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Post by nicethugbert on Apr 6, 2008 20:12:55 GMT -5
The Consolidated CC suggestion thread is getting clogged so I'm taking this one step towards unclogging it by moving this topic to it's own thread, here. And, lou, how about those codes? the naming scheme works out like this "ldoa" + name + '1" So, for instance in the battles you have rangers, Warriors rogues and Captains(paladins) So we have the resource name/resref/tags of ldoaranger1 ldoacaptain1 ldoawarrior1 ldoarogue1 The resource name and resref *must* be the same. It's better if the tag is the same as well. Make some generic "name" The should be human(hence the "1" suffix. we create duplicates of other races by changing the sub-race but keeping the package) level 1 you should set their package and actually click the "Reset from package" button to assign their feats/skills etc They should be classified under "Lost Dungeons|Human" They should be given mundane gear (the scripts will add enhancements) including chestpiece, helm(generally so it doesn't look like attack of the clones with everyone with an identical face) and that's how it's done. What does the 1 in "ldoa" + name + '1" stand for? What do you mean by classified? Let's say I want to make the following gobliniod army ala Heroes of Battle, what might my naming convention be? Privates: Normal Goblins Corporal: Goblin Rogue 2 Sergeant: Goblin Rogue 3 Lieutenant: Hobgoblin Fighter 4 Captain: Hobgoblin Fighter 5 Colonel: Bugbear Rogue 6 General: Bugbear Rogue 8 Is it possible to use Kaedrin's classes? I can find out the exact mechanism, but, I want to know what the limits are first as this game has a bad habit of wasting my time with surprise limitations.
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Post by Loudent2 on Apr 6, 2008 20:44:44 GMT -5
The 1 is for human.
but it's clear you guys are looking to do something different so the naming schema is going to change.
let's use this: TLA + "armyname" + n
where TLA is your personal Three letter Acronym (NTB for Nicethugbert, MMT for mammothruk (or whatever))
"armyname" is the name of the army that this critter is a member of ("trollhorde" "army1" etce etc, whatever)
and n is a counter for the next soldier
e.g if Nicethugbert is creating a troll army with 4 types of critters they would be:
ntb_trollhorde_1 ntb_trollhorde_2 ntb_trollhorde_3 ntb_trollhorde_4
(again, this is for the resref, resource name and tag. Give them a resonable, but generic name)
Then, just give me the percentage breakdowns for this army (e.g. 40% ntb_trollhorde_1, 20% ntb_trollhorde_2, 15% ntb_trollhorde_3 , 5% ntb_trollhorde_4).
That way I can just code the number of soldiers, the res-ref and the percentages into a system that will pick an arrmy and spawn them correctly.
If I get some down-time I'll see about making an army creation plug-in.
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Post by mammothtruk on Apr 6, 2008 21:08:02 GMT -5
alright the naming scheme is a go.
MMT_DRUIDARMY_1 =5% War Mound MMT_DRUIDARMY_2 =10% Lizardman Druid - default druid package at the moment MMT_DRUIDARMY_3 =20% Kobold stone throwers - default rogue til I find/make something better MMT_DRUIDARMY_4 =55% Lizardman Warriors - default barbarian package til make better MMT_DRUIDARMY_5 =10% Lizardman Sorc - default package for right now. there be special things required for lizardman sorcs
Im a have them packaged up tomorrow and uploaded to my vault account.
EDIT: Crafted up these five creatures and uploading them to vault. They are using default packages right now and they are usable as is. Im going to custom build a few packages for a few of them but please dont wait for them to be done as it will take a long time for me to work out just how to deal with the 2das required for a custom package.
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Post by mammothtruk on Apr 7, 2008 10:55:22 GMT -5
Just incase Im missing something in the 2DA files I thought I would post here and see what others think.
I dont need to add to the packages.2da because Lou will when I get the packages to him. And then I need to list the feats in the packft(class)(N).2da in the order most prefered witch apparently means I list all the epic feats first since given the chance you want them over the normal feats. And the packsk(class)(N).2da I just put the level 30 finishing skills and it will divide them into each level trying to get to the goal.
If you see a flaw there let me know. Also the packeq(class)(N).2da is just starting items so I dont need to do those as the levelup script should in theory add weapon enchantments as per it does for the orcs and humans. So ft, sk, and sp 2das are whats going to be required with a dummy eq.
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timmies07
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Post by timmies07 on Apr 7, 2008 14:44:24 GMT -5
hey mammothttruk this level up script the standard nwn2 toolset script in the creature creation? or is this a custom script?
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timmies07
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Post by timmies07 on Apr 7, 2008 15:00:39 GMT -5
I was making a tomb, a pyramind 4 lvls in all, I am using the crypt tileset and when I had all the areas finished I noticed in the proprieties that you can change the tiles, so I had the basic tile but then there was 4 to 5 different types of crypt tiles I could change their appearance too, I changed the floor to look like it was covered in sand and the walls look like the have writing on them, when I tried to change the ceiling though it only changed the colour but not the style of look bummer , on the top floor I put in a pattern style floor that has a drawn in design in the floor and changed the colour scheme so the design was a redish colour but the rest was again a sand look, anyway anyone else no anything about this I'm sorta new at making areas and wanted to make some interiors to take some load off Loudent, (also I enjoy making them) also in the mod itself do we have a desert area I never noticed one yet if not thats ok as I can easily go to a jungle style pyramind using lizardmen shamans and such
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Post by mammothtruk on Apr 7, 2008 15:04:36 GMT -5
barren lands is about as close to a desert as we have.
the level up script is Lou's
I just recently started using the tile tinting system and Its alright, but I think they should have allowed you to paint textures into a dungeon AND tint the tiles. I would have also liked them to allow you to raise and lower... and that would let me create broken areas with water in them, but they didnt and its a shame.
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Post by Loudent2 on Apr 7, 2008 15:04:54 GMT -5
hey mammothttruk this level up script the standard nwn2 toolset script in the creature creation? or is this a custom script? The level-up he's talking about isn't a script at all. He's talking about .2da files. (2 dimmensional arrays NWN2 uses to store data.) Creatures can be leveled up via "packates" (go to the toolset create a creature and go to the basic tab). When assigned a package you can just, either in the toolset or via script, reset the creature to a certain XP and it dictates the manner in which it levels up (stats to increase, feats and skills to take). The reason this needs to be done for the battle system is because it dynamically levels your enemies and allies to your level so packages are required for new and different soldier "types". the level up script is Lou's Hmm, perhaps I mis-understood his question. I do have a script that goes through a equips the them properly (adding enhancements to their gear for instance) but the actual leveling is driven by packages and the standard NWN2 script function: ResetCreatureLevelByXP().
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timmies07
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skype username: christoph077427
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Post by timmies07 on Apr 7, 2008 15:21:55 GMT -5
ya that would have been nice Mammothtruk though I could use water from the exterior tiles and put in my interior but I couldn't use any of the other, I was thinking of using it as a shifting sand (changing the colour to a sandy colour and changing the way it ripples and adding in some windy sounds) just not sure how it will look, also thanks you two for the quick replies, I was more after how you automatically equiped the creatures and the 2da's well thats way beyond what I can do lol
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timmies07
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skype username: christoph077427
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Post by timmies07 on Apr 7, 2008 15:50:27 GMT -5
dang I couldn't get the water to change colour maybe it's disable somehow, it works in exterior just not in an interior area it only places the standard blue, hmm I'll search around the net somewhere someone must have figured this out lol
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Post by nicethugbert on Apr 7, 2008 19:41:40 GMT -5
Can we please stay on topic? I'm really interested in getting this done, but, first, I have to get some important info understood and the OT is getting in the way.
MMT, since your druid army is reptile themed I would choose a name to reflect that, just in case you want to make another druid army.
Lou, _ is the delimiter so I can't use it for anything else like NTB_Fiendish_Gobbies_n?
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Post by Loudent2 on Apr 7, 2008 20:27:21 GMT -5
Lou, _ is the delimiter so I can't use it for anything else like NTB_Fiendish_Gobbies_n? There's nothing special about the '_' so you can use it in your names if you like.' To be truthful I spent some time yesterday re-building the battle system to be driven off of local variables on a waypoint so you don't even have to use the naming scheme any more. although I would prefer is you continued using ntb as your prefix so we don't have collisions
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Post by Loudent2 on Apr 8, 2008 2:34:22 GMT -5
Ok, forgot to add a few variables you should put on the mobs:
Variable Name:MOB_TYPE Type: String Value: same as the mob name
Variable Name:WEAPON_TYPE type: Integer Value: 1 for melee weapon in the left(or right) hand, 2 for creature weapons, 3 for ranged weapon and 4 for monk w/gloves
Variable Name:ARMOR_TYPE type: Integer Value: 1 for armor in the chest slot, 2 for armor in the creature chest slot.
The level-up system uses these values to determine what type of properites to apply and where. (for example, when adding properties to a ranged weapon it will give unlimited ammo prop to the bow so the critter doesn't run out).
EDIT: Although, now that I think about it, I'll probably just modify the system to figure this stuff out based on what they mob has equipped. Disregard.
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Post by nicethugbert on Apr 9, 2008 11:13:19 GMT -5
Can no we multi-class the critters?
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Post by Loudent2 on Apr 9, 2008 11:25:40 GMT -5
Can no we multi-class the critters? Considering you're building level 1 versiosn the only way you'll be able to MC is by using packages to drive it, but yes, you can MC.
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