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#1 Alioth

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Posted 06 January 2009 - 02:30 PM

I'll fulfill my promise to play the game earlier as i thought! As i have it installed now, i have a question about it please:

You mention in the readme: If you get messages like "file not found", you don't have a clean full install.
The first time i had installed 0.47, the very last line before "installation successful" or so, was "file could not be found".
I started the game, all was fine at the first glance.

Cause i had swapped the backup files from a normal bg2 modded game back to normal, i thought maybe there is some problem, so i retried from a new game installation SoA, ToB, ToB Patch 26498.

I watched the code flowing down and suddenly i see something like 4 or 5 lines reading: tcs???n.bcs: file not found or some variant.

I started the game, all was fine at the first glance.
Then i realized the folder organisation in my SoA folder... And i think really there should be more folders in there. I open the override folder and there are only 4 files:

ar0072.TIS
LEAVE_OVERRIDE.TXT
BALDUR.GAM
bantergoose.xxx

What could be this? Or am i terribly missing something?

So what, i gonna check some silver palace out and wait for some Elminsters to pop up....

:ph34r:

Edited by Alioth, 17 January 2009 - 11:23 AM.

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#2 Jarno Mikkola

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Posted 07 January 2009 - 12:41 AM

Well, the override folder is biffed, so there shouldn't really be many files in there(as they are packed into the data folders file), so you don't have to worry about that.
You'll get the "file not found" reports because the mod is still expanding and so not all the files are there/made yet...

Now, what I would be more worried about is the installation folders size, how much space does the game with the mod already installed take? (about, -you don't have to be exact to the bite)

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#3 Alioth

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Posted 07 January 2009 - 01:34 AM

Now, what I would be more worried about is the installation folders size, how much space does the game with the mod already installed take? (about, -you don't have to be exact to the bite)


Ok, my installation has a grand 6,14 Gig with extra 1pp and RR components. Heck, thats huge... But shouldnt be there a new folder called "ca" or ca2" or something?
Thanks for that information, so i suppose that the install is fine...

By the way, would it be possible to install some "remove helmets animation" - component?

When i wanted Rurik to set up shop again in oakhurst, he didn't show up again. Does he go to his smithy in saltmarsh?
"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

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#4 Jarno Mikkola

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Posted 07 January 2009 - 02:19 AM

Ok, my installation has a grand 6,14 Gig with extra 1pp and RR components. Heck, thats huge... But shouldnt be there a new folder called "ca" or ca2" or something?

The files are stored into a biff-file(s), in the data folder. That's what the installer does nearly half of the time during the installation.

When i wanted Rurik to set up shop again in oakhurst, he didn't show up again. Does he go to his smithy in saltmarsh?

Maybe the dialog should have an area check if the party is still in Oakhurst, but...
Yes, he goes to Saltmarsh.

Now, the question comes, did you have a clear folder before you re-installed the SoA+ToB+patch?.. after the first uninstallation. As uninstalling the game doesn't remove the old files from the game folder... though it shouldn't cause any trouble as the old files aren't refered... but there is always a chance. No, you don't have to reinstall everything! -just to make sure, but I'll check it out in a few hours... So go on and just play the mod. ^_^

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#5 Sir BillyBob

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Posted 07 January 2009 - 06:25 AM

All of the CA data files are biffed into the \DATA folder. Even the new patch 0.48 biffs itself. There should only be about 3-4 files left in your override folder when finished. I biff the SOA files there as well. Everything except for the one TIS file because it is a pain to remove the headers and biff the file - could be done but I'm too lazy to attempt.

The game is hugh and getting bigger every day. We have several small town maps I haven't even included yet. I know of some maps coming to us for the Giants series which will also increase the size of this mod. The "biffing" process makes the game run faster. If I left all these files in the override folder, the game would have to try to load them all into memory. As I understand it, a biff file doesn't require this.

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#6 Alioth

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Posted 07 January 2009 - 04:03 PM

The game is hugh and getting bigger every day. We have several small town maps I haven't even included yet. I know of some maps coming to us for the Giants series which will also increase the size of this mod. The "biffing" process makes the game run faster.

Yes, i see this. The load times are WAY shorter than in my modded bg2-game.
Thanks for your explanations, i'm gone happy adventuring, cause i DID clear my folder before installation.

Now that i have some suggestions, where should i post them? I start here:

-I suppose the dialogue you get with shadow and dirbert when killing this butcher-like guy travis in the palace is the same as the one after having killed Belak? Dirbert says: "this evil druid had to be stopped"

-Also, kind of funny, as dirbert realized that "Mo--, Mom and dad are gone?", his soundset stated: "i suppose, i have some time to kill".... Oh my, was i laughing!

-I think a short statement just after passing the first burned house back in oakhurst would be great, maybe only: ""By xxx, what happened here? (We must look for xxx)" Or did it just not fire for me?

-Am i right that the citadel gives much more and better loot? Maybe the palace is just not as developed?
Not a complete list, just what i thought of important:
SC: +1 charisma (it sasy improve your MIND, shouldn't it be more like wis/int +1? Hmm, come to think of it, charisma is just fine), ~7 +1weapons, wand of entangle, druid book of understanding, shatterspike, leather +2, 2 hucrele ring, adventurer/knave robes, Nephelitium, night caller, chain mail +1 (or was this one from the palace?)
SP: has GLOWFIRE (that's sufficient), ~2 +1 weapons, ring of protection +1 and i think a leather +1

-I accidentally lost candella, can i spawn her in again? Sorry, shadow is nice, but i can't stand her pic ;) Very nice soundset on the other side!

-Could you turn aglaias (don't remember her name, and i do like this name of a girl in dostojevskis idiot very much) soundset louder? She is distinctly more quiet (quietlier? Oh my, where's my generative grammar?) than the other npcs (and has apparently not much to say yet)

-Catharandamus has a thac0 of 27/31 *cough, cough*...

- In the mayor's secret stash you find meager 2, but powerful potions. How about putting in there some arlenterian liquor, elven wine and stuff, seeing that the mayor smuggled rarities for the nobles.

-There were map notes in saltmarsh in a previous version?

To be to rambled on...

Edited by Alioth, 07 January 2009 - 06:21 PM.

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#7 leahnkain

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Posted 09 January 2009 - 12:40 AM

Some quick answers, I will let another team member answer the rest.

-Am i right that the citadel gives much more and better loot? Maybe the palace is just not as developed?
Not a complete list, just what i thought of important:
SC: +1 charisma (it sasy improve your MIND, shouldn't it be more like wis/int +1? Hmm, come to think of it, charisma is just fine), ~7 +1weapons, wand of entangle, druid book of understanding, shatterspike, leather +2, 2 hucrele ring, adventurer/knave robes, Nephelitium, night caller, chain mail +1 (or was this one from the palace?)
SP: has GLOWFIRE (that's sufficient), ~2 +1 weapons, ring of protection +1 and i think a leather +1


Silver princess has some more items such as a dagger of throwing+1(returns when thrown), chainmail+1 and a few potions. Silver Princess has almost the same treasure as the PnP. I would actually prefer less treasure so you feel like you have earned it. In the early days of CA many people said there was too much treasure so we have taken note of this complaint and toned tdown the amount in all of the modules. Look at Myth drannor, to get anything great you have to kill a dragon.

-I accidentally lost candella, can i spawn her in again? Sorry, shadow is nice, but i can't stand her pic wink.gif Very nice soundset on the other side!


You will have to CLUA her in.

-Could you turn aglaias (don't remember her name, and i do like this name of a girl in dostojevskis idiot very much) soundset louder? She is distinctly more quiet (quietlier? Oh my, where's my generative grammar?) than the other npcs (and has apparently not much to say yet)


Aleigha has an original soundset, it isn't as quiet as Rivian's and we have done our best with increasing the sound. Aleigha does have a lot to say and is a romance option.

-Catharandamus has a thac0 of 27/31 *cough, cough*...


Cath is a dual class who has just started being a priest, wait until he surpasses his fighter level. he is a sheer powerhouse from that point on.

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#8 Alioth

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Posted 09 January 2009 - 04:18 PM

Some quick answers, I will let another team member answer the rest.

Oh, but i mention this here because i want to give feedback, not because i have the over urgent need to know why this is this and not that. Thanks anyway!

Silver princess has some more items such as a dagger of throwing+1(returns when thrown), chainmail+1 and a few potions. Silver Princess has almost the same treasure as the PnP. I would actually prefer less treasure so you feel like you have earned it. In the early days of CA many people said there was too much treasure so we have taken note of this complaint and toned tdown the amount in all of the modules. Look at Myth drannor, to get anything great you have to kill a dragon.

Yes, i think maybe magic items could be even more rare now, or more dangerous to acquire. The Lizard lair gives actually gives a hell of loot, if you can defeat all the lizards. (Which is, by the way, a real pain to kill these, before their machinegun-spers pierce my pc to death...)

Aleigha has an original soundset, it isn't as quiet as Rivian's and we have done our best with increasing the sound. Aleigha does have a lot to say and is a romance option.

Yes, at this moment i can say that she is maybe the most talkative of my group of Paraway, Icar, Blush, Aesdale and her.
The story between Blush and Aesdale is quite interesting but i fear i have to drop them both in short time. I hope to preserve aleigha as Paraway and i really would like to follow the banters between Althon and Aesdale, but i really want to have vildamyr, Rihn and over all Rivian (Love the Bladesinger... Really want to be one as PC...). That gives me room for two more, so if i take althon, aleigha or paraway have to leave :crying:

Cath is a dual class who has just started being a priest, wait until he surpasses his fighter level.

ok, my fault, i just looked a brief moment to see 'what he got'... :P

-Balance: While the lizards are quite hard (the spears!), i think some of the earlier encounters of rogues and particularly mages are a bit easy, in fact sanbaleth(?) and the one from the pirate ship didn't even cast a spell on me, just swung their quarterstaff, which did not help extending their lifespan...

-the "shrieker" doesn't do anything, does he? i saw no ranged, no melee, no spawn, no spell...

-Typo: improved hucrele ring: it still [...has...] the symbol of the hucrele familiy engraved on it

-Item balance:"Mithral full plate" acquired of the sarcophagus in the saltmarsh crypt should have less weight (70) and less str prerequisite (15), i think. Compared to "delver's plate" which has weight (25) and str (12). It's mithral after all...
I would either change its stats or let it be normal iron.

- The mayor told blush of the feasthall. But does it open? When? I'm going to mistmoor now and have to drop blush sadly, as i like her, the portrait is awesome, but her voice a little bit too loud (sorry, maybe my ears have peculiar tastes...),
in fact, it remembers me of Linu Laeneral from NWN, am i right?

-I really hope you expand the banters from paraway, his reactions to blush and aesdale are very interesting.

-Can something happen with the Forge you find in the cellar of the last sentinel-guardian? After the initial comment from icar, neither he nor rurik say anything.

-REALLY enjoyed the new graphics you put in the game, the encounter on the road to adlerweg is so good :Bow:
Apart from the graphic, it has still so much potential for roleplaying and storytelling, i think.

Keep up the good work!

Edited by Alioth, 09 January 2009 - 05:04 PM.

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#9 Sir BillyBob

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Posted 09 January 2009 - 07:03 PM

Okay, my turn.

Shrieker - I can't figure these damn things out. In IWD, they seems to cause more creatures to come at you. In BG2, they don't do anything. It must be something in the game engine that makes them different. I have tried to get the lizard men to move towards the shrieker but they don't. Last resort will be to spawn in a few lizardmen. I just haven't gone back to fix that code yet.

Sunless vs Silver Princess, ie Monty Haul (anyone else here old enough to know what I am talking about?).

The Sunless Citadel is a newer D&D mod whereas SP is one of the original TSR mods. As such, the older mods didn't place lots of treasure in their games, but the newer ones do. Maybe this is because the younger generation has such as low attention period? (hey, I have a teenager, I know!). The Citadel has actually been modified to reduce the amount of treasure you get. It is kind of hard to match these two mods up because of this. BTW, some of the mentioned above treasures are not in the Silver Princess, I never added in the throwing dagger (I totally forgot).

Hucrele Family Ring - hmm, do I claim their family symbol is on the improved ring? Oops.

Delver's Plate vs Mithral is a BG2 issue. I don't change either of these items. Therefore they have always had this issue.

Blush, Blodget, and Rihn all have voice sets from NWN. These seem to be recorded at a higher volume than BG/IWD/PST sounds. They are much louder than the ones we have created on our own. The only solution right now is to try to re-save them at a lower volume. It doesn't seem to always work. Still trying.

Blush should have recieved a key from the Saltmarsh captain. This is what opens her temple.

The forge that Icar and Ruril talk about is not ready yet. This will come much later in the game for creating powerful weapons. Probably at the ToB level of characters.

Mages and rogues can only be as good as their levels allow for. A level 4 wizard isn't very tough, just look at your character. I do have them using proper scripts to cast spells and backstab (accordingly) but at low levels, they probably don't have much skill to be a real threat. This is also why there are more of them in the encounters instead of just a single character. Wait until you get to Suderham!

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#10 Jarno Mikkola

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Posted 10 January 2009 - 02:59 AM

Delver's Plate vs Mithral is a BG2 issue. I don't change either of these items. Therefore they have always had this issue.

Well, technically the Mithral Field Plate +2 is just another Full Plate armor, with a different; name(plat09), icons on the inventory, and one color change, nothing else.
And lets remember that Mithral is not the same thing as Mithril, although their name might have the same origin.

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#11 Alioth

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Posted 10 January 2009 - 08:12 AM

Delver's Plate vs Mithral is a BG2 issue. I don't change either of these items. Therefore they have always had this issue.

Well, technically the Mithral Field Plate +2 is just another Full Plate armor, with a different; name(plat09), icons on the inventory, and one color change, nothing else.
And lets remember that Mithral is not the same thing as Mithril, although their name might have the same origin.

:huh:
Your first link is wikipedia/mithral hall and your second is wikipedia/mithril. The first states:
"In the fictional world of Forgotten Realms, Mithral Hall (sometimes referred to as Mithril Hall) is the fabled dwarven home of Bruenor Battlehammer, an old dwarven city where tunnels were often lined with natural veins of mithral [=link] as thick as an arm." When you follow the link of "mithral" you are redirected to your second link "mithril".
I'm sorry but the form of your explanation negates analytically your own position. Care to evolve? As i never got the difference between them. Isn't the one from Tolkien and the other Forgotten Realms? Dunno
:whistling:
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#12 Alioth

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Posted 10 January 2009 - 08:49 AM

Shrieker - I can't figure these damn things out. In IWD, they seems to cause more creatures to come at you. In BG2, they don't do anything.

I'm sure they do spawning in bg2, i think they are named 'spore colony/king' or something.

Sunless vs Silver Princess, ie Monty Haul (anyone else here old enough to know what I am talking about?).

Yes i also think that magic items are a bit over abundant. I'd like it if it were more rewarding to get a +1weapon,
even masterwork weapons would be great. The very first rewards could also be more mundane items like: black cloak (+10 to hide), soft boots, a (luck+1) amulet, rings to cast a minor cantrip or hardened leather armor (+10 to fire res)

The forge that Icar and Ruril talk about is not ready yet. This will come much later in the game for creating powerful weapons. Probably at the ToB level of characters.

NICE! I thougt icar would repair aleighas armor there ... (sry, am a shadowkeeper :ph34r: not a weidu :ph34r: (yet))

Mages and rogues can only be as good as their levels allow for. A level 4 wizard isn't very tough, just look at your character. I do have them using proper scripts to cast spells and backstab (accordingly) but at low levels, they probably don't have much skill to be a real threat. This is also why there are more of them in the encounters instead of just a single character. Wait until you get to Suderham!

They could actually use some potions/wands then. I wouldn't want to make them artificially that stronger, but i'd like a little more challenge (I so love to hack the robed ones away). Maybe a little projected masochism as my F/M/T was so weak until he finally got some levels....

More stuff:
-aglaia could mention something about liiras temple in piney bluff or a dialogue with joy, she even goes there when being dismissed form the group.

-edensor: "has nothing to say"; he can't take you to mistmoor, if you have it already on the map, isn't it?

-'druid tome of understanding': aleigha can use it, paraway not.

-description update of Rihn's dancing sword: it gives +2 to AC (+3 with single weapon spec)

-something supposed to happen with the "body of elmo" you find in the sahugain fortress?

-i found two bottles of wine along with an empty bottle as loot (sorry i forgot where i got them, i think along the piney bluff path) they say "obtained from putting the glowing grapes in the press"... I suppose there is some stuff with the piney bluff distillery not implemented yet?

--Blush, aesdale loop. She says: "kiss me sulmere, aesdale says: why do you say sulmere? She: why am i wearing armor? PC: Blush , whats wrong with you." Then it starts all over infinite times.
-->loaded an earlier savegame, now it works cause rilithar intervenes right after the spot where the loop was hanging
with '"enough, cousin, i will not have you possessing people"

-The initial statement of Vildamyr when you find him in the cellar is very abrupt and summarizing. You could do one conversation line before that statement, in which you ask: "who are you? What happend to you? could you summarize shortly?" I had Rilithar with me, so the first line could read: R: "Vildamyr you're alive/in good health! V: Yes, Ril, ...where are V and D (The ones from the inn)? who are your friends here? Let me introduce me": [then continue with the 'initial' statement.]

-When leaving the mistmoor vault, rilithar leaves the group and tells you to meet him in his manor.
In his manor he comes to you and states his leaving talk: "Did i something wrong? Can i join you again?"
So no final talk about the manor and his future happened.

-Dialogue in balthis house: parayay, althon and icar are alking about Aesdale, with him in my party!

-Paraway and Aesdale banter recognizing each other in my group happened about a week after i found A with P in the party on the ship. There he stated something like giving aesdale his talisman back, and short after told him about the amber-eyed witch. Are there two different recognizing banters between A and P?

-I love that you're using the Panescape terrain! :Bow: I hope to see more oft this stuff along a little trip to sigil maybe?
Oh my, that would be so great! :woot:

I hope you don't mind my long posts, and please if i should post this at other, different places tell me please.
(Bug post o.48 oh yes)

:whistling:
"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#13 Sam.

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Posted 10 January 2009 - 08:00 PM

Shrieker - I can't figure these damn things out. In IWD, they seems to cause more creatures to come at you. In BG2, they don't do anything.

I'm sure they do spawning in bg2, i think they are named 'spore colony/king' or something.

I think they are two separate creatures. Spore Colonies are <icfungus.cre> and <icfung02.cre> while Shriekers are <tcshriek.cre> and <tcshrie1.cre>. Shriekers are theoretically used as a burglar alarm / early intruder alert system while Spore Colonies (obviously) create / spawn more mushroom men.

i found two bottles of wine along with an empty bottle as loot (sorry i forgot where i got them, i think along the piney bluff path) they say "obtained from putting the glowing grapes in the press"... I suppose there is some stuff with the piney bluff distillery not implemented yet?

That was an item used in Durlag's Tower in ToSC. (I'm not sure I would drink anything that was glowing eerily :P .)

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#14 Sir BillyBob

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Posted 11 January 2009 - 08:53 AM

The only place I can remember that had wine bottles and an empty bottle was the sea captain that takes you to Suderham. I'll have to look that the descriptions of those items.

Shriekers are not the same thing as spore colonies. Same creature animation, but not the same creature.

As for the rest, I will have to print off this long list and see what I can or can't take care of.

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#15 Alioth

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Posted 11 January 2009 - 03:54 PM

The only place I can remember that had wine bottles and an empty bottle was the sea captain that takes you to Suderham. I'll have to look that the descriptions of those items.

Shriekers are not the same thing as spore colonies. Same creature animation, but not the same creature.

As for the rest, I will have to print off this long list and see what I can or can't take care of.

Don't mind all the minor stuff, i can survive with some items i shouldn't have or somesuch, as long as its nothing critical. Dialogue consistency is a matter, as i think. You don't get the story if you switch npc's often. And i'm sure there is something broke with the althon story ([Edit: in my game] not critically, but gameplay-wise).
Could it be a possibility to do more fixing of critical dialogues on certain situations you HAVE to pass?

Edited by Alioth, 11 January 2009 - 03:55 PM.

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#16 Alioth

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Posted 17 January 2009 - 09:53 AM

ok, i finished the story of version 0.48 up to slaying all the slavers, but wasn't able to see the end sequence (?) nor the selgaunt city maps. Once i pulled the lever on the slaver ship my game autosaved and went to the load screen, which wouldn't fill up and crshed eventually. Also the autosave did not save actually.

-slaver fortress level 3 (counting the one on the surface in): The little room with the elven slaves and the shar priestess;
there is a stash with 4 different shields, one of them is vildamyrs ildacer shield and the other is the upgraded ildacer shield
as well as althons shield and the snowblooding orc shield. There should be only one version of ildacers shield?

The Icar - althon combinations are really juicy: The cases of noone in the party, althon alone, icar alone, and both of them. So i can understand that these are difficult scripts.
But there are further consistency problems:
1.You can mention the name of Icar in order to enter the slaver fortress, but how should you ever have got the idea to mention his name in this context?
2. When you enter the inner fortress, althon admits his relationship with markessa, and in the second line he starts talking about icar, but there is again no clue why he would talk about icar now?
3. The dialog with Icar in the fortress is very strange in the case, that you did his quest in pineys bluff with him, and dropped him when summoned to the vault of ages.

-I think someone mentioned this, too: Chaarna is not in her cell.

-Some of your items could pop up in westgate or suderham stores (in suderham i saw the "necklace of missiles only, but
this could be available anyway...

-Spells:
"Ice Lance" and "Ray of Frost" are almost similar spells. Why have two versions of the same power, level, flair? Yeah, why not...

-NW corner of suderham: blueclad guy named talliesin who diesappears as soon as you see him.
Met him another time in the white knight told me about his "call"...

The ogre bouncer in the white knight recognizes Lord Merchantius! and you can answer:
1.You're an ogre!
2. Thank you, i shall go see Brule.
Who is Brule? The "Bartender"?

-Eanwulf is talking about having a pommel originating from Elanyia. It's not implemented yet?

-Suderham II is terribly lagging on my pc...

-Markessa: Althon must have kessas body in its inventory, if not, there is no chance to resurrect her, cause before, you cannot enter, after you have no body, as its likely to have her body in the infinite sack, cause of its weight...
Once revived you have three options to follow; "oakhurst" and "take me to slave lords": disrupts dialog, then she has
"nothing to say"; "Joining": she joins and sys nothing further.

-the "stash with your equipment" on the slaver ship is meagre e.g. missing vildamyrs armor, rihns armor, and other key equipment. Yeah, i couldn't use it afterwards anyway, but while it's not very realistic that you can get back all your equipment, at least the personal items and the real juicy ones are saddening...
Another idea: Tracking some important item which you lost thruogh the slavers could lead to new adventures after the slaver quest.

-What is up with Lamonsten, the Lazy? Is there any clue mentioned concerning his relation to the slavers? All of a sudden he's there. Was the Inverness quest actually one to get you "lost"? He could teleport away or something instead of being killed to become a nemesis of your party.

-who is althon killing together with Eanwulf(?brother of althon??)

-the jewel quest for bevlik isn't implementd yet?

-When you sent Markessa-clone to selgaunt via ship, she is standing in the middle of the water on the nw corner of selgaunt bridge (but actually i MoveToAread to this map, maybe that moved her, too)
"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#17 leahnkain

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Posted 18 January 2009 - 12:29 AM

spoilers
Spoiler

Edited by leahnkain, 18 January 2009 - 12:30 AM.

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#18 Alioth

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Posted 18 January 2009 - 05:38 PM

Good to know, leahnkain, and thanks to you and your compagnons.

I had a very good time playing this version. I'am puzzled, as i didn't expect to see that much new content over the last version i played. And so many more possibilities! There is really life now in some parts of the mod which where cold and uninteresting in my first play-through.

And now that i have glanced a bit about what this mod is already and could become...

Oh dear, the next version will be christmas again...
"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)

#19 leahnkain

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Posted 18 January 2009 - 08:00 PM

You won?t have to wait that long, one of our set backs has been coding everything. We have a lot of banters ready but need coding. Also Westgate is about to have a huge make over. The maps have been redone and are in the final stages. I guess the size is around 1/3 the size of Baldurs Gate. I have had to put a lot of ideas on the backburner to get some maps done. For example Blush?s return and Bergon being a joinable NPC. SBB and I really wanted to give more potions to the player at lower levels so now the player has a choice for the style of adventure they like. (I actually have Castle Amber mostly written and all I am waiting for is BigPoppa to send the the maps which he promised. If I don?t hear from him soon, I will do the maps myself but honestly compared to his work my maps don?t hold a candle.)

Longing for the old pen and paper modules of the 70's and 80's. Experience AD&D's greatest adventures using the infinity engine: Visit our homepage at http://classicadventuresmod.com/


#20 Alioth

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Posted 19 January 2009 - 01:15 AM

Wonderful news!

SBB and I really wanted to give more potions to the player at lower levels so now the player has a choice for the style of adventure they like.

Potions? If you did the sunless citadel, you could bathe in potions, as nearly every orc drops one (and even "high level" ones, i forgot to post this until now, thanks for the reminder) ;)

(I actually have Castle Amber mostly written and all I am waiting for is BigPoppa to send the the maps which he promised. If I don?t hear from him soon, I will do the maps myself but honestly compared to his work my maps don?t hold a candle.)

Huh, the BigPoppa is SBB? The bigg? There are many more people working on it than is obvious, isn't it?
What i wanted to add in this regard, is that the "new" maps are very good. I was so surprised to end up in undercity, props for using Ps:T-terrain! But you're mappers don't have to hide themselves, some of the interior-maps (piney Bluff, inverness...) are so great, i don't know how you would have got this done. Ah, maybe they do come from ToEE? Nevertheless, great work.

And i hope you can expand the slaver maze a little bit, that was one of the best moments in the game.
Spoiler

"Supprimez les flics et et y'en a dix millions qui se croirent permis de le remplacer."

-->Jean-Bernard Pouy: À sec! (Spinoza encule Hegel. Le retour)