Let's Talk About Hickory Branch

Discussion in 'General Modification' started by Gaear, Mar 25, 2008.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    For the record I dispute that - the size and location of the clickable buttons are seperate to the .tgas you see on screen.
    That part I dare say you are right about.
    You're a GENIUS! I've said it before, you've got the crafty mind of a modder H_K, you're wasting your time on graphics :p We should do EXACTLY that.
    But lets not get carried away - one extra spot will do it I think ;)
     
  2. Gaear

    Gaear Bastard Maestro Administrator

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    That does sound like a great idea, and I agree HK is one of the smarter guys around. (He just disguises it by using that second language ruse. ;))

    Does anybody know how to actually do that? The button would have to be moved down to the HB location. Just asking - I'm sure Ted moved the KotB buttons around that way.

    Verbo does just fine as that 'it's over there' thing, but it would be nice to have a real spot for HB 2 (It Came From Welkwood) too. Maybe steal the broken tower for that. As HK says, it's easy to get there from next door.
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Don't forget, people can always click on the side list to get to those places if they desperately need to.

    One hiccup - we can't do the red-dot paths - the Temple surrounds maps use the Temples paths. :sadblinky

    Otherwise its all quite easy (since neither of these maps has much in the way of attachments).

    Swap the names in data/mes/mapnames and data / mes / worldmap_location_names_text.mes

    Swap the relevant lines in modules/co8 5.0.0/rules/maplist

    Swap the folder numbers for the townmaps.

    Change the locations in jumppoint.tab for going to and from the Temple map, and going to and from the Crypt below HB.

    Move the button.

    Change whatever it is that marks HB on your map from area 15 to area 12 :)

    Thats about it.
     
  4. Gaear

    Gaear Bastard Maestro Administrator

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    One other thing I had thought of along these lines before (though I didn't actully 'have the idea'): the Deklo Grove.

    Meleny is said to 'sneak away' there from time to time, yet by the world map it's further away from Hommlet than the Moathouse. Does she really trudge the 6 hours or so one way to get there, her absence all the while unnoticed? Maybe the Deklo Grove should actually be quite near Hommlet - so near that you could get there via a door icon on the outskirts of town, say - and then HB or Welkwood could become the Deklo Grove on the world map, complete with red dots.

    Or maybe Deklo could become Hommlet east. Or Welkwood could. Or maybe we're getting too carried away?

    It just seems a bit superfluous to have multiple worldmap locations for single destinations when there are others that could make better use of them, especially given the fact that in Hommlet now you can get wherever you want to go in a snap through the signpost.

    Thinking out loud ... Hommlet could remain Hommlet west (WW jump point location - right next to the signpost); Deklo could become Hommlet north (same general direction); Welkwood could become Hommlet east; HB could become the old Deklo. Plus there's the two extra temple spots to put stuff that might fit in up there, such as AoH or that kind of thing.

    Interesting possibilities ...

    The only thing we'd have to worry about is the hard-habit-to-break people who would say "Co8 sucks! They got rid of the Deklo Grove!"

    [edit]

    Sorry if I seem overly excited about this, but I think we're really on to something. Another possible change that would make sense is moving the ogre cave to one of the temple locations. I think Alrrem says the cave is "nearby," which it really isn't in its current location. Then something unrelated could go where the ogre cave is. :)

    [edit 2]

    Like so:

    I wonder, does the module say where places like Emridy Meadows etc. are specifically?
     

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    Last edited: Jul 30, 2008
  5. wizgeorge

    wizgeorge Prophet of Wizardy

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    No. They are not part of the module. Strictly a Troika/ToEE invention.
     
  6. erkper

    erkper Bugbear Monk Supporter

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    That sounds (and looks) great, Gaear! And speaking as one of the hard-habit-to-break people, I would be willing to learn new tricks for the sake of better modded new content.
     
  7. thearioch

    thearioch Need More Cowbell

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    @ Gaear

    Emridy Meadows is a PnP location, but I don't know if exact directions are given right now. I'm pretty sure the Deklo Grove is all Troika. I concur -- from the DLGs, Deklo Grove sounds closer than it is...maybe put it west of the river in west Hommlet.

    --thearioch
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    Thanks fellers. The reason I'm inquring about Emridy Meadows specifically is that, if we wanted to be complete on the clickable buttons thing, and if the module didn't say exactly which hex EM was in, we could use that location for Verbobonc on the worldmap instead. I know that Verbo's actually far NW of that, but it could say 'to Verbobonc' with an arrow or something like that, just so that it's clickable. Then maybe move Emridy down to the Deklo grove site (it currently seems like an unlikely place for the 'ultimate battle of good vs. evil' anyway, not particularly near Hommlet or the ToEE), and move HB to the other open temple slot, being as HB is supposed to be in the Gnarley Forest after all.

    At a glance this all seems like unnecesary maneuvering, or fiddling around for fiddling around's sake, but I do seriously think that we could make some dramatic improvements with this. People still get confused about the worldmap locations of HB and Verbo because they can't click them and there are no icons. We could dismiss that problem and the dots problem in one fell swoop just by more intelligently using the resources that are already there. And our custom stuff would finally look fully-integrated. :)
     
    Last edited: Aug 2, 2008
  9. Half Knight

    Half Knight Gibbering Mouther

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    Yup, that's what i thougth too.
    Again, you'll rarely visit the deklo, since the spiders won't respawn neither. Unless someone decide to add something related with Lareth -spiders?- which still will have sense, since it will be close but in the outskirts of town, or some subquest about ochre jellyes with Meleny...

    Exactly.

    Pretty logical :yes:
    Another one could be the Imeryds run, maybe a straight door in the docks of Nulb or a boat could do it (you get there with a boat)

    Sorry if I seem overly excited about this, but I think we're really on to something. Another possible change that would make sense is moving the ogre cave to one of the temple locations. I think Alrrem says the cave is "nearby," which it really isn't in its current location. Then something unrelated could go where the ogre cave is. :) [/QUOTE]
    I had a similar thought :)
    But we should find a new place for the "orc hunt season " quest...since it's only a trip to a single fight, maybe could be left as a point where you go by directions only...like the swamp with the Drows and the witch...

    I think the map was planned for something bigger, since the small clear on the southeast could be the place where the "troubling gnomes" dwells (the ones that the potter mentions...coincidentally you get a "gnome friendship ring")...so fiddling the map doesn't sound bad, and it would make more sense to redistribute it, for gameplay sake.
     
  10. Gaear

    Gaear Bastard Maestro Administrator

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    Well, I would say we leave that one alone, being as there's really not anything else we need to put up there. Plus, I think geographically Imeryd's Run is supposed to be up the river.

    I've been wondering about thar whole scenario. Specifically I sort of wish that the location wasn't so far away. You'd think that if players were going all the way up there early on, they'd soon stumble over Nulb too. Likewise with Emridy Meadows. We'll have to think about all that.

    btw, I see now that HK already thought of everything I posted above recently, so sorry if it seemed like I was stealing your ideas. :blush:

    [edit]

    Here's another possibility:

    (Can we trade the icons around, btw?)
     

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    Last edited: Jul 31, 2008
  11. Ranth

    Ranth Established Member

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    I dont know about making Lareths Temple hideout the Ogre Cave. I go there a lot to get into the temple quicker and to trade, and it would be a pain to go to the temple zone, then go to the right in order to get to that zone.
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    I think it's one of those things that won't be well received. Maybe you should ask around outside this forum for more opinions.

    Personally, I was totally against it at first, but I can see how the lack of a clickable world map button could confuse some people. So I guess I'm undecided at this point.
     
  13. Gaear

    Gaear Bastard Maestro Administrator

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    I personally suspect that most people don't have the worldmap memorized and might not even notice the changes, tbh. What they'd be more likely to notice is that our new stuff doesn't have the appearance of being hacked in anymore. :yes:
     
  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    The icons can be swapped around quite easily - swapping them over in art\interface\WORLDMAP_UI\0_worldmap_ui_textures.mes should do it.
     
  15. Half Knight

    Half Knight Gibbering Mouther

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    Humm...just a few more ideas -thinking on the original map-


    Ogre-orc cave/Moathouse hidden entrance: i think that the map point for the hidden entrance it's a bit wasted.
    Why not having the hidden entrance accesible from the same moathouse map? Like the temple, you arrive at the usual point in the moathouse (southeast, before the ponds) and put a door icon to the right (which should appear after you clean) that leads straight to the secret exit map. So, you'll get in just one point all the moathouse possibilities, leaving the secret exit point free to use for the orc caves, which can be used for other stuff (the original Hickory, and possibly relate the two quests)

    Emridy meadows/Verbocono/Deklo grove: The Emridy meadows place has a bit of sense, since it's halfway Nulb and hommlet...maybe we could move the point of Emridy to the left (more or less to be in the road) for Verbonic, and move the Deklo point norther (more or less to that kind of wastelands or hills) for Emridy, and move the North hommlet point to the border of the small wood where the deklo it's actually. You'll be keeping roughly the same positions, without changing places so much.
     
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