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Re: Update
JohnBJohnB 29 Apr 2008 18:27
in discussion General / General » Update

Unfortunatley MotB had slipped my mind completely. While you wern't around, there didn't seem much point - and since you have been back I have beenunwell or super busy.

Even this weekend, we are away doing another battle re-enactment … then i have the Vydor/Gilar merger to sort out, and there is the web forum to sort .. roll on the summer holidays (there are real advantages to working in a college) so I can get to work on my hobbies ….

Re: Update by JohnBJohnB, 29 Apr 2008 18:27
Re: Update
AgharAghar 29 Apr 2008 01:53
in discussion General / General » Update

Added a few more to the list:

Hill Goblins - These are the most frequent encounters in the closer areas to New Hope. "Greenskins" to the locals. These creature will have indirect ties to the local bandits as well through a higher command structure.

  • Hill Goblin Melee units - Basic Unit
  • Hill Goblin Archer units - Basic Unit
  • Hill Goblin Beserkers - Frenzy Berserker Unit
  • Hill Goblin BodyGuards - Fighter lvl5 Unit
  • Hill Goblin Shamans - Cleric lvl6 Unit
  • Hill Goblin Witch - Sorceror lvl6Unit
  • Hill Goblin Tribal Leaders- Fighter lvl10 Unit

Cave Orge - These creatures are the "grunts" and "muscle" behind the Hill Goblin mining operations.

  • Cave Orges - Basic Unit

Bandits - These are the main source of unrest within , under, and around the city of NewHope. "*Note* This is just intial and will be added to and/or changed a bit. The thought with the bandits is to keep just the basic units in game and have the DM introduce the more "unique" NPC bandits with the exception of a few that would provide quests without the need for a DM.

  • Basic Units - Two Fighter, both lvl3( ranged and melee ) - 1 Cleric lvl5 - 1 Rogue lvl5 - 1 Wizard lvl5

P.S. Glad to here you are keeping busy and that Gilar is also doing well. Wish I had more time to hop on more often. :( Have you thought of getting MotB yet? -p

Re: Update by AgharAghar, 29 Apr 2008 01:53
Re: Crafting Updates
AgharAghar 28 Apr 2008 02:51
in discussion General / General » Crafting Updates

Completed Tradeskills or related skills until further resources become necssary are:

  • Mining - Copper and Tin Ores working
  • Smelting - Copper, Tin, Bronze working - need coal to fire working
  • ArmorCrafting Anvil - Copper and Bronze Items all working ( Shields/Armor/Helms) -
  • Trees - Hickory and all items assoicated with Hickory are completed.
  • Deposits - Coal, Sand and Clay all up and running.
  • Carpenter's Bench - All Hickory items and recipes up and running.
  • All Tinker's Devices and recipes up and running( low basic traps only - not higher level recipes)
  • Food Crafting Devices and recipes completed. *NOTE* Need to change items over to make them HCR compatable
  • Brewing
  • Alchemy Devices and recipes now complete
  • Gems and Jewelry and related skills associated with them
  • Scribing
  • Tailoring and related skills
  • Weaponcrafting - All related skills and items are completed. Recipes for all copper weapons are completed. Bronze weapons are not and will not be until further testing.

Incomplete to date are:

I will eventuallu add enchanting to this as well but I am really just not in a hurry to do so just yet. Once weaponcrafting is completed through the "bronze age" stages the system will be ready to test fully. I'm done with working on crafting until further development/testing with Kargadan and New Hope are complete. This way all areas of need will hit completion around the same time period. Or so I hope….:)

Re: Crafting Updates by AgharAghar, 28 Apr 2008 02:51
Re: Update
JohnBJohnB 25 Apr 2008 20:43
in discussion General / General » Update

Been working on a forum and publicity material for my Sealed Knot Regiment

Also trying to get hold of a copy of an old NWN1 world I used to write for. I intend to merge Gilar into it as a front end. That will give me a server that support characters from L1 to 40 with a range of elelmets built in :)

Re: Update by JohnBJohnB, 25 Apr 2008 20:43
Re: Update
AgharAghar 24 Apr 2008 21:48
in discussion General / General » Update

Sure will. Been really busy with work so I haven't had much spare time on my hands. I will certainly let you know when I do. :)

How about yourself? Keeping busy I imagine?

Re: Update by AgharAghar, 24 Apr 2008 21:48
Re: Update
JohnBJohnB 24 Apr 2008 18:41
in discussion General / General » Update

Let me know what else you are putting in there and I can play with structures/economies :)

Re: Update by JohnBJohnB, 24 Apr 2008 18:41
Re: Update
AgharAghar 22 Apr 2008 00:00
in discussion General / General » Update

Very nice. :)

Re: Update by AgharAghar, 22 Apr 2008 00:00
Re: Update
JohnBJohnB 19 Apr 2008 14:59
in discussion General / General » Update

Try this one :)

http://eots-pw.wikidot.com/hill-goblins

Re: Update by JohnBJohnB, 19 Apr 2008 14:59
Re: Update
JohnBJohnB 19 Apr 2008 13:13
in discussion General / General » Update

Do you want a 'social' on Goblins? Ie social structures, basic beliefs etc etc?

Re: Update by JohnBJohnB, 19 Apr 2008 13:13
Re: Update
AgharAghar 17 Apr 2008 13:52
in discussion General / General » Update

Work continues as time permits. Maintaining focus on the subterrianean areas in the outlying areas of NewHope. While I am not placing encounters as of yet I am beginging to structure a list of "baddies" that are the main headache for the people of New Hope.

Hill Goblins - These are the most frequent encounters in the closer areas to New Hope. "Greenskins" to the locals. These creature will have indirect ties to the local bandits as well through a higher command structure.

  • Hill Goblin Melee units - Basic Unit
  • Hill Goblin Archer units - Basic Unit
  • Hill Goblin Beserkers - Frenzy Berserker Unit
  • Hill Goblin BodyGuards - Fighter lvl5 Unit
  • Hill Goblin Shamans - Cleric lvl6 Unit
  • Hill Goblin Tribal Leaders- Fighter lvl10 Unit

Cave Orge - These creatures are the "grunts" and "muscle" behind the Hill Goblin mining operations.

  • Cave Orges - Basic Unit
Re: Update by AgharAghar, 17 Apr 2008 13:52
Re: Crafting Updates
AgharAghar 05 Apr 2008 01:52
in discussion General / General » Crafting Updates

Completed Tradeskills or related skills until further resources become necssary are:

  • Mining - Copper and Tin Ores working
  • Smelting - Copper, Tin, Bronze working - need coal to fire working
  • ArmorCrafting Anvil - Copper and Bronze Items all working ( Shields/Armor/Helms) -
  • Trees - Hickory and all items assoicated with Hickory are completed.
  • Deposits - Coal, Sand and Clay all up and running.
  • Carpenter's Bench - All Hickory items and recipes up and running.
  • All Tinker's Devices and recipes up and running( low basic traps only - not higher level recipes)
  • Food Crafting Devices and recipes completed. *NOTE* Need to change items over to make them HCR compatable
  • Brewing
  • Alchemy Devices and recipes now complete
  • Gems and Jewelry and related skills associated with them
  • Scribing
  • Tailoring and related skills

Incomplete to date are:

  • Weaponcrafting - All related skills and items are completed. Recipes and seperation of anvils for lag-free crafting need to be done

I will eventuallu add enchanting to this as well but I am really just not in a hurry to do so just yet. Once weaponcrafting is completed through the "bronze age" stages the system will be ready to test fully. I'm done with working on crafting until further development/testing with Kargadan and New Hope are complete. This way all areas of need will hit completion around the same time period. Or so I hope….:)

Re: Crafting Updates by AgharAghar, 05 Apr 2008 01:52
Re: Update
AgharAghar 04 Apr 2008 21:38
in discussion General / General » Update

Hey John. When you do log in and check the forums if you get some time you can also take a look here: progress It will give you a better idea of some of the areas I have been working on lately.

Re: Update by AgharAghar, 04 Apr 2008 21:38
Re: Update
AgharAghar 02 Apr 2008 14:40
in discussion General / General » Update

Work continues.

NewHope -

Have completed all the overland areas that will make up the New Hope-Garthurian region. All with the exception of Garthurian itself. Not too worried about that right now as I know that will take a large amount of time just for that particular area. There is still much to be added into these areas, mainly mob spawns, bu the core is completed. I've also started to covert all of New Hope itself and it's interiors to NESS spawns. All with the exception of "The Bog" tavern/inn is complete now. Created some basic merchant stores as well. Scribe shop, General Store, Pawn Shop, and Smithy are all complete. Need marketplace merchant still. Next area of focus will be the subterrianean areas starting with those closest to NewHope and working out from there. After that I will go back and start to add the most basic of conversations to the New Hope NPCs. Hopefully afterwards it will be playable to an extent before we really start to add in the storylines.

  • *Note on Desert Areas*

The reason for adding in desert areas to the southwest of New Hope was to extend the amount of exterior areas that could be included in the module. New Hope exterior areas will total 15 I believe I have to date, which includes the desrt areas. With Kargadan and New Hope now combined and Garthurian yet to be added in, the module sits at 555MBs. At this point I think the goal will be to keep it under 1000Mbs. Should be doable with subterrianean areas taking up a fraction of what overland areas take up. 10+ subterrianean areas loaded with placeables = 1 "average" exteior area. I've also streamlined all the areas in the mod to not be so "heavy". At one point NewHope and the farmlands combined for 100MBs on their own. WAY too much. At this point I am happy with performance of the mod though. Not foreseeable lag issues should occur. *fingers crossed*

Kargadan -

Still playing my way through the various quests. Through the second of five total everything is now "bug free". Or at least what I came across. I tried to be extra careful to check everything from placeable placement to scripts, to conversation spelling errors. I'm sure I may have missed some things but I'm happy with the way it looks so far. Sometimes I am my thoughest critic, so I hope that is the case at this time.

CNR -

Ugh… This system is loaded with bugs. I think I have most of them fixed up to this point except for a few that another builder from the obsidian forums has brought to my attention. Still plugging away though. Here's a few items I know need some attention:

  • Animations broken

Some of the animations seem to be not functioning. I get the "PAIN, SO MUCH PAIN" thingy going instead. Hehehe…made me laugh the first time I tried to tailor a belt…:) Should be easy to fix. I hope.

  • Plant item respawning

Seems though the plants/mushroom/trees with items in inventory respawn at an incredible rate. So much so that sometimes 9 or 10 items can be found once the intial 2 or 3 have been picked by a PC. I'm not sure how often it occurs or if it is even a game breaker(haven't tested it myself yet). I may just have the plants respawn their inventory so slowly that it will not get out of hand. Either that or I will need to find a way to use NESS to spawn in the plants so that the inventory remains consistant evrytime.

I think that's it for now. :)

Re: Update by AgharAghar, 02 Apr 2008 14:40
Re: Hello
JohnBJohnB 27 Mar 2008 17:12
in discussion General / General » Hello

Phew - frightened the life out of me for a minute. Thought I was going to have to re-write all that history :P

Re: Hello by JohnBJohnB, 27 Mar 2008 17:12
Re: Hello
AgharAghar 27 Mar 2008 12:43
in discussion General / General » Hello

Quite right. Meant to say Garthurian. :)

Re: Hello by AgharAghar, 27 Mar 2008 12:43
Re: Hello
JohnBJohnB 26 Mar 2008 07:13
in discussion General / General » Hello

I thought Glisten Creek and New Hope were on different Islands?

Re: Hello by JohnBJohnB, 26 Mar 2008 07:13
Re: Hello
AgharAghar 25 Mar 2008 01:21
in discussion General / General » Hello

I've also been busy over the holiday with family as well as work. Managed to get a few more things accomplished on the mod though. I would like to complete a few more exterior areas( actually 2 more) and then the only additional areas around New Hope that would be needed are subterrianean. These areas would link New Hope and Glisten Creek as well. I've been working on areas so the new patch that was just released can be "ironed out" by the community and the plug-ins I use for managing various things within the toolset can also be updated before I continue.

Re: Hello by AgharAghar, 25 Mar 2008 01:21
Re: Hello
JohnBJohnB 23 Mar 2008 11:48
in discussion General / General » Hello

No. I haven't got it yet :(

Been busy the last few days working on a some stuff for my Sealed Knot regiment. www.earlrivers.org.uk

We are reviewing our internet presence - just started a new forum at proboards and will be using it to replace the Yahoo group we have had for the last seven years. I will probably be busy with it for a couple of weeks or so, as I expect we will need to restructure the forum and a few of our other bits and bobs.

Re: Hello by JohnBJohnB, 23 Mar 2008 11:48
Re: Hello
AgharAghar 19 Mar 2008 11:44
in discussion General / General » Hello

That would certainly work for me. Give me a bit more time to polish what I have down first so I can get something up and running first though.

Did you ever purchase Mask of the Betrayer expansion? I did and use some of its features within the current mod.

Re: Hello by AgharAghar, 19 Mar 2008 11:44
Re: Hello
JohnBJohnB 18 Mar 2008 19:26
in discussion General / General » Hello

No one in mind - however, check out the last post in the 'To Do List' thread - that was my take on an advert a little while ago. I think it was the last post I made before RL intervened for you and i did wonder if it had scared you away :P

Re: Hello by JohnBJohnB, 18 Mar 2008 19:26
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