The point of mine was to learn the "art" of modding... if it doesn't make it in.. then so be it... (would be nice though) been throwing around a few other ideas from conversations with other modders (all learning process, I've scrapped quite a few ideas recently) However Ted if there is some map making I can do for you let me know.. It is only through conversation and trial that we will be able to develop a mod that is worthy of the DnD name.
Unfortunately I haven't had the chance to test the dragon encounter. It wasn't working with CMF 5.0.3 and the new TimedEvent method.
thats on the backburner until a decission is made regarding additional mods and how many overgrown lizards is a death blow dealing encounter. I have the coding fixed to work but have not uploaded because of this.
Considering KotB's priority status, key Co8 members being away, and the modding capabilities of all the committee members (and the fact that the worldmap thing wont take very long to finalise as soon as my PC is working properly again) I'll probably be doing the reballancing thing for ToEE, single handedly. I don't mind doing the work, but I'll need Ted and krunch to PM me details about which monsters (proto ID's) were used and the triggers for the mods (so I can change the triggers), and the authority to alter (slightly) the plot from these mods to make the plotline over the 3 mods mesh together more easilly.
I guess if we move all the new stuff to the 'end', as it were, then that would make it easy, PLUS that would allow Axe Thrower a timeline where-in a whole family of scaly fiends could arrive and settle somewhere (especially since a family of them might be necessary to make that encounter a challenge if the party are very high level, which they willl be). O and thanks for that offer Al, I will send u the details and you have my full permission to alter whatever you need (except GKR's voice files ) Answered elsewhere
fyi - Here is what I will do in this order. 1. KotB: the Orc caves (this weekend = both tribe 1 and tribe 2 caves) 2. HB: updates (Kalshane plus more) to be included with Allyx's re-balance 3. KotB: the remaining caves 4. KotB: the big outside valley map
I hate to always be the nay-sayer, but . . . While the initiative here is very encouraging, and the ideas sound pretty good to me, the one problem I have is that, well, the committee (such as it may or may not be) hasn't been involved at all in what you guys are undertaking. Wasn't that it's very purpose? I mean, there's a 100 or so page thread down the list here where we were discussing the balance issue and all of its nuances, and it was by no means resolved. There's a whole separate branch of the discussion dealing with modifications to temple levels 1 and 2 that would theoretically be carried out in concert with the TotWC mod-moving idea. I know it must be discouraging to you guys that I always seem to be a cog in the wheel, but I think it's quite a fundamental concept that we first determine how we're going to operate before we operate. :shrug:
Agreed. Discussion is in order, since there is plenty of time to discuss while we await the return of our prodigal ones.
My 3 posts are (Project Delicate Rebalancement: Tales of the Wild Coast) here. My relevant posts #s 170, 171, 172 are on the linked page.
Well more discussion is fine (though with 5 of the 8 present, I say we have a quorum ). I'll throw this in to the mix then, for discussion. At the beginning of Co8 5.0.x as it stands, the Jade empress says, "you look like adventurers" etc, and then when u r ready to go, she says, "I have just the adventure for you" or some such thing. Now, who says that adventure has to be ToEE? Why can't it be some low level thing that people do BEFORE ToEE? Then they would turn up to Hommlet at 2nd - 3rd level and not have to do a single moment of fedexing if they don't want to (or hire Elmo) - they can jump right into the Orc Cave or Moathouse like people want to. The reason I bring this up is because I discussed this with Ax Thrower a while back about a mod idea he was tossing around - having mods before ToEE might be as viable an option as moving them to after (obviously our current mods don't really foot that bill but its a thought for later ones). What do people think of that idea? It won't unbalance the game if the XP awarded is considered as being in lieu of the fedexing - i mean people can still do that if they want to (and thus unbalance their game themselves), but for the life of me I can't imagine why (except to get Meleny and her dowry).
Yah, everyone digs Meleny and her sword, for sure. It's a smart and useful idea, Ted. **************************************** OTHER: Blue once stated that no one forces people playing ToEE to goto Verbobanc or goto a ReSpawned Moathouse or goto Hickory Branch. (brilliant concept, indeed) Sorry guys, I am still shocked since reading the original 169 posts thread for the first time today (on re-balance).
Anything to do in lieu of fedexing is favorable... Nor I; especially with her hideous original picture & that :blahblah: talking of hers. No sword is worth that.
I don't think we can consider players pursuing all leads available to them to be an exploit. We'd probably find that a majority of them were happily fedexing and doing the new intro quest(s), and then they would of course complain that we unbalanced the early game. The idea might work if we eliminated fedexing completely, but we've seen that the integrity of the intended plot of the game (as extracted from the module by Troika) will be feverishly defended in most quarters. The fedexing stays! I will defend it to the death! :raving: