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Post by Badwater on Apr 19, 2011 19:12:31 GMT -5
LordofWorms' Fantasy Interiors aren't doing what I'd like in terms of basic layout and I'm puzzled why, so I sent him a message and I'm waiting on the reply. It has everything to do with how I decide to use his interiors so I'm working on areas outside of Valahna that follow up on a plot that I have in mind, and I will be connecting outer areas with Crescent Bay. I found out what was going on (on my own in any case)...it's always strange when corridors don't work and connect to certain tiles that seem to work elsewhere....in any case I've gotten past my obstacle and am humming along once again!
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Post by Badwater on May 8, 2011 7:53:58 GMT -5
Valahna is coming along very well. I worked out an issue with one of the merchant types we use and so I've been putting in merchants and making notes for quest ideas.
When I'm a bit further along in the next few days it will be time to work out basic transportation options and that will go in along with Valahna this week. I will come back to Hammerfall and make sure I have enough merchants there to get that started as well, and be in a position to put some quests in there.
Next weekend I will be working on Northport and the areas that will link it with Crescent Bay and Hammerfall.
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Post by Badwater on May 12, 2011 14:33:24 GMT -5
Right now I'm working on a few of the areas in and around Valahna. My feeling is that this city needs to be a bit ahead of the curve in relation to the other cities when T2 gets started. The simple reason is that this is the city that everyone will have the option to start in, and Valahna has to have a wider spectrum than the others, in order to accommodate the potentially wider PC spectrum. As T2 develops I anticipate this to be less the case but still true.
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Post by Badwater on May 15, 2011 6:36:27 GMT -5
I kinda burned out on building city stuff. Valahna is coming along nicely, but I'm going city-building crazy, because there is a certain sameness (in general) to building towns and cities. So tonight I worked up some areas around Hammerfall and Northport. Pics forthcoming. (he he, if you're on Facebook you get first glance at new pics! )
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Post by Badwater on May 20, 2011 15:45:23 GMT -5
Tonight I'm uploading a bunch of outdoor areas; all the areas connecting Northport to things north of it, like Hammerfall.
The areas are the Regelon Valley. Go past the ford at the Regelon River and if you go one direction you go to Hammerfall. Go the other direction and you run into Hundevaal Coast, and into.... ;D
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Post by Badwater on May 30, 2011 19:37:20 GMT -5
I'm working on Northport now.
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Post by slidermike on Jun 2, 2011 10:54:19 GMT -5
How close to estimate you are from player based beta testing or is that something still up in the air BW?
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Post by Badwater on Jun 3, 2011 19:01:16 GMT -5
How close to estimate you are from player based beta testing or is that something still up in the air BW? I don't have an ETA yet. I might at the end of the weekend.
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Post by Badwater on Jun 3, 2011 19:02:28 GMT -5
I'm working on resting issues with T1 and T2. As usual, whenever I touch any scripting, it's hours of work. I hope I can have something useful this evening. *UPDATE* Waiting on response from Lanthar on what to be doing. This might not be an easy fix after all.
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Post by Badwater on Jun 4, 2011 3:27:28 GMT -5
How close to estimate you are from player based beta testing or is that something still up in the air BW? I should also say that I'm trying to get to a module that players can play on ASAP. Even if for a limited time, that's what I'm trying to do. There are still some basic hurdles in getting together something that's playable, though. The resting issue is huge. It simply must be fixed. I think that all other things that we have in T1 are in place: Teleportation, CNR, subraces, the Listener, DM functions, merchants, etc. After I have the resting system working properly I then need to see if the gold encumbrance system is going to work the way I would like. Basically, the things that work on T1 need to work on T2 before introducing new things - and I will be doing that; T2 will have neat things going on with it that T1 doesn't do. The basics, however, need to work first.
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Post by Badwater on Jun 5, 2011 6:43:06 GMT -5
The first suggestion Lanthar had for fixing the resting system did not work, so we're still working on ways to correct that.
I have been doing the onerous work of setting up interiors and merchants in Northport. It's coming along and almost there, but I get mentally numb after a few hours of it - there's a lot of monotony in building cities.
I did get some suggestions on a couple of different downloads for a transportation system. I'm going to open up a test module and see if one of them will work. If it/they do, then that's my fun for tonight, implementing a transportation system in T2.
*UPDATE* I did find one that's going to work out very nicely. It's going in as soon as I customize it to charge some gold for traveling.
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Post by Badwater on Jun 17, 2011 16:56:34 GMT -5
This weekend I'm going to add an island from a server I used to frequent, long long ago. The server doesn't exist, but I did promise the owner not to use the distinct races, layout, NPC's etc. off that server. This island is one that was contributed by another builder (who had left long before I got there) and has none of the above references. It is quite general and I always had a good time on it.
I'm uploading it to its own module so I can make changes and adapt it for T2. I should have something uploaded this weekend.
I will have a marker at the entrance of the island explaining its OOC history. I figure that way it acknowledges who build it, as best as I know, and provides an OOC history that might be of interest to the player.
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Post by ellis on Jun 18, 2011 23:50:17 GMT -5
So, the spell system on T2 will be the same as T1? Because I know the AOE spells on T1 that lasted more then 1 round are rather useless since they only did damage or desired effect when a creature first walked in and didn't do anythng else after that, and since most druid spells are long lasting AOE spells T1 kinda made playing druids rather boring. Kinda hard to play a creature controlling druid when your spells don't work.
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Post by Badwater on Jun 19, 2011 4:03:49 GMT -5
So, the spell system on T2 will be the same as T1? Because I know the AOE spells on T1 that lasted more then 1 round are rather useless since they only did damage or desired effect when a creature first walked in and didn't do anythng else after that, and since most druid spells are long lasting AOE spells T1 kinda made playing druids rather boring. Kinda hard to play a creature controlling druid when your spells don't work. Give me a list on the Bugs forum. I've noticed the same thing but I don't really recall the druid spells as being nerfed. There may be something else going on. I've wondered if the difficulty slider may be the culprit, and T2 will be a good place to diagnose the problem and deal with it. I'll need a reminder, though, because I'm juggling a lot with trying to build and get T2 going.
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Post by Badwater on Jun 26, 2011 18:03:39 GMT -5
So, the spell system on T2 will be the same as T1? Because I know the AOE spells on T1 that lasted more then 1 round are rather useless since they only did damage or desired effect when a creature first walked in and didn't do anythng else after that, and since most druid spells are long lasting AOE spells T1 kinda made playing druids rather boring. Kinda hard to play a creature controlling druid when your spells don't work. Give me a list on the Bugs forum. I've noticed the same thing but I don't really recall the druid spells as being nerfed. There may be something else going on. I've wondered if the difficulty slider may be the culprit, and T2 will be a good place to diagnose the problem and deal with it. I'll need a reminder, though, because I'm juggling a lot with trying to build and get T2 going. *bump* I can be working on stuff like this during this week's building, while we're waiting to fix the resting problem.
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