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"Wiz8 Mod Looking for a Home...."

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-04-05, 04:38 AM (Pacific)
"Wiz8 Mod Looking for a Home...."
Greetings all,....

I've been working on a Wiz8 mod for a few months now with Mad God's editor and its nearing completion (just need to add a few last items and balance some fights). The only problem is that I don't have a home for it. Does anyone know of a site that would like to host another wiz8 mod??

Its got tonnes of new monsters, mini-bosses, new items, named npc's (ie, the Arnika patrolers actually have individual names ), new random encounters, new cursed weapons/items. Generally its an adventure for 4-6 characters of 6th level and higher (use your favorite skill/level editor to raise your char to 6th level, around 45000 xp).

Thanks for your time.....

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Jimbo (Guest) (90 posts) Click to check IP address of the poster
Mar-04-05, 06:24 AM (Pacific)
1. "RE: Wiz8 Mod Looking for a Home...."
Wow - sounds impressive! When you say the characters should be around 6th level, does that mean starting parties won't survive the lower monastery?

Flamestryke has made a series of mods that she is hosting - search for her on google. It might make sense to have people's mods all in the same place.

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Mar-04-05, 09:44 AM (Pacific)
2. "I vote for Flamestryke"

Makes sense to have them one place ... If she is unable to, I can.

Tools for Wizardry(r) 7

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-04-05, 05:36 PM (Pacific)
4. "RE: I vote for Flamestryke"
Thanks Llevram, I have emailed Flamestryke about a week ago and am just awaiting a response. Though I will definitly take you up on the offer as well. I will probally have a finalized beta of the mod emailed off to you by Monday (the 7th). I've got to add a few scroll items to explain to the adventurer what exactly is happening to them (this adventure actually takes place AFTER wizardry 8...sort of...)

Steve (Deathstalker)

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-04-05, 05:12 PM (Pacific)
3. "RE: Wiz8 Mod Looking for a Home...."
"Wow - sounds impressive! When you say the characters should be around 6th level, does that mean starting parties won't survive the lower monastery?"

If you hang around long enough before facing the Gregor you should be ok, most of the critters around the lower monestary level are pretty easy (though the slimes have been beefed up a little). The random monster mobs have been tweaked as well but generally still spew out monsters you can handle as per your level (though they have been known to spit out a few Emerald Slimes at level 4-6 once and awhile). I honestly havn't tried a starting level party but maybe I will next time.

The hard fights start around Arnika where the 7 man raider party you usually meet has been beefed up to a 16 monster assault party.

Take note though that there are alot more party allied monsters (as well as Higardi, Trynnie, Mook and Umpani allied monsters and a few Rattkin rebels and such....) to help along the way (as well as wandering party allied mobs).

Expect a few huge long monster battles...

There are also TONNES of new gadgeteer recepies as well as Alchemist, Priest and Mage items to be merged together.

One thing I would like to say is that I havn't tried or even looked at Flamestrykes mod so as to not copy or be influenced by its ideas (though I will try it later once my own mod gets more finalized).,


Steve (Deathstalker)

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Spyder Dea (7 posts) Click to EMail Spyder%20Dea Click to send private message to Spyder%20Dea Click to view user profile Click to check IP address of the poster
Mar-05-05, 00:46 AM (Pacific)
5. "RE: Wiz8 Mod Looking for a Home...."
It sounds GREAT! I just hope they will wil be compatible. Don't see any reason they shouldn'nt be.
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mad god (4 posts) Click to EMail mad%20god Click to send private message to mad%20god Click to view user profile Click to check IP address of the poster
Mar-05-05, 01:48 AM (Pacific)
6. "RE: Wiz8 Mod Looking for a Home...."
what's the packed size of this mod?
If it is of a reasonable size I can host it on my small site, but this site does not registered in any search engine, I fear.

We can make "advertisement" onseveral forums.

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Wolfie (Guest) (0 posts) Click to check IP address of the poster
Mar-06-05, 05:11 PM (Pacific)
7. "RE: Wiz8 Mod Looking for a Home...."
Flamestryke and I are both hosting all the mods we can find out about on out web sites (we have a mod-swapping agreement, so if one of us is given a mod to host, we past it on to the other). She hasn't been too well of late and so probably hasn't had a chance / been able to check & reply to her e-mail.

Check out the 'Downloads' section of my web site (sig below, use the mirror site if you have problems with the main link) for the cuurent selection of mods. If you go to the 'Feedback' area, you can send me a message with your e-mail address and then we can arrange for you to send me your mod (pkzip'ed pls) and I'll host it on my site and also arrange for Flame to put on her site.

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Visit http://wiz8.web1000.com/ for a spreadsheet that allows you to enter in your spellcasters stats, and it will tell you what spells the character can learn, or for spells that they are not yet able to learn, it will tell you how many points they need, or why your character can't learn the spell.
Mirror site http://www.foerster.cc/wolfie

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-08-05, 06:07 PM (Pacific)
8. "RE: Wiz8 Mod Looking for a Home...."
Thanks guys,

I've emailed a copy of the beta mod to Wolfie and Lev, let me know what you think

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Wolfie (Guest) (0 posts) Click to check IP address of the poster
Mar-08-05, 07:49 PM (Pacific)
9. "RE: Wiz8 Mod Looking for a Home...."
DS's mod is available on the web site, see signature below for link (try whichever link works for you).

-----
Visit http://wiz8.web1000.com/ for a spreadsheet that allows you to enter in your spellcasters stats, and it will tell you what spells the character can learn, or for spells that they are not yet able to learn, it will tell you how many points they need, or why your character can't learn the spell.
Mirror site http://www.foerster.cc/wolfie

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kwyncee (Guest) (0 posts) Click to check IP address of the poster
Mar-10-05, 02:53 PM (Pacific)
10. "minor problems so far..."
there are spoilers about this mod ahead...

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some of the monster names don't seem to be quite aligned when in combat. the dialogue doesn't match what shows with the cursor. i'll try to pay more attention and keep a list.

there is an arrow that uses the graphic for boiling blood (i can't identify them yet) and i think that using that graphic makes it so they never miss... like the spell. my ranger has shot off about 30 and hasn't missed yet. maybe they have big to hit bonus?

in the upper monsastery there is an instrument in the corner of the room with the crates (where the rabid rats used to be) that cannot be picked up... the cursor never changes to a hand.

also, there is a hidden unidentified phaser that is actually a bow... bow picture and bow skill but shoots like a phaser and is two handed so takes no ammo... maybe this is what you intended?

and a not-so-minor problem... the encounter with the swifthand guy crashes the game if you walk straight into the room and keep walking until altheides' dialogue is triggered... the game crashes as altheides disappears and the combat starts before the henchman can appear. i'm assuming that if altheides is avoided until after the combat, everything would be fine, but i haven't gone back to check... maybe a note about this in the read me file... unless this is not where the encounter is supposed to happen. i got a huge encounter triggered by rats in the hall that had raiders and hiwaymen and some spider cleric and a wood spirit and darklings and faeries some of which were on my side and of which i only saw the darklings so maybe the higardi types all ran away... can monsters run through closed doors running away?

other than those things this has been pretty fun... i started with an import party... got a bit of a nasty surprise in that the first encounter started before i could level up and rearrange the formation. thankfully vi kicks butt... literally. haven't been able to use (or identify) quite a bit of the stuff i've found but am looking forward to seeing what's new. the weapons i have identified are only slightly overpowered, if that, and then only compared to the original game stuff. some of the bonuses are small enough to make me wonder if they do anything. i am looking forward to carrying more weapons and ammo in personal inventories to be able to switch depending upon opponents... i like the possibilities that could be implied by having so many weapons for specific monsters... especially if fluffy is an indication of some of the upgraded monsters. i followed a trynnie herder and his herd around for quite a while in the lower monastery... nice not to cringe at the first sighting of faerie dust. my bishop appreciates her crossbow even if she can't identify what ammo she can use yet. my bard is looking forward to crushing things. i really liked where you put the amulet of life.

i can see that you are a big fan of hypnotic lure and that you prefer running to walking.

-k

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-10-05, 06:00 PM (Pacific)
11. "RE: minor problems so far..."
Greetings Kyncee,

Thanks for trying out the mod.


Minor spoilers for you answers

The monster groups that don't match the individual monsters is unfortunately the way it goes, the groups in the game can be added to and taken away from and moved but new entire groups can't be added currently (and from what I understand are a read headache to program for Madgod so I don't expect them anytime soon. What he's done so far with his editor is a godsend and I can't praise him enough for his hard work!!!!). I may add 'monsters' that are in reality group descriptions (ie, Higardi Raider Party as a new monster then replace it with individual monsters, Bandit King Lackies and then replace with individual monsters, etc...)

The flame arrows do indeed miss (the graphics are interchangeable and dont' affect the hit/miss at all). (the flame arrows also do double damage to all slime/vapor type monsters)..

The phaser/bow, yes this is the way it's supposed to be (will go back and change the picture in the next version) as they are supposed to be advanced technology that is disguised as local weaponry so as to not 'alarm' the natives. (there are also slings, blow guns, a few new bard weapons in the new version, I've got a horn that shoots like a phaser.).

The Swifthand is a new one to me, the encounter was in the game before I just made the bandits individuals and added a few to the group. It works normally if you dont' encounter Alth. Never had that crash myself. Monsters must open/close doors to get to the other side (and they don't use elevators which is why the bank vaults is a great place for a hidey hole ).

The party allied monsters are great in my opinion, they represent the 'good' critters that are somewhat allied with the Higardi Empire against the Savant, when you get to Arnika you will find a few new suprises in the composition of the Legion/Patrol members. (just avoid talking to the mook guards/legionarries, they tend to be a bit on the crusty side, I'm going to have to change their npc speech as they attack after being spoken too.).

Glad you like what you see so far, I just started a game myself with a bunch of 1st level characters to see if it could be done. It can, just got to Arnkika with only a few (2) re-loads and I'm going to have to re-balance a few of the fights but I love doing this (tweaking the game that is).

The next few versions I will be adding tonnes of 'Flavor text', in the form of books/scrolls/tomes etc to explain the various new monsters (ie, like a researchers notes on where all the demons are coming from and the nature of the Hive Demon mind that hostes in many bodies but only has one unified mind, etc). Lokkus and a few others may be featured as reoccurring characters (and fans of Hawk and Fisher will note they show up in Arnika as well ;)...)

Thats all for now, feedback from anyone is MORE than welcome and I'll take all into consideration during the next versions.

And as a last note the new weapons that don't have a big bonus's they add up in pairs (ie, two weapons with +3 or +5 power strike make quite the difference and sometimes that extra bonus adds up to the next level of attacks/swings or to hit bonus etc).

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King Krull (Guest) (1 posts) Click to check IP address of the poster
Mar-11-05, 03:05 AM (Pacific)
12. "RE: minor problems so far..."
I also have enjoyed the mod but it crashed to the desktop three times in succession when I turned the corner around the Dark Savant Tower in Arnika for the set battle with the Savant orb and Troopers and others I couldn't identify because of the crashes.

I also couldn't get the instrument in the crate room in Upper Monastery.

The good news is that I didn't get the crash that Kwyncee got! Unsure what I may have done differently.

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-11-05, 04:32 AM (Pacific)
13. "RE: minor problems so far..."
" also couldn't get the instrument in the crate room in Upper Monastery"

The insturment one is tricky, don't know why but it seems to be connected to another 'event' in the area (there are still several triggers that are unknown for item placement at this time, you can pick up the lute after you ring the bell, break the glass, then jump out of the top room that used to have all the glass windows (and the seekers) into the middle of the crates. Open the middle crate that has the cloak and the lute will then be available to be picked up...it seems to be tied into the crate opening trigger.)

I'll look into the Savant tower crashes, not sure what happened there as I've yet to have a crash myself with this mod (the only time I've had an error is with the dagger/dart grenades that sometimes freeze up the game when they fumble).

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kwyncee (Guest) (0 posts) Click to check IP address of the poster
Mar-11-05, 09:15 AM (Pacific)
14. "RE: minor problems so far..."
well... i think i might start over. my guess is that the big fight i had in the crate room somehow messed up the whole upper monasetery... the bandit encounter wasn't where it normally is, they are standing near where the astral dominae was stolen behind altheides. none of the other set encounters from that side of the upper monastery were there at all... nothing in the meditation glade, nothing in the room with the crude key chest...
maybe that's how it's supposed to be? i'll go check the other side and see what's there.

-k

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KingKrull (Guest) (3 posts) Click to check IP address of the poster
Mar-11-05, 05:03 PM (Pacific)
15. "RE: minor problems so far..."
Kwyncee

Bandit encounter, meditation glade and computer room. Had exactly the same experiences.

As for the lute needing a trigger, that's fine as long as
I know I need to to pick the lute up, together with the Hunter Cape in the circle of boxes, when the time comes.

As I said, reached Arnika but haven't come across any new gadget parts. Have I missed any? Thanks.

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Deathstalker (9 posts) Click to EMail Deathstalker Click to send private message to Deathstalker Click to view user profile Click to check IP address of the poster
Mar-11-05, 08:37 PM (Pacific)
16. "RE: minor problems so far..."
I think I know what is causing some of the problems. The monsters all work on the same basic principle of engagement. Line of sight, as soon as something enters its sight trigger it becomes part of the attack on the party (so if a lone monster flees from a battle and enters another groups range of sight that group will become active and then attack the party, some of them may flee/retreat etc and trigger the next monster group).

This has happened I believe because I made some of the encounters so large, next update (probally within a weeks time) will lower some of the groups numbers while evening out others so they don't overlap each other. I've also moved that darn lute ;). As to gadgets just let me hint that the magic polish has more than one use/application now (think old school D&D...) and the gadgeteer can create certain items (quarterstaff and a dart to make a blowgun...).

So I'm off to work on those encounters and maybe even try to space them out as well. Like I've mentioned before I've never had a crash to desktop before but that doesn't mean it can't happen, everyones computer is different (I remember my old one could'nt play MOO2 for more than 10 minutes without crashing to desktop....then I bought a new computer and the darn thing worked fine...). My best advice is to make sure you have the latest patch installed (thats the one I play with) and quick save often.

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KingKrull (Guest) (3 posts) Click to check IP address of the poster
Mar-12-05, 05:57 AM (Pacific)
17. "RE: minor problems so far..."
Thanks Deathstalker

I do have the latest version of the game installed so that's not the problem. I'll try again when you've updated your mod.

One question, would an update mean having to restart or can I continue with my current party? As I've just reached Arnika there's no problem with restarting but I already like this party. Thanks.

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kwyncee (Guest) (0 posts) Click to check IP address of the poster
Mar-25-05, 10:50 PM (Pacific)
18. "RE: minor problems so far..."
deathstalker,

i am playing around with the editor and i was wondering how you changed the monster generators. or how you got your new monsters into the game. i haven't been able to figure it out.

-k

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