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The Original Thread - Work progress


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#81 AnnabelleRose

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Posted 08 July 2004 - 10:49 PM

The point about humor is well taken. It would seem that there is some tongue and cheek humor in this mod, but it has grown and is becoming somewhat of a serious mod in it's own way. Since you and Domi are doing the hardest part of the mod (at least to someone like me with no real modding skills), I'll just go along with whatever you decide (since this is really your mod anyway). Here to help in any way I can in the meantime. :D

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#82 BobTokyo

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Posted 09 July 2004 - 03:13 AM

The point about humor is well taken. It would seem that there is some tongue and cheek humor in this mod, but it has grown and is becoming somewhat of a serious mod in it's own way. Since you and Domi are doing the hardest part of the mod (at least to someone like me with no real modding skills), I'll just go along with whatever you decide (since this is really your mod anyway). Here to help in any way I can in the meantime. :D

As to the humour goal of the mod, think Terry Pratchet. From the POV of the characters, their lives should make sense. They should be emotionally real. From the POV of the players, things can be very silly, but the characters should never know that it's only a game.

As to some help, well, I only have two Jan dialogs planned so far and we need six, none of them Turnip centered. And Keldorn should have somehing to say to a married man. Nalia might want to speak with the poor downtrodden peasant, and Edwin or Yoshimo might choose to contribute.

So, basically, we still need some dialogs. :)

#83 SConrad

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Posted 09 July 2004 - 03:43 AM

If it was done like Chloe's version of the Kensai kit, it COULD be compatable with all other mods (I think). I have had success in the past with the Chloe mod with BP (once I got my install right). Make it a NPC only kit and it should work (if the rest of you like it).

That's a good thought, and might save us loads of trouble. We should look at how Chloe's kit was done.

That's my thought exactly. Hadn't planned it any other way....


I like Conrad's kit too, but I think it pushes the mod's humour in a direction I'm trying to avoid. We'll see where we end up.

And I'm with you on this one.

As to the humour goal of the mod, think Terry Pratchet. From the POV of the characters, their lives should make sense. They should be emotionally real. From the POV of the players, things can be very silly, but the characters should never know that it's only a game.

Well said.

As to some help, well, I only have two Jan dialogs planned so far and we need six, none of them Turnip centered. And Keldorn should have somehing to say to a married man. Nalia might want to speak with the poor downtrodden peasant, and Edwin or Yoshimo might choose to contribute.

About the banters, Bob, you can send them to me at any time. I'd rather have one here and then, then all at once. That way I can code them when I get them, and that saves time.

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#84 BobTokyo

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Posted 09 July 2004 - 06:29 AM

Hubelpot's Kit:

The Village Druid, also known as the Wise Man or Wise Woman, is found in many small rural communities. He or She is skilled in herbal medicine, animal husbandry, midwifery, agriculture, and the many other tasks so vital to the maintenance of an isolated settlement. Additionally, the Village Druid draws magic from the land to assist in these tasks. The Village Druid will often act formally or informally as a judge and records keeper, and as an advisor to the village headman or council.

Advantages:
May cast Sanctuary as an innate ability once per day. Lasts 1 turn.
At Level 3 gains the innate ability to cast Remove Paralysis once per day.
At Level 6 gains the innate ability to cast Poison once per day.
At Level 9 gains the innate ability to cast Mass Cure once per day.
At Level 12 gains the innate ability to cast Animal Summoning III once per day.

Disadvantages:
May not shape-change. May cast one fewer spell per spell level than a standard Druid.

Edited by BobTokyo, 09 July 2004 - 07:14 AM.


#85 AnnabelleRose

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Posted 09 July 2004 - 12:57 PM

Love the Jan banter. Looks great. I hate to do this to Conrad, but bailing on your kit in favor of the new one. I still find your kit humorous, mind you. You could always do it as a kit mini-mod.

I do disagree with one part:

I'll tone down Hubelpot's use of regional dialect, except when he speaks to Viconia; if she can come out with Drow, he can reply in dialect


Drow is a full language, verus Huble's dialect. I think if you are going to type "In accent" that it should be consistant the whole time. Otherwise it looks like his accent is stronger when talking to Vicona for some reason. As for the "loval flavor" words like bairns, I say keep those please. Those add alot to the character IMHO. They make him stand out more (to me anyway).

Just my thoughts. Your mod, so do with it what you will. I just have this bad habit of sharing my opinion when I have one. :P

I did come up with an idea for a Huble-type-interlude. This takes place right after the bit where you take Keldorn to see his wife, and he does the right thing and you agree to either come back in a day or let him stay with his wife.

This could be a springboard toward starting his quests.

H - Ahh warms the heart that does. Allthough I would have made <insert wife's name here, I kinda like Sarah Ann> diner instead of taking her to the circus. That reminds me, if you have the time <CHARNAME> I would like to stop by my old shoppe and check on my family when you have the time.


One last thing. Bob, thank you for deciding to make this idea into a mod. I cannot express how much I am looking forward to this one.

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#86 BobTokyo

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Posted 09 July 2004 - 01:57 PM

Drow is a full language, verus Huble's dialect. I think if you are going to type "In accent" that it should be consistant the whole time. Otherwise it looks like his accent is stronger when talking to Vicona for some reason. As for the "loval flavor" words like bairns, I say keep those please. Those add alot to the character IMHO. They make him stand out more (to me anyway).


I'll keep some regional words and accent, but younger and ESL/EFL players will benefit from a tone down. I do hear what you're saying, and I'll make it more even in the edit. However, I think Hubelpot's accent should be heavier when he's annoyed or dealing with people he doesn't get along with; That matches my real world experiences pretty well. ;)

I like the interlude idea; we'll see if we can work it in. For some reason I've been thinking of his wife as Morag, but Sarah Ann certainly sounds nice. Any suggestions on this would be welcomed.

Thanks for the encouragement Tom, and especially thanks for the feedback and banters. :)

#87 Thrain

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Posted 09 July 2004 - 03:17 PM

i think being able to cast one less spell per level is a bit more of an afflictioon than you realise, especially for the slower levelling druids. maybe a spell restriction at higher levels only?

#88 BobTokyo

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Posted 09 July 2004 - 03:33 PM

i think being able to cast one less spell per level is a bit more of an afflictioon than you realise, especially for the slower levelling druids. maybe a spell restriction at higher levels only?

Well, right now he's trading one Druid spell per spell level and Shapechanging for the ability to cast 5 spells instantly, all of them good spells for their level. Sanctuary in particular is a great low level spell that Druids don't normally get at all. I thought about just trading Shapechanging for the instant spells, but the truth is that Shapechanging is a fairly useless ability in SOA, just a quick way to get your Druid killed. Essenially he loses some flexibility and the shapeshifting for the instant cast effect and one spell that will keep him alive until he gains some levels. What if he gained one more instant-cast spell, Creeping Doom, at level 14? That would give him a very effective attack spell based on the idea of a Village Druid calling up a swarm of bees.

How would you feel if kit were optional; you could take him as a pure Totemic Druid?

The subject is still open, so get in your ideas. :)

#89 CamDawg

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Posted 09 July 2004 - 04:00 PM

As we've discovered with Cleric Remix, trying to actually implement one less spell per level is not as easy as it seems at first glance. Also the random group of thugs in the Bridge District are used in the Limited Wish quest.

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#90 BobTokyo

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Posted 09 July 2004 - 04:11 PM

As we've discovered with Cleric Remix, trying to actually implement one less spell per level is not as easy as it seems at first glance. Also the random group of thugs in the Bridge District are used in the Limited Wish quest.

I wan't thinking of the Boomerang gang, but the gang in the "warehouse". They're guardng a chest and a cabinet that contains a few scrolls.

If worse comes to worse, we can spawn some guys in the house that has the Horn of Valhalla.

You say you had problems with -1 spell per level in Cleric remix? Could you possibly share the fix?

If we can't do it, we'll drop some of the "bonus" spells.

#91 SConrad

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Posted 09 July 2004 - 04:18 PM

Love the Jan banter. Looks great. I hate to do this to Conrad, but bailing on your kit in favor of the new one. I still find your kit humorous, mind you. You could always do it as a kit mini-mod.

I liked the Jan-banter as well...

No hard feelings, Tom. I was kinda involved in the second kit as well (me and Bob discussed through PM).

I'll keep some regional words and accent, but younger and ESL/EFL players will benefit from a tone down. I do hear what you're saying, and I'll make it more even in the edit. However, I think Hubelpot's accent should be heavier when he's annoyed or dealing with people he doesn't get along with; That matches my real world experiences pretty well.

I agree with Bob, as usual.

As we've discovered with Cleric Remix, trying to actually implement one less spell per level is not as easy as it seems at first glance.

This is distressing news. I had a nasty feeling the -1 spells wouldn't work. But we'll fix it somehow.

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#92 BobTokyo

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Posted 09 July 2004 - 04:26 PM

This is distressing news. I had a nasty feeling the -1 spells wouldn't work. But we'll fix it somehow.

Let's do it the easy way. Only grant the bonus spells at levels 1, 4, 8, and 12. Drop Animal Summoning. That should be worth the loss of Shapechanging without being useless or overpowered. Also, make the kit optional and let players choose Totemic Druid as an alternative.

Feedback still welcomed.

#93 SConrad

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Posted 09 July 2004 - 04:51 PM

This is distressing news. I had a nasty feeling the -1 spells wouldn't work. But we'll fix it somehow.

Let's do it the easy way. Only grant the bonus spells at levels 1, 4, 8, and 12. Drop Animal Summoning. That should be worth the loss of Shapechanging without being useless or overpowered. Also, make the kit optional and let players choose Totemic Druid as an alternative.

Feedback still welcomed.

Yes. It's decided.

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#94 AnnabelleRose

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Posted 09 July 2004 - 07:02 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan. Loving the idea of some cats being in the fish salesman's house (the one with the horn). Alot of great goodies in there for when you first start out, the only problem is the stuff + traps in there are SO good it makes you wonder how the fish merchant got them.

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#95 BobTokyo

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Posted 09 July 2004 - 07:10 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan. Loving the idea of some cats being in the fish salesman's house (the one with the horn). Alot of great goodies in there for when you first start out, the only problem is the stuff + traps in there are SO good it makes you wonder how the fish merchant got them.

He's an Evil fish merchant.

Not that he's Evil.

It's the darn fish, with their beady little eyes, always whispering, laughing at us.

Smeggers.

#96 SConrad

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Posted 09 July 2004 - 07:11 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan.

Morgan's actually a male name in Swedish.

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#97 SConrad

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Posted 09 July 2004 - 07:13 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan. Loving the idea of some cats being in the fish salesman's house (the one with the horn). Alot of great goodies in there for when you first start out, the only problem is the stuff + traps in there are SO good it makes you wonder how the fish merchant got them.

He's an Evil fish merchant.

Not that he's Evil.

It's the darn fish, with their beady little eyes, always whispering, laughing at us.

Smeggers.

Lol! :D

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#98 BobTokyo

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Posted 09 July 2004 - 07:14 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan.

Morgan's actually a male name in Swedish.

Let's go with Morag. Good solid female Gaelic name; iirc, means "Sun".

#99 SConrad

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Posted 09 July 2004 - 07:17 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan.

Morgan's actually a male name in Swedish.

Let's go with Morag. Good solid female Gaelic name; iirc, means "Sun".

Sounds good...

What about giving the son extra screen-time, as I suggested before (if we're going to have a voice-actor to him)?

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#100 BobTokyo

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Posted 09 July 2004 - 07:30 PM

The progress looks great guys. I kinda like the name Morag, or even Morgan.

Morgan's actually a male name in Swedish.

Let's go with Morag. Good solid female Gaelic name; iirc, means "Sun".

Sounds good...

What about giving the son extra screen-time, as I suggested before (if we're going to have a voice-actor to him)?

At this point we already have one full quest and many banters; My goal was "one week NPC", and I'd like to keep shooting for that. We can always add more later. Thrain is slated to do Hamlish (the son) and the corrupt merchant's guild representative in the Copper Coronet, and has expressed some concerns; NotMrT is slated to do Hubelpot. I think we'll have to see what happens.

If possible, I'd like the son to continue talking to Hubelpot even after the money is delivered, even if it's just a few rotating phrases ("Ello our dad", "Ey pop", "Geesa break da', ahm workin' 'ere"). Also, what do you think of placing him in the "kitchen" area of the Five Flagons tavern? It seems better than placing him outside, and there aren't any extra buildings I can think of right now that would make a good bakery.