fake" it by having multiple versions of the sword available for sale, but it would still require some sort of script to prevent you from having more than one at a time, and only be available if you aquired the sword in the first place.
First off, cool looking stuff - I'll be keeping an eye on it. Personally, I haven't been working much with the toolset yet (first stuff popped up, then all the troubles with it and workarounds required), but if it is as 'easy' as the NWN 2 toolset in scripting and the like, I imagine you could do it a number of ways...
If there is any kind of "On Level Up" script, it could be edited to remove the old gear and add new in (though if it is an item that allows runes, you might need to check on that first before replacing the item - could cause lost runes?).
I imagine you could also make a simple conversation with a smith or whoever and have its conditions set to "If Player Level is (whatever) AND Player has item (the family sword, shield, or whatever else you want)", then it might display an option to 'forge' or work the item in some way to get it powered up. Could also require other ingredients if you wished, or nothing else at all. In that way, say the player hit level 7, you could have an option show up "You know, I could beat the dents out of that thing for you if you wish." Have it remove the items from the player, then add in pre-created versions of the sword for higher levels.
I have absolutely no idea (and can't check atm) if they added the ability to altar weapon stats on the fly - if they did, you could also go that route and likely avoid any rune issues. Otherwise, you might be able to do a check for what runes are in there, or have a warning - "If I throw this in the forge, any runes will be destroyed, so be sure to remove them first."
Anyhow, I suppose there are several other ways, it just depends how you want to go about doing it. When you get to that point, I am sure someone who has got their feet a bit wet with the toolset can answer you more firmly than I. In the mean time, good luck, and I'll keep checking out your progress! =)
#53
Posté 13 novembre 2009 - 05:09
While the quest might be "fun" for some people, I'm sure most players wouldn't bother if it just meant your sword got a little bit better, especially if the quest was insanely difficult.
One option to encourage the player to hold onto it and go through those quests might be to give the sword even more of a stat boost if it's being used by the player's character. Say, if Alistair wields it the stats are whatever the default are. However if it's used by the player character there's a massive boost, say, to the Attack rating because of your personal connection to the sword acting as something of a morale booster. If the bonus just for USING the sword is high enough it would be much easier to convince the player to go through the effort of upgrading it.
The problem is at what point does the bonus become unbalancing....
#54
Posté 13 novembre 2009 - 05:37
The problem is at what point does the bonus become unbalancing....
It doesn't have to be light years ahead of everything else, just slightly better than the best weapons available at a given point. Basically, make it useful for the role player type to hang onto that sword.
#55
Posté 13 novembre 2009 - 05:39
Modifié par adembroski11, 13 novembre 2009 - 06:10 .
#56
Posté 13 novembre 2009 - 06:10
#57
Posté 13 novembre 2009 - 06:16
Ambaryerno wrote...
One option I was considering is having the player be able to choose what type of sword the Family Sword is. Some sort of script when you open the chest that would allow you to choose if you want it to be an arming sword, longsword, or greatsword. That might generate further interest in keeping it if you can tailor it to your character.
Great idea, so long as we still get the shield (while I realize, in truth, considering the level of armor technology available shields are somewhat archaic).
This does seem like a ton of work for only one of 6 storyllines, sorry I brought it up:P
#58
Posté 13 novembre 2009 - 06:23
Tie the Cousland sword in with a "Party Expansion" mod. If the player equips the Cousland sword on his character (rather than a party member) it opens up the party to allow you to take more than just the three companions.
Maybe a special Talent tree. Described something like, "As a child of the noble house of Cousland, your family sword stands as a symbol of your innate leadership abilities." Depending on your level you then gain 1-2 extra party slots (I think Baldur's Gate had it right that 6 is the ideal max party size for flexibility without being too much of a burden to manage) and your party gains additional bonuses when you equip the sword.
Say: Talent level 1 you get small small party bonuses. Level 2 you gain 1 extra party member. Level 3 you get higher bonuses. Level 4 you gain a 2nd party slot.
#59
Posté 13 novembre 2009 - 06:27
#60
Posté 13 novembre 2009 - 07:10
#61
Posté 14 novembre 2009 - 10:06
#62
Posté 14 novembre 2009 - 11:16
Possible spoiler for those who've yet to do the Dwarf Noble Origin [my personal favorite one].
What I mean by that is, something like a Maul/Hand Axe/Mace/Sword for Dwarf Noble [keepsake from a friend after being exiled], a Sword/Hand Axe/Mace/Dagger for the Dwarf Commoner, Something similar for the City Elf, as well as Daelish, but possibly include bows, and unique staffs for mages that can be leveled up.
End Possible spoiler
Of course, in return for all of this, there has to be a catch. a universal quest to seek out a person who can reforge, then coin and specific items to upgrade the weapons [scaling up, iron, grey iron, and steel being easy to find as compare to say Silverite and Dragonbone].
Modifié par LokiHades, 14 novembre 2009 - 11:26 .
#63
Posté 14 novembre 2009 - 06:17
#64
Posté 14 novembre 2009 - 07:11
While not a bad idea, adding heirloom weapons to the other origins requires directly modifying the main quest in a way I'm not sure is actually possible.
#65
Posté 15 novembre 2009 - 12:33
Family Sword (longsword) mesh is (tentatively) finished, and I've begun texturing:

I'll post closeups of the details once it's nearer to completion, but the symbol on the pommel is the Cousland coat of arms (if I have the blazon right: per cross or and argent, a bear passant natural).
Modifié par Ambaryerno, 15 novembre 2009 - 08:02 .
#66
Posté 15 novembre 2009 - 12:52
Please don't overdo the Dexterity thing. Strength was a big factor too. But, I presume, given your experience, you know that and will provide a realistically balanced use of Strength + Dexterity depending on the weapon -- that will be superb.
Will you be rebalancing enemy stats to reflect the new equipment. Or, will the moded stuff only apply to humans, elves, dwarfs in the Party?
Modifié par Allen63, 15 novembre 2009 - 03:38 .
#67
Posté 15 novembre 2009 - 05:44
#68
Posté 15 novembre 2009 - 11:23
Thank you! There is nothing I hate more than those "bricks-on-sticks" , as I call them. War hammers are so much better looking, I wonder why they change that?Ambaryerno wrote...
The mauls as they exist are are going away. I hate that RPGs always imply that war hammers were massive blocks of steel on a stick. Expect them to look more like this:
Both 1H and 2H variants.
#69
Posté 15 novembre 2009 - 11:29
#70
Posté 18 novembre 2009 - 11:59
#71
Posté 18 novembre 2009 - 02:15
#72
Posté 18 novembre 2009 - 03:18
#73
Posté 19 novembre 2009 - 12:40
After some initial testing, I've successfully got the true Longsword class working as a 2H sword. I still need to make some other adjustments (damage didn't update correctly, but I think I know what to do there) but that part is working.
I did run into a particularly glaring bug: My party members equipped with the new Arming Sword class are now equipped with nothing.... I tried renaming the Item types back to their original names (so gen_mel_lsw_
My first thought is that I'll need a script to replace the "old" longswords with the arming swords and falchions as appropriate, but someone suggested this might not be the most efficient way to do this. Does anyone have any suggestions or recommendations for this?
I'd LIKE to release a beta with just this much, but obviously this is a major flaw that needs fixing before I can do that.
#74
Posté 19 novembre 2009 - 04:38
#75
Posté 19 novembre 2009 - 05:46
Now, does anyone have any thoughts on why weapons with changed Base Types are vanishing from inventory?





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