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Welcome to (Gondor vs Mordor)².

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13122 Posts in 1336 Topics by 1240 Members
Latest Member: azihohaloyen
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1  Gondor vs Mordor 1 / GvM1 Future Talk / Re: NWN Enhanced Edition on: 09 January 2018, 02:02
df mentioned NWN: EE to me the other day and I've just burned about 8 hours on the Beamdog forums to get a feel for what it's about. I'm excited to say the very least.

I had stopped GvM a while back when I got really involved making my own module - which was far too ambitious for one person, though it has a good 10-15 hours of playable material. Anyway, when they pulled the GameSpy support, my NWN hopes faded and I stopped that, too.

This announcement and the things they are planning has me altogether excited again. What's more, I introduced my son and his cousin the other day to it and they love it. I am still interested in building and the ideas about what to do are simmering in my head.

I'd like to work on something, whether it be getting GvM into NWN: EE or find some interested persons and do something original with them. Either way, I want to collaborate on something. Doing it solo is fun, but I'd like to do something that sees the light of day.
2  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Player from Long Ago on: 31 December 2016, 06:21
I played the server when you were around coach.  Indeed, it was Long Ago.  It seems to me there was someone you were always on with - maybe I'm mistaken.  Many good times with this game then and since.

A snake sighting too?
3  Gondor vs Mordor 1 / GvM1 Players Forum / NeverRun on: 01 September 2014, 16:32
leo_x from the NWN community made a program that acts very similar to how NWN's original server list worked.  It's called Neverrun, and you can get it about half way down the page here: http://neverwintervault.org/project/nwn1/other/tool/neverrun

He announced it here:  http://forum.bioware.com/topic/510529-neverrun-a-program-for-browsing-playing-servers-your-modules/

I downloaded it the other day and it is quite nice.  I think we should push it out to anybody you know that ever played NWN in hopes of luring them back to servers.  GvM is on the list and easy to connect to.
4  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Need help on: 18 August 2014, 07:06
Is your tlk folder inside your NWN folder, or is it inside your hak folder?
5  Gondor vs Mordor 1 / Admin Announcements / Re: Updates part I - bug fixes on: 24 April 2014, 07:54
I'm really proud of my idea for Black Staff to cause vulnerabilities.  I've not seen anywhere else come up with a better idea.  Take that fire immune lvl10+ RDD!  Evil
6  Gondor vs Mordor 1 / GvM1 Future Talk / Re: Ideas and wishes... on: 01 January 2014, 06:10
Ollebroc handled the AI upgrade, and I'm pretty sure Tony K's AI from the vault was used.  The default AI was good in many ways, but I recall that NPCs did not use many abilities that they do under this AI.

  However, I very much dislike how this AI tends to snoop toward you when you are invisible or otherwise hiding.  Also, the way NPCs don't respond to darkness sometimes.  Darkness used to be incredibly effective way back when.
7  Gondor vs Mordor 1 / GvM1 Future Talk / Re: GvM Concerns on: 28 December 2013, 08:00
I am not a power gamer.  I build characters that are often unconventional, that rely on infrequently used methods, but are interesting to me.  I find most of my fun in the journey from 1 to 40 - less of it after 40.  Most of my characters struggled after 35.  So, I agree, the mod is generally too hard for any casual gaming after that.

Making a smooth item progression is hard.  Item level restrictions forces a lot of decent items to be level 20-22.  I did target junk drops occasionally and improve them, and filled gaps (mostly for under represented weapon types) when I built areas.

My biggest effort to allow players to get items they could use as they leveled, as opposed to long after they were of any use, was revamping the drop rate system into tiers.  Basically, high percent at low hit dice, low percent at high hit dice.  I think it helped the low end.

I revamped/built a number of areas that cater to a casual gamer (like myself).  They have some good drops, and the bosses and their encounters do not require highly specialized builds or gear.

Haradrim base and encampment
Outpost and serpents
Ex-Dwarven Brewery clan
Slavers
Kriefna the battlelich and the vampire mage
The bosses that appear in the swamps and Emyn Muil and Mirkwood south
Dol Guldur's basement and the swordsman
The Master under the swamp
Cirith Ungol
Henneth Annun caves

Some parts are meant to be

I bore easily when grinding and like to travel about as I level.  The frogs in Nindalf, different undead in the Dead Marsh, and bandits and ogres in Emyn Muil were supposed to give you a stretch of areas you can do around level15 onward.
8  Gondor vs Mordor 1 / Admin Announcements / Re: Updates part I - bug fixes on: 26 December 2013, 06:46
Lay on hands doesn't seem to heal at all. On use, it heals none, while consuming its use for the day. I tried on both friendly targets, as well as myself.

Ignore this. Just have to log out and back in after creation to make it work, I suppose.

That's right.  However, I should have, and could have, scripted a more robust setup for Lay On Hands so that log out/in wouldn't be required.  Might add this little thing to the list firecracker, if you haven't already.
9  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Drop rate increase? on: 20 December 2013, 06:33
...there are virtually no opportunities to gain points short of multiboxing and killing yourself (which is technically exploiting the system, as well as just being the saddest thing ever).
laugh laugh laugh

Man, I wish the widget was around several years before it was.  I would have liked to see where PvP would have gone with it.  Exploits aside, I think it had potential to shift everyone toward a bit more PvP - even the loneliest of farmers.  But yeah, I think I adjusted something and never fixed the description for the widget itself.

Also, the "Call Out" feat.  I have endless complaints and frustrations about how NWN handles spot/listen checks and HiPS, but I would have liked to see how this figured into things.
10  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Behind a firewall w/ multiple comps on: 06 December 2013, 04:31
Open your NWN directory
Open nwnplayer.ini (I use notepad to open it)
Under the [profile] section, find Client Port =xxxx
If you have multiple computers running NWN, change one of the computers so it is different.
e.g.  computer1: Client Port = 5121; computer2: Client Port = 5122; etc...
Save the file and you're done.
11  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Shifter tenser bug on: 30 November 2013, 04:10
Don't worry Lawson, I know you post because you care.  I mean that.

You read too much into the reasons why things aren't fixed.  It isn't conspiracy.

Once I transfered to mostly working on mod projects, I became out of touch with the players and the latest "methods".  I was also increasingly viewed as someone to hide exploits from, rather than have them showed to.  Three examples: the way players can get thru doors without opening them, using the tailoring models to gain massive damage bonuses to shifter forms, and using shifters and server crashes to clone entire inventories.   I had to spy using an alternate account and remove messages regarding my admin/deputy status to find out.  Sort of annoying for someone who doesn't use an exploit just because it can be.

I was never aware of this bug.  I have some interest in addressing this because it will probably present itself in my current project.  Anyone care to explain it in detail in a PM? (make sure firecracker is cut in)

P.S.  The breath weapon could easily be limited to 1 user per day, then have it re-usable every 1-2 turns.
12  Gondor vs Mordor 1 / GvM1 Players Forum / Re: 3, 2, 1 ... lift off !!! on: 29 October 2013, 06:08
Sounds promising.  Thanks for the work.  Every once in a while, if it works out, my daughter and I will stop in and run around for a few.
13  Gondor vs Mordor 1 / GvM1 Players Forum / Re: The future hosting of GvM on: 25 October 2013, 03:46
Not in a position to host here.
14  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Anyone still around? on: 24 September 2013, 07:01
I spent a bit last night reconstructing polymorph.2da and will finish it in the next few days.  There is at least two or three other 2da that need a few added lines, and then we should be mostly working again in that department.

What happened to the random items from the moria orcs?  What were they using for weapons?

I like the idea of random weapons with random enhancements for basic creatures that you fight many of.  I racked my brain for days figuring out how to make that random weapon script system work for the orcs, wildmen, etc. It was very rewarding when if finally did work.  But I agree, it could be improved still and play a larger roll in the mod.  I have a random weapon, ammo, and gear system I made for my current project that makes some interesting stuff.
15  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Anyone still around? on: 05 September 2013, 02:37
I don't remember all that was changed on the 2da files, but it was nothing extensive.  I could redo them if needed.

Having remote access to the server was awesome.  I could login, transfer a new mod version into the game folder, and it would take effect after the next reset.  I could handle player vault issues, update 2da, and view the server log entries if needed.  Definitely the way to go.
16  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Updates part I on: 27 June 2013, 01:45
they are spawning, but trigger need to be caught twice

I don't recall for certain, but this spawn may only occur at night or during a certain block of game hours... which would lead to you feeling like it doesn't work.
17  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Updates part I - bug fixes on: 24 June 2013, 06:52
The dwarf that spawns in there is a gnome I think, and it's sort of a joke.  He was supposed to spawn inside the cage, because the dwarves never liked the Inspector coming around the brewery when it was open, so they locked him up now that it no longer exists.
18  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Updates part I on: 22 June 2013, 06:32
12) The Ranger Aid does not work right with dual wield. I think it does not stack with the AB +2 at Ranger/Rouge Level 18.

This may be true, but double check the attack log to be sure.  I recall having trouble with the stacking bonuses showing on the character sheet, but thought they came out correctly in the log.  Might have been a different issue.
19  Gondor vs Mordor 1 / GvM1 Players Forum / Re: GameSpy Server List Permanently Gone - Direct Connect to Server Only Now. on: 11 February 2013, 07:16
<url>http://social.bioware.com/forum/1/topic/189/index/7476445/1</url>

There is a list of some online servers here.  Hopefully GvM will be added to it.
20  Gondor vs Mordor 1 / GvM1 Players Forum / Re: GameSpy Server List Permanently Gone - Direct Connect to Server Only Now. on: 07 December 2012, 16:31
Ugh, that really sucks.  That means anyone who has ever made a module and was hoping for the occasional traffic to stop in won't ever get any.

I already see at social.bioware.com the community is working on some ideas to make an alternative master server list.  I'll follow what they are doing there.
21  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Mod Updates on: 06 December 2012, 18:38
Thanks for putting that in.

I was informed of a 2monk/9druid/28shifter that was getting a caster level of 2 for all of its shifter spells.  The game is using the monk levels as the casting level, of course.

For normal shifter abilities, it should use your shifter level as the casting level.  This update just adds the shifter level to the monk levels it was already using, which is close to what it should be.

If you think you should be getting 9druid leves + 28shifter levels = 37 for your ice storms, I think you have to memorize ice storm as a druid, drag it from your book to a quickslot, then use that when shifted as Rakshassa.  Otherwise, if you cast ice storm from the radial menu, the game thinks you are only using it as a shifter ability, and will only use shifter levels.

I hope it's working too.  Smiley
22  Gondor vs Mordor 1 / GvM1 Players Forum / Re: GvM Map on: 28 November 2012, 03:38
Rhovanion I don't know anything about.  Mt Doom and Weathertop get very busy during the ring quest.  Drow was essentially converted to Rivendell.  I forgot that the trogs weren't connected to anything - they should still exist.  The Rangers of Ithilien weren't distinctly represented anywhere in the mod, and it only made sense that a clandestine group in Mordor territory would be tough.  Though Marcus always reminded me that my areas tend to be easy.

I wonder why Maynard has no drop rate.  It is only supposed to show for NPCs above level36 or something like that, but I figured he'd have a Cr of at least that much.

The death magic scripts were sort of a test, but have become more permanent.  Maybe those of you who have used them for a while can comment on their plusses and minuses in the Future Talk forum for me.
23  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Anyone still around? on: 07 June 2012, 07:47
You dragged me off to Star Wars remember. 
24  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Sancho's Bounty Board on: 27 May 2012, 21:37
nice work
25  Gondor vs Mordor 1 / GvM1 Future Talk / Re: DWA (Dwarven War Axe) on: 16 May 2012, 07:04
I'd have to remind myself, but I read how someone did something for dwarves along these lines.  I think they scanned the character when they equip a weapon to see if they have the stonecunning feat, since only dwarves have it, and gave a bonus or granted a focus feat.  If you add a feat that way, it introduces issues with character validity and choosing additional feats that require that one as a pre-req.
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