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1  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Bug - Pale Master - Bone Skin on: Yesterday at 21:00
Thanks @bad_karma! After looking at the classes.2da which I believe is the culprit, I think the modifications should be easy. Comparing the Diamond version to the EE version there is a whole load of new columns (and some rows), as well as some other PM specific changes, which probably explains why Bone Skin might be broken.

I think creating a new custom EE version of a classes.2da shouldn't be a problem as the Diamond version only had changes to remove XP penalty and alignment restrictions, which are just two columns.

Problem I do have though is I think my copy of the Diamond edition classes.2da, which I need to refer to, to is out of date, so I've asked Grey to send me the one the server is running so I don't go an introduce a new bug (like accidentally re-enabling the alignment restrictions).

I'm so tempted to put these damn 2da files in source control as its always been a pain to keep them inline or remember what state they are in  laugh

But yes I may run them by you, thanks Smiley
2  Gondor vs Mordor 1 / GvM1 Players Forum / Bug - Pale Master - Bone Skin on: Yesterday at 17:58
So it look like there is a bug with the Pale Master Bone Skin feat that isn't just effecting the Wemic race after-all. It appears to be effecting all races. Essentially there is currently no AC bonus from Bone Skin on the server.

It looks like this might be something to do with one of the 2da files we use to modify classes, this particular file was just copied from the original game and pre-EE version. However it seems that this might be why it is broken as bits of NWN under EE are now working differently.

So it looks like I'm going to have to rebuild the 2da file in question from scratch using the default EE version as a starting point. I'm not sure how long this will take me but it will be a right pain as it is a horrible format to work with.

I thought I'd create this thread to track its progress rather than it getting lost in another thread that has other things being talked about.

The good news is that it is just a file and doesn't require a whole new version of the mod, so hoping it can be fixed relatively easily with a rebuild of this file.

-fc-

3  Gondor vs Mordor 1 / GvM1 Players Forum / Re: MOD STATUS on: Yesterday at 12:59
VERSION
lotr_gondor_vs_mordor_ee_2020-10-05

DATE
5th October 2020

MISCELLANEOUS UPDATES
29
[ Link to list ]
4  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: Yesterday at 12:49
Ah that's great to know for next time - it looks like that when a mod is built/saved from the toolset it becomes version dependant on the game software.

Nice one for getting it resolved. And yes I would bet that as the server is running 24/7 things don't auto-update, so it might just require a bit of down time every couple of months to keep things up to date or each time a new mod becomes available.

-fc-
5  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: Yesterday at 12:29
That's strange - it's starting fine for me when I test it in my NWNServer.

The only thing I can think of is different versions of the Toolset or NWNServer. You could try to load the mod in the toolset installed on the server, rebuild/save it and try again.

Failing that I'd have to dig deeper. Is there anyway I can connect to the server and have a look, e.g. briefly enable RDP (if it is Windows that is)?

-fc-
6  Gondor vs Mordor 1 / GvM1 Players Forum / Re: NWN: EE GOG Version on: 24 October 2020, 20:38
Yes If you send me the public key I can check.
7  Gondor vs Mordor 1 / GvM1 Players Forum / Re: NWN: EE GOG Version on: 24 October 2020, 20:17
My original findings:

http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3246.0
8  Gondor vs Mordor 1 / GvM1 Players Forum / Re: NWN: EE GOG Version on: 24 October 2020, 20:13
If it is anything like the pre:EE GoG version of the game, they were distributing the game with the same key for everyone which then caused problems online, as people were logging in using the same keys but the key was already in use so got booted potentially. It also opened up the possibility that any GoC users using this 'generic' key could access one another accounts, as the accounts were locked to the key.

Let me check the mod to see if I explicitly put in something to block this key (I have a distant memory I may have done something). But yes I believe the resolution is to ask GoC support for a unique key. It is kind of strange they don't supply you one in the first place.
9  Gondor vs Mordor 1 / GvM1 Character Builds / Re: Remake of Parknutz Bard/BG/RDD needs help pls on: 24 October 2020, 16:41
Haha, I'm doing the same I PM'd Grey to restore my toons so just waiting.

Even though I've been 'active' on the forums since the switch to EE, I've yet to actually play. I've only logged in as DM on occasion and do a little dev work when required.

Playing time is very limited for me these days as life has changed a fair bit since 2-3+ years ago, but kind of hoping to team up with who-ever from time-to-time.

-fc-
10  Gondor vs Mordor 1 / GvM1 Character Builds / Re: Remake of Parknutz Bard/BG/RDD needs help pls on: 24 October 2020, 12:25
Good to see you around again Thiagow Smiley
11  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Warrior Gauntlet Ring issue? on: 23 October 2020, 21:11
Haha, it was a great and very well built area for sure.

My understanding is that it got removed (as part of server tone down and vault wipe) because it was a made up place and didn't exist in Middle Earth. But instead of it just being scrapped I believe that a lot of the NPCs/items from Issendor got re-used for other areas (with a fair amount of modifications).

For example Niko (if I remember his name) was rebuilt as Elrond, the elf mobs from Issendor generally make up the mobs in Rivendell, and the Dwarves from Issendor make up the mobs in Lonely Mountain.
12  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: 23 October 2020, 20:28
Regarding the Bone Skin AC bonus from Pale Master, can anyone tell me if this might not apply to the Brownie race too. After looking into this initially it looks like the ability to use Wemic/Brownie races is actually coming from the updated CEP version rather than NWN:EE itself (I think).

There is no custom scripting around Bone Skin, so this could be a core bug or some incompatibility with CEP.
13  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: 23 October 2020, 19:52
I'm spending a bit of time in the mod tonight so will check the scripts for Pale Master and their AC bonus scripts.
14  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: 22 October 2020, 00:34
I think I read that Grey was on holiday? So he'll likely do the swap when he's back.
15  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Warrior Gauntlet Ring issue? on: 22 October 2020, 00:28
Hey all

Ok after spending quite a lot of time trawling the forums I think I've pieced together the 'story' of the fighter ring from the gauntlet.

The Past:
- It was introduced to the mod sometime during or before 2008 - before the server was toned down and the vault wipe occurred (e.g. when Issendor existed for those players who remember that)
- It was originally implemented with the +1AB per 1 level of fighter over 20, as described on the ring itself
- After it was added to the mod there was talk (mainly from an active DM at the time but also by some players) about how OP/unbalanced it was (e.g. builds can get a static 73-74 AB)

The Present:
- Today the ring exists in the mod but instead is +1AB per 2 levels of fighter over 20 and an additional bonus of +2 at 31 levels and +5 at 39 levels, but has the old description on it still  BangHead
- This change to the ring was unannounced which draws me to the conclusion that it was likely changed as part of the massive effort to tone-down the mod and when the vault was wiped - this happened in December 2008, just after the ring was being talked about lots

My conclusion
It's rather frustrating from my POV that the description on the ring was not updated as now there is an expectation that it's meant to have the old stats on it. My POV is with the old DM, +1AB per level is unbalanced and kills off character variation

But...I kind of get the arguments of lower player base these days and all, but buffing just one class with an unbalance bonus isn't the answer. I'd prefer honestly to sit there go through the mod and lower the AC of any NPCs/bosses that require it, rather than re-introduce an unbalanced feature, even if it would require a lot more time.

I'm still mulling this over...

-fc-
16  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Epic Drow Shape on: 17 October 2020, 11:51
One of my personal favourites toons I built was a Drow bard. It was such a good all rounded character. Fun to play and a great party asset as well as being able to solo some parts of the mod.

From memory I think it had an ab of 58 or 60 and an AC of 86. I also built it with Improved expertise so if needed it could get an AC of 96 which is high enough to tank a lot in the mod bar the very tough bosses.

Throw in the firefly and SR you can see how useful it becomes. I'll see if I can dig the specific build out and I'll try and post it.
17  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Epic Drow Shape on: 16 October 2020, 22:56
On checking the Spell Resistance spell it is a stock spell here so there are not modifications, which is why it is not listed on the spell changed thread, but yes a 35 level caster Drow will get a nice SR of 47 from this spell.
18  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Epic Drow Shape on: 16 October 2020, 22:03
Be careful what you wish for Smiley the light spell is actually a very powerful spell with a high caster level which IMO is the better use of the Drow shape.

The changes to the light spell on the server mean the following:
- Applies a -20 Hide penalty when targeted on a creature
- At caster level 31, summons a Firefly with 200 Hit Points per caster level over 30

The -20 hide works nicely for the Drow shape as they are geared towards being able to spot stealth npcs or hips'ers so is a nice tactic to be able to use.

And onto the other benefit of light... the firefly...to give an example if you have a Drow build that is caster based, such as bard or something, you can get a caster level of 35 (for example) which gives you the ability to infinitely cast a 1000hp damage shield in the form of a firefly that is immune to sneak attack and critical hits. Sure if you are in tensers you can't cast it repeatedly but believe me this is an extremely useful asset to have and I will unlikely change it because it's use has been proven very well (I'm not sure if people have forgotten about it though). We used this tactic to take down some of the toughest bosses such as Smaug. It has also been used to solo some bosses.

And going on to the spell resistance spell, again using an example of a 35 caster, that will give you a SR of somewhere in the mid 40s which is great for avoiding things like WOF against similar level casters. I think this shape originally had haste, but when perma-haste was added to the mod I replaced it with SR.

Looks like you've found some things that need a little TLC in the forum (Spell Resistance spell is missing from the spell changes thread) and I need to check the changes to drow in terms of spells.

-fc-
19  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Warrior Gauntlet Ring issue? on: 16 October 2020, 18:58
Yep the bonus has changed. It looks like you get +1 AB for every two levels over 20 now. I guess the +1 for every level was deemed to be overpowered and got toned down or maybe that was the pre-wipe version before everything got toned down.

I'm hoping that once your toon hits 24 levels of fighter you will see it go up to +2.

I did see a couple of other additions though - if you get to 31 levels of fighter an additional +2 is added and if you get to 39 levels of fighter a further +5 is added, which is combined with the +2.


I should probably update the description of the ring so it is correct  Roll Eyes
20  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Warrior Gauntlet Ring issue? on: 16 October 2020, 18:30
I can't find any reference to what specifically the ring is meant to do in the forum other than one historic 12 year old reference says something about +1 AB per fighter level over 20, but that was from a player rather than an old dev so no idea if that information was correct when it was posted.

I see the description of the ring does say 1 bonus per level over 20.

I'll have a look in the mod and see what it is meant to do.

21  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Bandit Lair - I think its broken on: 15 October 2020, 20:58
Ah, there could also be a check on class when you enter the portal from what I remember. I think the original dev only wanted certain classes being able to access that place, namely rogue and possibly other prestige classes that go with rogue. So there might be something is checking how many 'valid' class levels your toon has. What is the build you are using?
22  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: 15 October 2020, 18:26
Hey all

I've just emailed over the mod to Grey which has the updated drop rate mechanism in. So when he receives it and has time to swap it over, it will come into effect.

Grey, forgot to mention in the email - can you let me know when you have made the switch so I can update the official update threads that I use to track mod progress/version etc, thanks! Smiley

-fc-
23  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Bandit Lair - I think its broken on: 15 October 2020, 18:22
I don't think the bandit lair is broken - there is a combination to the runes though, you need to use them in the correct order to proceed. If you get the order wrong it ports you to that trapped room. I don't know what that combination is without looking at the code however.

I also think (distant memory) that when it was built by the original dev, the combination of runes may change depending on time of year, I could be wrong about that though.

Next time I spin the mod up in the toolset I'll check it out though.

-fc-
24  Gondor vs Mordor 1 / GvM1 Players Forum / Re: Feedback on drop rate after 3 hour tour of server on: 12 October 2020, 22:54
Hey, yes I got the mechansim working last week but was doing some testing before sending the mod over to grey, just to make sure that I am happy with the change, there is no bugs with it, the rate is acceptable etc etc.

I'll likely be sending it over to Grey this week and when it is released I'll be posting an update in the thread that tracks the mod updates.

-fc-
25  Gondor vs Mordor 1 / GvM1 Players Forum / Re: New release - with your help on: 05 October 2020, 21:11
Hi there

OK an update, I've got the increase drop rate mechanism working in the form of a multiplier that is applied to the drop rate chance calculation.

The base drop rate for a high level NPC (e.g. a boss) is currently 3.25% per item. What will happen when this update goes live is that the multiplier will be applied to that 3.25% to increase the chance of a drop per item.

I didn't really know how much to increase the drop rate by when the server is re-started (how long is a piece of string?) but I'm currently testing with a multiplier value of 3 initially. This means that a chance of a drop goes up to 9.75% per item which is a hefty increase.

This won't necessarily be the value I decide on (as I say I'm doing some testing) but any feedback is welcome.

There will also be a tool available for DMs to increase/decrease the multiplier value in-game.


Secondly I've checked the attack progression of monk shifters and they are behaving the same as the pre-EE version of the game so I'm leaving that one as is.

-fc-


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