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Suggestions Thread
Posted: Fri Apr 11, 2008 6:51 am
by Vendrin
Not for bugs, but suggestions.
I'll start it off.
The exits from the city you start off lead to countryside. I think it would look better if there was wall/city gates from where you just came. Otherwise it looks like the city has disappeared.
Now, if you give me permission, I can probably fix this myself Ayergo. Just need to know how. Download the mod, put them in, then email you the erfs of the areas?
Posted: Fri Apr 11, 2008 8:06 am
by indio
Vendrin, working on a surface mod?
I'm shocked.
Ayergo and Vendrin working on a mod...quite a sight. I've been thinking it might be fun to help with the building once we've got TSM sorted out. I've tried to improve my interiors since my last effort too ayergo, so hopefully it's not too frightening a prospect.
Posted: Fri Apr 11, 2008 8:45 am
by paazin
Another thing too, would there be any objection to create an area with small farm or two along the trade way? I believe that per canon they're scattered about next to the road.
Re: Suggestions Thread
Posted: Fri Apr 11, 2008 3:57 pm
by ayergo
Vendrin wrote:Not for bugs, but suggestions.
I'll start it off.
The exits from the city you start off lead to countryside. I think it would look better if there was wall/city gates from where you just came. Otherwise it looks like the city has disappeared.
Now, if you give me permission, I can probably fix this myself Ayergo. Just need to know how. Download the mod, put them in, then email you the erfs of the areas?
Agreed on that. Was in fact planned. As for downloading the mod, i let anyone do it. : ) I believe in an open mod policy. In fact if you fix it yourself you also get guaranteed game time. For those i can't catch for it i may guarantee starting house when we go live if enough bugs are fixed!
Posted: Fri Apr 11, 2008 3:59 pm
by ayergo
paazin wrote:Another thing too, would there be any objection to create an area with small farm or two along the trade way? I believe that per canon they're scattered about next to the road.
I thought about this one a lot. Decided against it. Exteriors take up a lot of memory, and you're severely limited in how many you can have.
The question for me was "How many quests/fun can be had on the farms?"
I couldn't think of a whole lot.
Unless i soon get the 4 gig memory upgrade probably not in the near future.
Posted: Fri Apr 11, 2008 4:00 pm
by ayergo
In case you all missed the link in the original post, full module download here:
http://www.jkmicro.com/downloads/zip/ay ... e_1_00.zip
Posted: Fri Apr 11, 2008 10:21 pm
by Vendrin
Cool, my question was is how do we get the updates back to you? Do you want the whole mod emailed/transfered back, or do you want just the erfs of the updated areas, etc.
indio wrote:Vendrin, working on a surface mod?
I'm shocked.
heh, my first dm gig on ALFA was on Icewind Dale. And I've grown a lot since those days so I now I can help build stuff that doesn't even relate to the drow.
Also about the farms, perhaps one large exterior area split apart into a few different farmsteads, so we get four or five farms but only take up one area?
Posted: Fri Apr 11, 2008 10:33 pm
by ayergo
In this case just sending the area erf ought to suffice. Going to depend on what other things in the future though.
Farm area is going to be low priority for me, but if folks want it, build it and send it in! Open module is your friend!
Posted: Sat Apr 12, 2008 3:31 pm
by BaalShem
A temporary xp gong or other machination would be fantastic for testing some of the dungeons. Also, the AT's in the city could be scaled down a bit some seem a bit oversized.
Posted: Sun Apr 13, 2008 8:12 am
by Vendrin
XP Gong in the starting area to move us up to around lv5 maybe?
Posted: Sun Apr 13, 2008 9:24 am
by paazin
ayergo wrote:Farm area is going to be low priority for me, but if folks want it, build it and send it in! Open module is your friend!
It was just a thought to gauge general reaction. I'm not confident in my exterior work yet so I'm not planning to submit anytime soon

Posted: Sun Apr 13, 2008 10:15 am
by Vendrin
I'm working on a farm area atm with a simple delivery static between it and beregost, but it's low on my agenda
Posted: Sun Apr 13, 2008 10:41 am
by paazin
Vendrin wrote:I'm working on a farm area atm with a simple delivery static between it and beregost, but it's low on my agenda
I was thinking of a few simple little things like "Rabbits are munchin' away at me cabbages!"
Or "A goblin dun stole me taters!"
Or the mudering chickens a la Shadowdale
Anyway, low level content is pretty fun.
Posted: Sun Apr 13, 2008 11:17 am
by ayergo
paazin wrote:Vendrin wrote:I'm working on a farm area atm with a simple delivery static between it and beregost, but it's low on my agenda
I was thinking of a few simple little things like "Rabbits are munchin' away at me cabbages!"
Or "A goblin dun stole me taters!"
Or the mudering chickens a la Shadowdale
Anyway, low level content is pretty fun.
I want to make all statics repeatable if possible. Its a better use of time and resources that way. There are statics in place currently, the herbs, spell components, corpses, chests. Please no fedex quests for now.
Posted: Mon Apr 14, 2008 4:36 am
by AcadiusLost
ayergo wrote:I want to make all statics repeatable if possible. Its a better use of time and resources that way. There are statics in place currently, the herbs, spell components, corpses, chests. Please no fedex quests for now.
Delivery/fedex type quests can be made IC repeatable, by introducing a level of variability, both in availabilty and destination. Adled old Jonas may lose his lucky walking belt nearly once a fortnight, the farm needs feed for the animals brought over from Beregost at least once a month, etc. I did some of this for the Northern Cormyr rebuild at some point.