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July 16th, 2002, 01:53 AM
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Captain
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Join Date: Feb 2001
Location: Peterborough, Ontario, Canada
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Re: Magic Mod
I don't know much about the 'Runesword' game (yeah, one of the 'other forums' ) but could you use the pic files from there?? (maybe some of their authors would like to contribute).
I would but I am currently pouring all my fantasy efforts into NWN. (NeverWinterNights that is )
I do have one idea to contribute, just that the Rate of Fire would be great for weapon speration (ie a Two Handed sword/Lance would do lots of damage but swing slower that a short sword/javelin). You could even impliment massive attacks such as breath weapons (dragons etc) as ROF 15,20 or 30 attacks.
[ July 16, 2002, 00:53: Message edited by: Deathstalker ]
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We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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July 16th, 2002, 02:04 AM
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Shrapnel Fanatic
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Re: Magic Mod
True.
Do you mean you are making a NWN mod, or just spending all your time playing it?
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July 16th, 2002, 03:27 AM
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Sergeant
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Re: Magic Mod
I like this idea! I actually had a couple of ideas for making a D&D based mod, using schools of magic for racial technologies, like enchantment, alteration, conjuration, etc... but I like this idea better! I've played AD&D in some form (tabletop and computer games) since the mid '80's... so if you'd like some D&D infusion in your mod, I'd love to help out!
Quikngruvn
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The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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July 16th, 2002, 03:40 AM
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Captain
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Re: Magic Mod
"Do you mean you are making a NWN mod, or just spending all your time playing it?"
Right now just playing the standard game (plus the dozens and dozens of user made modules). Once I have a better grasp of the 'C script' (wich may be never) I fully intend on making my own module. My current Character is a Monk/Cleric that is just tanking about everything (including dragons), about the only thing that gave her pause were those damn dark dwarves and the fire giants.
__________________
We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
Long Live the Legion!!-Comic book fandom...
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July 16th, 2002, 04:09 AM
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Captain
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Join Date: Mar 2002
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Re: Magic Mod
I can work with any of the data files and testing. I hate doing AI data files, but am quite capable of that as well. Getting the general order set would be the first thing, then mod in all comps, facs, etc. I will take a deeper look tonight and post more thoughts tommorrow.
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All that is gold does not glitter,
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The old that is strong does not wither,
Deep roots are not reached by the frost.
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July 16th, 2002, 04:31 AM
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Shrapnel Fanatic
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Re: Magic Mod
Quikngruvn:
I was already planning on infusing D&D into it.
Deathstalker:
Ever play multi-player?
Gandalph:
I ment more along the lines of "is there something you would prefer to do?"
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July 16th, 2002, 07:56 AM
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Sergeant
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Re: Magic Mod
Cool! (I didn't want to assume anything. )
With schools of magic as racial techs, you could keep races from selecting opposing schools, such as taking both illusion and necromancy. Some magic could be generally available, like protection, divination, and other basics. Also, clerical spells could be generally available (every culture has holy men), though like Gandalph suggested, you'd pay for druidic spells. I need to pull out the books again to see what spells could be translated to SEIV....
Another thought I had was having a metallurgy tech, in which higher levels would allow working with better metals (bronze, iron, mithril, adamantite, for example). You could then have armorsmithing and weaponsmithing techs to work the metals, and have different qualities of each type of worked metal (basic, good, fine, and master). You'd start with basic bronze armor and weapons. Add a level of armorsmithing, and you could make good bronze armor. Another level of armorsmithing would give fine bronze armor and (with another metallurgy level) basic iron armor. And so on-- before even getting into enchanted items....
One more random thought: Minor Globe of Invulnerability could be a normal shield, an Anti-Magic Shell a phased shield, and a Dispel Magic spell a shield depleter....
Quikngruvn
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The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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July 16th, 2002, 12:05 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: Magic Mod
my experience in RPG's?
uhm...very little in the fantasy genre, i've played fallout 1 and 2, i got Morrowind, but never got around to actually playing it yet.
I've played baldur's gate, found it too much combat orientated, so i stopped playing about 1/4 in the game.
Edit:
the only fantasy game i really liked was Kohan: Immortal Soevereigns, a very good strategy game, it's RTS, but has certain TBS aspects, like citybuilding, and composing your squads.
What i want to work on?
No particular interest, i've never really modded before, i did look in the data files a lot to see what's possible, and to write some programs.
I could help with ideas, and creating the data files, i have very little knowledge of the AI however...
[ July 16, 2002, 11:09: Message edited by: Lemmy ]
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July 16th, 2002, 12:14 PM
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Corporal
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Join Date: Oct 2001
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Re: Magic Mod
Once I wantet to creat somthing like this but more like the AD&D Spelljammer setting.
The Ideas I have was:
- Fighter are Magicuser that can travel the Dimensions
- Ships are Spelljammers
- A Planet is some kind of Dimension
- Alle Planets within one System are diverent dimensions of the same realm
- Drones are Summoned Creatures
- The void betwean the Planets is the Astralspace
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July 16th, 2002, 12:38 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Magic Mod
Since planets are already inhabited but independent cities, atmosphere type should correspond to the race of natives.
For example, oxygen - humans, CO2 - elves, etc.
If you want to "migrate" city, you should either burn it and rebuild (planet destroyer) or exterminate natives - atmosphere modification plants. Oh, yes, you can ship some orks to hobbit city but how many could you squueze in ? - thats why mixed cities are domed.
Overall, it should look like MoM, each player is a Wizard and can choose what is his native race (home planet type).
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