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Post by nicethugbert on Jan 28, 2009 16:55:09 GMT -5
MMT, is there a party registry book in the module like the one in SoZ? If the module is designed for parties then we'll need a party to test it.
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Post by mammothtruk on Jan 28, 2009 17:30:17 GMT -5
good idea? why didnt I think of that?
Ill get one in tonight if I can figure out how they work. Might have thought to say that from the start!
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Post by Beldar on Jan 28, 2009 18:26:11 GMT -5
I guess I will have to enable player pausing too. I can barely manage one character in real time. With pausing I can probably keep Zhaeve the worthless gith from casting bless in four consecutive rounds. I never did have much luck with spell casters in SoZ - either I disabled casting entirely (making the caster worthless), let them use their level 9 spells on mobs that my melee characters could clean out prior to the casting actually occurring, or had to spend a great deal of time pausing and micro-managing. The interface needed a button that allows the player to pick the maximum level of spell that the AI would use in a particular encounter. It should default to 0. Then when I encounter the lich king and his demon servants I could quickly up the allowable spell level up to 9. I hate how they will waste spells. The OM made it really bad - great you used a buff that lasts 24 hours while the fighters killed the goblins in one round. Now we lose it when we leave the encounter zone. I thought you were supposed to have a 24 INT, Mr. Wizzie???
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Post by mammothtruk on Jun 12, 2009 12:13:36 GMT -5
wow I need to revisit doing this. Its been laying in my folder for a long time now. finishing the areas alone would be a large step in the right direction here.
Ordered DSL today and I should in theory if the modem gets here in the mail on time be online with it and in the server to sniff around next thursday.
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Post by cosper123 on Jun 13, 2009 0:20:26 GMT -5
Wow yeah it's been awhile. WB and hope you make good progress on this awesome sounding project.
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Post by siegelayer on Jun 13, 2009 11:00:58 GMT -5
Yes, we have been awaiting this challenge Thank you! We have also been talking about getting some post level 30 content. It is needed badly too. No use getting to 30 and retiring your character when most builds have to wait till lvl 30 for some goodies. My flurry staff cleric/monk didn't get greater flurry till lvl 30, and alas, she's retired. We need plenty of ways (eventually) for groups of level 30's to enjoy the server and show-off their builds other than the Honor Roll thread. That's been my vision and hope anyhow.
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Post by nicethugbert on Jun 13, 2009 14:27:03 GMT -5
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Post by mammothtruk on Jun 13, 2009 17:44:08 GMT -5
I havent even began revisiting it yet but come DSL day I will be. I want to see whats going on in the land of low ping again first. Then Ill drop back into the toolset and finish the dungeon area I was working on and start mapping the next area. There isnt a huge amount of work to be done for those small things. Item and monsters are the headache I stopped at. I couldnt balance anything against a solo player and balance against a duo was alright but I came to the conclusion that HP increase with lower AC seems to be the best bet here. doing 5K HP with 50 AC seemed to be the sweet spot for a boss if I remember right. However the AB and damage I hadnt balanced out since they vary so much from person to person. I believe I was doing those against a 60AC tank hitting 50% of the time and doing 50 damage per hit with 6 attacks a round. This was to insure team play and specialized builds for endgame instead of the straight solo artists. The lewt to drop was suppose to have a rolling GUI finished so that people had a chance to get it instead of the first lewt first serve. And the endgame items were to be better than anything found on the server but have a LOW drop rate to encourage running the dungeon more than a few times and moving on. And then I wanted to put in about five quests requiring various tasks to be preformed. One being kill all the bosses in XX amount of time. Another to be quest drops from normal stuff that would lead to either a new feat or a selection of items(think BGH for endgame). A repeatable main boss quest that landed gold. And then a collection quest from minibosses that would grant an XP/GP reward. After all that you might land a single drop from the bosses in the way of a two handed sword with extra damage, damage type, and something special. Then a shield with a damage aura on it and something special. some rings that could be set items and boost each other somehow.
There was a lot on the planning board that I couldnt get done until Lou finished what he was doing.
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Post by mammothtruk on Jul 20, 2009 2:49:32 GMT -5
sweet lord the d**n fan in the AC unit went out! its 80 in here..... but I pounded out the floor plan of the last area. I modified it heavily to fit the tile layout. I didnt like the general layout from AO because it was confusing for no reason. Half the area you didnt even use because there was nothing in it. This time around I made it straight forward.
On to the creation of monsters tomorrow! Im hoping that Kieron can add some life to the areas. they are pretty basic right now with very little of anything. if they get prettied up the monsters should drop right in and the areas will be playable. Being there are some 40+ monsters required to fill out the area in the right way and I have all of like 15 done I see that being the bulk of the work tomorrow. items be d**ned at this point. playable content over loot buckets I say.
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Post by mammothtruk on Jul 20, 2009 3:09:30 GMT -5
V .44 maps. monsters that are already done. items that a already created. Havfe more monsters to create and items to hammer out. Hope Kieron can grab up the maps and take a looksy. I have to rework the spawn placements and reduce load on the cpu. currently lags in singleplayer as they all rebuff at the same moment witch is a no go. might have to switch the spawns to happen when the player is XX spaces away. would help things a lot I think. dropped markers down in the new area for what needs to spawn there. It helps me remember what Im doing from day to day. Ill get the monsters complete and repackage it with spawns. after that its on Kieron to make it pretty. Ill have a little something to go along with it for guidelines of what the areas should feel like. most are pretty straight forward. hope they pass QA
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Post by Kieron on Jul 20, 2009 3:31:44 GMT -5
Downloaded. Will take a look at them tomorrow. Cheers.
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Post by Kieron on Jul 20, 2009 12:36:06 GMT -5
There are some haks needed that I don't have. Where might I obtain these?
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Post by Kieron on Jul 20, 2009 12:46:24 GMT -5
Ok, so I really like the overall "feel" to the dungeon. May I ask if you have any objections to me altering the layout? When I say this, I merely mean adding some rooms off of the main drag hallways, etc.
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Post by Kieron on Jul 20, 2009 12:51:30 GMT -5
SO instead of adding new rooms for the moment, what I am going to do is work with your areas and do the following: - Add placeable fog effects.
- Add placeable light/magical effects.
- Add placeable sounds in various places.
- Add ambient sounds.
- Add some manmade and nature placeables to give it a lived-in feel.
That's really about all that I see it needing. We'll do some playing with the encounters as well. However, you need to let me know before I start on this if this is the version you want me working on. Once I start on this, we won't be able to do an area erf merge, so let me know ASAP via PM or the thread. Cheers!
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Post by Kieron on Jul 20, 2009 12:59:52 GMT -5
Hm. I like all the areas except for Temple of the Winds 4. Doesn't seem to go with the other areas at all. Why the disparity? Also, I really like that temple of the winds area that is exterior tileset made to look like an interior. I've never seen that done before and let me tell you, that's going to make me enjoy doing "interior" areas much more. So much more versatility! Wow! So - let me know about version status, and I will get to work. Cheers.
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