Arcanum:WIP 6.0 now available

Discussion in 'Module Discussion' started by rroyo, Jun 8, 2008.

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  1. The_Bob

    The_Bob Administrator Staff Member

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    At first when I saw this, I was about to respond with something along the lines.

    But then it struck me - what this mod needs are opportunities to use trapping skills. Of course there's no practical way of killing ore golems with traps, but if there were more guards (or bandits) patrolling their teritorry, all of them having long paths to follow, using traps to pick them off might actually pay off. Making guards visit the latrine from time to time would definately make the explosive trap worthwile.

    Another possible application would be a scenario with poachers raiding the bedokaan village, or something like this, involving the player as the party responsible for defending the place.

    An explosives expert would lay plastque charges and unlit dynamite sticks on the ground, while a trapper would have a lot more possibilities. Also, I think automatons/spiders ordered to wait in the field would attack all hostile forces... They can be ordered to wait, right ?
     
  2. rroyo

    rroyo Active Member

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    Oracle: You'll find the effect.mes and SpellList.mes in the Arcanum5.dat/rules folder.

    And I found the skeleton you mentioned and made the corrections.
    Pete now has a few more hit points and the skeleton matches the rest of them.

    FourHorsemen: I'm not sure where I could work the freaky house in at the moment, but I'll keep the idea in mind.

    ....... I know I've heard that idea somewhere before ......

    Edit - I just realized where I heard the freaky house - it was a D&D module for a wizard's tower. If I find a place, I might just add it.

    The Thieves' Quests - I do need to get busy and start adding those.
    Nice of Chris to show me how that's done. :)
    OH! - One thing I will promise - Bunny will not have a Lucky Helmet.

    Using the racks - Fair enough. While I'm working in an area I'll make a few changes. This ought to make for a nice "treasure hunt".

    The large armour shop - That's something I hadn't considered, but it would be handy. Pull the better large stuff from just the rural smiths and create a new inventory. Give the high-powered stuff a small chance of showing up. Yeah.... Tarant would be the logical place for it - perhaps if I gave the Quality Smith shop a second merchant?

    And I spaced on the oversized gear in Bond's place. It'll be gone.

    Bob: You've got some good ideas! *Makes notes*

    As I recall, yes, the spiders and automatons can be ordered to wait.
    This makes for a delightfully evil image.
     
  3. FourHorsemen

    FourHorsemen Member

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    Bob I think I might try what you suggested with my uber-tester!

    Rroyo...a second merchant at the Quality smith would be good..but wouldn't that be a bit conflicting...a half-ogre merchant iworking side by side with a human?

    Maybe you could use some of the warehouse space in east side...or better yet, what about that uninhabited room just before the exit that leads to the Wise Woman just outside Tarant?

    Or even the small building way in the northwest sector...the one that has a factory crate in it...but nobody living in it?
     
  4. rroyo

    rroyo Active Member

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    This one would keep him in the general area of the rest of the smiths. Yeah...
    Thanks!
     
  5. Oracle

    Oracle Member

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    Thanks for the help Rroyo!

    Do you consider the greater skeletion a bug?

    I also would have like to see something, more level up schemes.
    for example the mechanized critters. They are stuck an there lsomewhat stuck on their levels and only gain a few HP at level up while their skill points are stacking up. Maybe an easy way is to create a scheme that just put all there skill points into health so they become somewhat stronger.

    Dominated human critters could maybe also have some standard made level up schemes. I don't know if this is able or is an insane amound of work, but this is something I would like to see.

    Looking forward to your next release!
     
  6. rroyo

    rroyo Active Member

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    Nah! Just sloppy work. Friday afternoon..... Payday..... You know how it goes.

    As for the mechs and dominated characters getting leveling schemes - at the moment, I don't know how to do that.

    Placed mechs - yeah, you can give them a leveling scheme, but the created ones probably need something changed in the proto.

    The dominated people - I don't know if the proto or the game engine or what controls the leveling for them.

    It's been so long since I've used Dominate Will I've completely forget what it's like for the dominated. But yes, they should continue to level with you.

    Unless someone beats me to it, once I get a better understanding of the game's mechanics, I'll check this out.

    And - I'll try to make the next release a good one.
     
  7. FourHorsemen

    FourHorsemen Member

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    If memory serves they do continue to level...I remember taking Doc Roberts...but IIRC, he needed a ridiculous amount ox XP to level up...
     
  8. rroyo

    rroyo Active Member

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    Oh, OK! If that's the case, then it's one less thing for me to worry about. :)
     
  9. FourHorsemen

    FourHorsemen Member

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    I'll test it out tonite just to be sure Rroyo and let you know!
     
  10. Oracle

    Oracle Member

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    people like the doc own a level scheme so they will distribute their points. But alot of other people do not own such schemes (like like dustula (sp?))
     
  11. FourHorsemen

    FourHorsemen Member

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    Hey RRoyo!

    I was wondering...exactly how many new followers does A:WIP add?

    THe only one's I've found are Faithe, Priscilla and the Halfling from the hobbit town you created.

    Have I missed out on anyone?
     
  12. rroyo

    rroyo Active Member

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    There's one more - Hamfist in Leahbo. Pure melee-dodge.

    It's just those four at the moment.
     
  13. Gato

    Gato New Member

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    Neat mod. I'll admit I don't fully understand the goal, so maybe this is a bad question. I was wondering if there would be any steps to fold in something like Krupp's ranged weapon balance mod, or some of the spell balancing mods out there.
     
  14. FourHorsemen

    FourHorsemen Member

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    Ah great.....not tempted to add the half-orc doctor from Car Acanum huh? :p


    But seriously...too many followers just for the sake of it makes no sense and spoils things...I really hope you can get those other follwers you talked about above to work...it'll OOZE AWESOMENESS!
     
  15. rroyo

    rroyo Active Member

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    Welcome to the forum, Gato!

    The goal I'm aiming for simply to add new adventures that look as if they've always been there, and (this is almost obsolete) as many bug-fixes as possible.

    Adding another mod or to to my hack would simply involve adding the modified files or lines to the correct places, then extensive testing to see what, if anything it has caused a conflict with.

    I'm not too far away from taking A:WIP apart and removing most, if not all the hacks and cheats I began with so that it can work with the Arcanum Patch instead of against it.

    This is another reason I won't be adding any new mods to my hack for a while. Later on, I may be able to tweak a few things in an effort for balance, but not just yet.

    FourHorsemen: Not per se on the doctor, but the general idea is worth exploring.

    And there will be quite a handful of new followers before it's all said and done, but I think I'll go slowly so I can see when saturation is approaching.
     
  16. Gato

    Gato New Member

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    Good to know. I have installed Krupp's mod with yours...and I think it does have some problems. Finishing quests now levels up the character, rather than granting them minor rewards. Even the first quest of recovering the priests artifact, no longer gives me a..reputation boost I think it was, it just bumps me up.
    Maybe it wasn't the best idea, think I'm going to clear it out. Can you recommend anything to me that improves the lot of a technology minded player? I'm not looking to mess up the balance too much, I know technology is supposed to be the underdog here. Just looking for things like additional manuals, enhanced firearms, that sort of thing.

    I should say I got a kick out of hearing the Lord of the Rings hobbit music playing when I passed through the shier.
     
  17. gandalf51

    gandalf51 New Member

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    What mod are you using ?
    I'm using KruppRangedWeaponModBeta12 and for now I haven't seen any bugs.

    For me correcting game balance is much more useful than adding new things. I play a technologist character and most of the schematics are useless, it kill all the fun ....
     
  18. Gato

    Gato New Member

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    I believe I might have install Krupp's all in one pack, probably my mistake. I'm not home right now to check
    http://www.terra-arcanum.com/downloads/ ... hackv1.zip

    probably did that instead of
    http://www.terra-arcanum.com/downloads/ ... beta12.zip

    I have to admit I'm with you Gandalf. I favor balance over additional material. But hey..A-WIP adds some neat additons, so I'm not complaining.

    I'm not sure about a lot of useless schematics...then again I haven't played very long. Is that a general consensus?
     
  19. gandalf51

    gandalf51 New Member

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    In fact you have a more recent ranged mod in the all in one pack. You should try to use only part of the pack, the other pack only have proto files.
    I will try that tomorrow.
     
  20. Wolfsbane

    Wolfsbane Well-Known Member

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    Maybe you haven't really played the game gandalf? Personally, I think that technologists are far more powerful than mages in some areas while weaker in others. Are mages able to construct an endless horde of badass killer robots? Are mages able to make profit by buying things from shops and selling them back (thinking about grenades and similar stuff). Are mages able to use technological things without a downside at all (stun, disarm, haste, stasis, congeal time, petrify, whatever - a fuckload of spells are effective even if you have 100% magical alignment, how about the tech armor for the mages?) ?

    Playing a tech-character also adds more roleplaying in finding rare ingredients, having to buy manuals, creating items in order to create more advanced ones etcetra. Technologists have all kinds of fun that mages haven't. I'd say they're balanced, if not more.
     
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