Arcanum:WIP 6.0 now available

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

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  1. Vorak

    Vorak Administrator Staff Member

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    So we need a way to speak to the dead is all.
     
  2. rroyo

    rroyo Active Member

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    *Sounding a little too much like Daffy Duck......* Whoo-Hoo!! I finally got it!!!!! Whaa-Hoo!!


    [​IMG]

    (After 31 frickin' tries....)
     
  3. FourHorsemen

    FourHorsemen Member

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    Wow...that's a pretty erotic hape...

    Just kidding buddy...it looks awsome.....now tell me you're gonna use a shrink spell on some halflings or kites and make them live in it.....

    Speaking of which...out of curiosity...is it possible to add dialogue to animals?
     
  4. rroyo

    rroyo Active Member

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    It's already sized for the blue Kites. (Pretty smurfy, huh?)

    Yes, you can make animals talk. Click off the Mute flag and attach the dialog.
    When you next get to Roseborough, go to Xiao's place and click on the Vorpal Bunny.
     
  5. FourHorsemen

    FourHorsemen Member

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    Will do...

    I was aksing cos of an idea that was inspired by a Dean Koontz novel I just read about a genetically altered labrador who was intelligent and who could communicate with people.
     
  6. Alzetroth

    Alzetroth New Member

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    I'm sorry about your hand dude. Hope ya get better soon. :thumbup:

    So, no bugs still though. Just wanted to ask if all of the the new schematics had the "Create XXX" name rather than the standard "XXX" (w/o the Create thing) in them. They look kinda outta place though. But if it helps in some other purpose (placeholders, differentiating between the mod schemas etc) I can live with it :D

    Anyway, have you heard?? Drog Black Tooth has suspended the Arcanum Unofficial Patch :cry: So you're the only guy we laymen can look upto now :roll:
     
  7. FourHorsemen

    FourHorsemen Member

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    Well I finally got around to playing version 6.0....all I can say is WOW!

    You certainly added some good stuff there....DAMM!

    - LOVED the Tesla Gun and the Crossbow....

    - And the trading posts...AWESOME!...it's great that there's finally a few more places to do some shopping...the larger one though lagged a little...possibly from all the movement going on...

    - there's a lot more new places I have to explore but it's beyond impressive dude...:)
     
  8. rroyo

    rroyo Active Member

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    Alzetroth: Thanks. I'm kinda hoping that too. :)

    1) Glad to hear all's well so far in the hack.

    2) All but three of the new schematics have Create in their name. A carry-over from Car-Arcanum I guess.

    3) This is the first I've heard of it, but the UAP has pretty much run its course. With any remaining bugs being trivial ones, it would be time for Drog to focus on something else.

    4) As for me being the only one left - no. Besides Drog still being around and probably working on something, there's surely others who'll be making their mark soon enough.

    FourHorsemen: Glad you like it!

    1) Those were nice additions, weren't they? Both of them do a good job of filling in a mid-range gap in weapontry.

    2) I'll have to admit, the Merchant's Faire was pushing the number of moving NPCs to the limit and it's only about 2/3 the number I wanted to have there.
    The original plan was to have the place come under orc attack the first night you slept there, but with that much motion going on, any attempt to portray a large-scale battle would quickly stall the game.
    Sorry guys. You'll just have to live with a safe haven in the wilderness.

    3) I've added two more small towns - Midway (between Tarant and Ashbury) and Catyr's Port (just north of the lighthouse), which are still at the custom scripting stage. All the new towns will be acting as anchor points for the new adventures in their respective areas, so there's something else for you to look forward to.
     
  9. FourHorsemen

    FourHorsemen Member

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    Awesome...:)

    One way you could get around that would be to maybe split the fair into several small locations...like maybe like a small ring, triangle or square of towns....and you could have the attack happen wherever the inn in is ...you wouldn't have that much extra momevent...

    or even split the attacks into each of the micro towns.

    ALTERNATIVELY....you could have it so that the shop groups are all contained within "buildings"...sort of like what you have with the Panari Temple or the Roseborough inn...that way you could have tha attacks happen within that contained environment.

    The artwork might be a tricky as hell though...
     
  10. rroyo

    rroyo Active Member

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    It's a nice thought but I need to keep the Merchant's Faire pretty much as-is to convey the aura of quiet determination the merchants have towards the orc raids.

    I'm afraid there'll be no attacks on the gathering but there may be a pre-emptive one before I'm done.
     
  11. FourHorsemen

    FourHorsemen Member

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    I see your point...I do like the "country fair" feel to it to be honest.

    One last idea would be to create a duplicate trading post, not too far away from there but long enough for a random encounter or two...and when you arrive you're at the site of a massacre and discover that orc marauders have pillaged the town and have taken over the place. It would feel a bit like Kree, and you could tie this into a quest triggered in the original trading post.
     
  12. rroyo

    rroyo Active Member

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  13. FourHorsemen

    FourHorsemen Member

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    Another curiosity of mine...this may have been addressed before though...are there firearms animations for Ogres and Green/Blue Orcs? I can't recall ever seeing either race wield one...
     
  14. rroyo

    rroyo Active Member

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    I had to dig through the artwork to find an answer, but yes there is - for both. You'd have to manually set an ogre or orc with firearms skills, but it's easy enough to do.
     
  15. FourHorsemen

    FourHorsemen Member

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    Cool....

    Remember how I suggested creating a town populated by Automatons?

    I just realized it would be funnyto create a place like Falchon's Acheonly with mechanical creatures instead of animals:

    Clockwork Decoys instead of Rabbits
    Arachnids instead of Wolves, Tigers, Cougars
    Automatons instead of bears...

    ONe thing I also realized is that now that you've added a couple of good shooters in Faithe and THe girl from Vormantown..isn't the game lacking now follwer who excells at thrwing? (let's call him a "tosser" for argument's sake).
     
  16. rroyo

    rroyo Active Member

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    The robots: I think I'd better pass.

    The throwing followers: Yep. I just need to get busy and get them into the game.
     
  17. FourHorsemen

    FourHorsemen Member

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    Oh I didn't mean for the mod...I meant conceptually :p

    My own experience with stealing some of the NPCs with some throwing skill like Clarissa Shalmo found that they tend to swap between a great throwing weapon and a crapy melee weapon somewhat randomly. Kind of annoying TBH. Not sure what kind of AI they're using.
     
  18. rroyo

    rroyo Active Member

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    I kept forgetting to check on this. Sorry.

    Clarissa in particular is on AI scheme 0 (Generic AI) and a standard guard scheme and then was manually set for 20 Expert in Melee and Dodge and 20 Master in Throwing. She also has 20 Untrained in Bow plus 12 untrained in Heal.
    I have no idea why she'd keep switching weapons though.

    Here's the AI listing and it's explanation:

    // The numbers on each line have the following meaning:
    // Given a line N with data D1 D2 D3 D4 D5...
    // The values stand for:

    // ---- the first five are fleeing params
    // D1: percentage of NPC hit points below which NPC will flee
    // D2: number of people besides PC beyond which NPC will flee
    // D3: number of levels above NPC beyond which NPC will flee
    // D4: percentage of PC hit points below which NPC will never flee
    // D5: how far to flee, in tiles
    // ---- the next five are follow params
    // D6: the reaction level at which the NPC will not follow the PC
    // D7: how far PC align is above NPC align before NPC wont follow
    // D8: how far PC align is below NPC align before NPC wont follow
    // D9: how many levels the NPC can be above the PC and still join
    // D10: how much a non-accidental hit will lower a follower's reaction
    // ---- the next two are kill-on-sight (KOS) params
    // D11: NPC will attack if his reaction is below this
    // D12: how different alignments can be before non-follower NPC attacks
    // D13: alignment of target at (or above) which the good-aligned follower NPC will not attack
    // ---- the next params control spell use
    // D14: chance of throwing defensive spell (as opposed to offensive)
    // D15: chance of throwing a healing spell in combat
    // ---- the next params control combat
    // D16: minimum distance in combat
    // ---- the next params control door and window usage
    // D17: the NPC can open portals if this is nonzero and cannot if it is zero

    // The default AI packet is zero.
    {0}{0 1000 1000 20 6 20 1001 1000 2 0 0 2001 100 50 20 1 1} // generic AI
     
  19. FourHorsemen

    FourHorsemen Member

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    Hi Rroyo!

    I hacked up an uber and muddled my way through most of the game to get a look at the others things you made in the game...here are few things I noticed.

    - In the Wheel Clan, all the shops have the bedroom door unlocked, not sure if this is how it was or if this is from the mod.

    - LOve what you did with the Iron Clan!

    - In the Uncharted Cave, It seems there is a "Backdoor" of some sort, with a sign talking about danger and graves in the trees behind you and somethng about finding a not on the former leader. Does this refer to cavern we just came from or somethnig else?

    - How the heck do you go about getting to Veloren Island?

    - Love what you did with the 4 sets of ruins...esepcially the last one...the size of the map makes it a bit tiring to traverse but the battles are pretty good.


    BTW, is there a Nitroglycerin schmatic? IF you want to add one in you could awlays use the Glycerin & Toms Fertilizer as ingredients (Glycerin plkus the phosphorus nitrate from the fertilizr.)
     
  20. rroyo

    rroyo Active Member

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    Finally got around to it, eh?

    1) That's stock. Other than adding the bug fixes for the map, I haven't changed anything there.

    2) Glad to hear it! Add the traps really helped break the monotony of the passages.

    3) The note on the master's person would have been in the grave with him. This was from 2,000 years ago, so all that remains today is some stones peaking up from the grass. If you go east from the stone sign, you'll quickly find the gravesite.

    4) Get the ship. But - There's nothing there yet.

    5) Glad to hear someone besides me liked it.

    6) No there isn't. Looks like I'll have to make one and I'll be using the ingredients you suggested. Thanks for pointing this out.
     
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