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CRPG Construction Kits / Re: Dragon Age: Origins - modules?
« Last post by ProphetSword on Today at 07:16:07 AM »
Did people make modules for DA:O?  I found the toolset to be less than useful.  I would be amazed if there were anything out there.
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Module Design Previews / Re: PREVIEW: Charon's Rose
« Last post by Milos Gulan on Today at 06:17:41 AM »
It looks good ;D
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I am now playing through the game, trying to decrypt everything I see. Currently up to the start of the Mages Guild, level 1.

If door numbers change from level to level, this can be recorded in a 2D array, ditto numbers for monsters:
Sometimes you will need offset 3 as well as offset 2 to identify an "Ecl".
You will need the ability to record the fact that a given level may have no doors, levers or whatever.
Then there is the editorial question of what features to record, signs for example.

Will need to learn how to decrypt save game files, understand how they differ from the default 00.bin variety. This will enables the use of ASE3 in the middle of a game, with all the features it now lacks.

Forest Trail, Detect Invisibility made it easier to fight Feyrs, they were always visible and thus vulnerable to attack.
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CRPG Construction Kits / Dragon Age: Origins - modules?
« Last post by Olivier Leroux on Today at 03:40:36 AM »
So I just played through Dragon Age: Origins for the first time, and I was wondering, did anyone from this community, past or present, ever release a custom campaign for this game? Or did you play a custom campaign / adventure that's worth checking out in order for me to get an idea of how a good DA:O modules looks like?
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Great, thank you!
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Module Design Previews / Re: PREVIEW: Charon's Rose
« Last post by Jadefang on Today at 02:16:02 AM »
Thanks for the comments. I got like one or two dungeons left to do and the module should be complete.

I came up with the name Charon's Rose by making a pun on Rose of Charon. In this adventure, it's the name of a village.
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Dungeon Craft - Troubleshooting / Re: More wand woes
« Last post by marainein on Today at 12:59:22 AM »
The assassin can use the wand and the spell now fires. However it does 0 damage.

Maybe we could think of it as a safety feature :P
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Module Reviews / REVIEW: Game44: Red Hand Trail (Ray Dyer)
« Last post by hans on March 22, 2017, 09:22:53 PM »
Another of the ten! entries by Ray Dyer for the One-Week Challenge  (http://ua.reonis.com/index.php?topic=3429.0), Game44, Red Hand Trail is my first real disappointment in playing the "Thunder Rift" campaign to which they all belong.

Given Ray's conscientious fidelity to the p&p modules he converts, I don't believe the fault lies with him.  The setting, the basic plot, and simplistic backstory, are all completely hackneyed.  Missing are the detailed descriptions, interesting story twists and surprises which marked the previous entries. 

Ray seems to have done what he could.  There are some very nice Pics, particularly of the goblins.  There's cool music.  The FrameSet is an old favorite.  And the bats cave Wilderness was a delightful visual treat.  But, despite these efforts, on the whole I felt like I had been there, done that, and fought these fights thousands of times before.  As the saying goes "You can't make a silk purse out of a sow's ear."   :-\
   
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Hacking UA / Re: Hacking the UA control scheme to be like POD?
« Last post by Zeea on March 22, 2017, 08:04:06 PM »
Thanks so much for the replies. Guess I'll just have to make do, then. :)

Xpadder lets me map gamepad controls to keys easily, and it's worked well for Menzoberranzan and most of the other Gold Box games. The problem with FRUA is that it has so many different letters that need pressing depending on the situation, so it's a little harder to fit them all on a controller without getting too complicated. But I'm gonna give it a shot, all the same. If nothing else, I'll just switch to my mouse emulation setup with a few hotkeys added.

(My actual mouse is broken, and more importantly, using a mouse gives me arm ache problems due to a stupid injury running to the bus in high school.)
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Module Reviews / Re: REVIEW: One Neverwinter Night (by Nol Drek)
« Last post by ProphetSword on March 22, 2017, 07:54:10 PM »
This short adventure was created during the one-week challenge, which only allowed 7 days for the author to complete the module.  Given this limitation, it is understandable that the module is short, to the point, and doesn't have much in the way of exploration or side-quests.

The artwork is fantastic.  Let's get that out of the way immediately.  Nol Drek successfully selected a group of artwork that hearkens back to the glory days of the Gold-Box games.  The frame (which I believe was from "Pools of Darkness") filled me with nostalgia the moment the game started. 

The game requires the use of a pregenerated party.  Sadly, we don't get to know the characters as well as I'd like, but that's primarily due to the shortness of the module.  Given the time to fully flesh out the adventure, we might have had the opportunity to find out more about their motivations. I can't really fault the author for this, given the limitations of the challenge.

The story is pretty direct (I don't want to spoil it here).  The action and all that follows is a direct result of the main plot, so there is never a question as to what the party is doing, nor does the player ever become confused about what their goal should be.

The few combats serve the story, but don't provide a massive challenge.  The hardest part was trying to figure out what each of the pregenerated characters were capable of doing.  There were a couple of new spells in the mix (not sure if Nol Drek made those or if they were available in the community prior to this module) that added some interesting fun and something new to play with.

Overall, the module took me less than an hour to complete.  If you're looking for something quick to play that is highly polished, this module comes highly recommended.
 
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