Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Forums > NWN Mod: Escape from Undermountain

Reply
 
Thread Tools Search this Thread
Old 09-05-2005, 05:02 PM   #11
Greything
Drizzt Do'Urden
 

Join Date: June 25, 2004
Location: UK
Posts: 633
I don't want to monopolise this thread but if you are looking at new armour as well as weapons I do have one request.

Some robes with damage reduction, something on the lines of the enhanced dwarven plate, would be nice for the dex-based characters. I know they get good AC but a little damage reduction would definitely be a help.
Greything is offline   Reply With Quote
Old 09-05-2005, 06:42 PM   #12
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 43
Posts: 4,415
I personally would like to see more specalist armours with more class requirements. Just so we don't see everyone wandering around in the same type of armour.

Also would like to see if we can finally get that CEP crafting option working by upgrading to the latest CEP with the latest fixes for crafting.
__________________
T-D-C is offline   Reply With Quote
Old 09-05-2005, 06:59 PM   #13
Sir Goulum
John Locke
 

Join Date: February 7, 2002
Location: Edmonton, Canada
Age: 35
Posts: 8,985
Just wondering, is there anything above full plate? If not, how about making something like that thing you get in ToB with all of the pantaloons? [img]tongue.gif[/img]
Sir Goulum is offline   Reply With Quote
Old 09-05-2005, 07:37 PM   #14
Ravenbear
Dungeon Master
 

Join Date: October 3, 2004
Location: Athens, Ga
Age: 59
Posts: 91
I'll second TDC on the armor and CEP crafting..
__________________
\"Yes I have Indian blood in me and just enough white for you to question my honesty\" Will Rogers as the Cherokee Kid.
Ravenbear is offline   Reply With Quote
Old 09-05-2005, 08:00 PM   #15
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 48
Posts: 1,214
I monopolized a thread once.
It was fun.
I would have to go and hunt it down again in order to show you, Greything. I do not mind Legolas' idea of pretty much "Room Of Combat" type items. I forget which movie it is from, but there is a scene that looks something like this:

"You know, there are around twelve things in this room I could kill you with right now."

"No, no that is wrong. It is thirteen things. Thirteen things in this room one can use to kill people with."

"Oh, I must have missed one then. You were always the one with the sharper eyes."

===

Aside from that, a few more weapons specially made for classes so that people who want to be able to fight with their mage don't HAVE to go out and get a whole host of combat specialties just to hold a knife in their hands. As well, a few more chained weapons would be nice, especially as they work well for gladiator/wandering fighting monk builds. (Is still holding out for a three-bar nunchaku. *goes looking for the actual name now*

names for it:
San Setsu-Kon, sān jié gùn, three-sectioned staff, san-chin-kun.

those would be nice. yes. *grins maddeningly*

Let's see. What other weapons would be nice that have not been added in already. You already have tetsubo, katanas, nodachi, yari (I am sure I have seen one somewhere)...

Maybe the following? Nagimaki, naginata, bokken (as a paired weapon?), tonfa (also for paired weapon?), manriki-gusari, tessen (battle fans), african throwing irons (those would be SO sweet), and some new gauntlet designs. yes, I know gauntlets are no more than armored gloves, but I owould love to see a few that would not allow for certain weapons to be held, and then possibly add damage types of their own (Stun most common, perhaps on Critical Hit spell effects, maybe even specialist gauntlets which prevent all weapons from being held for mages, sorcerers, bards, and monks).
__________________
There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
Mozenwrathe is offline   Reply With Quote
Old 09-05-2005, 08:39 PM   #16
roddybug
Manshoon
 

Join Date: December 2, 2003
Location: United Kingdom
Age: 55
Posts: 215
I'd like it if the sets of items worked as sets. I know that it was discussed earlier, but has there been any advance on that? I think that the script was posted here somewhere. Maybe add paired weapons for those dual wielders using the same script - alone, good - used together, excellent!

As for these wierd new weapons I quite like them for a bit of variety but I ran into problems due to the game engine. I kept missing with an assassin's dagger because you can't use weapon finesse as it's not on the list and my weapon master trident wielder was doomed to non-existance as you can't take weapon focus in it. Fine as a showy backup weapon, but as a main weapon? Perhaps the best of these new weapons should be a bit better than the best of the standard weapons to make up for this drawback.

I pretty much agree with all of the above although Mozenwrathe does seem to want a lot [img]smile.gif[/img] One way around that would be to make the new weapons forgable so you could put in the base item and stuff could be added to it like the longsword that's there now depending on which gem you used. I don't know how that works though - just a thought.
__________________
Why should I let the toad work
Squat on my life?
- Philip Larkin
roddybug is offline   Reply With Quote
Old 09-05-2005, 08:47 PM   #17
T-D-C
Ironworks Moderator
 

Join Date: October 26, 2003
Location: Sydney, Australia
Age: 43
Posts: 4,415
Unfortunatly due to the engine it is really hard to add weapon spec feats for the CEP weapons unless you take away some other weapons that alreay have weapon spec. Eg Replace the Club with the Trident.
__________________
T-D-C is offline   Reply With Quote
Old 09-17-2005, 03:13 AM   #18
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 48
Posts: 1,214
As roddybug insists, I do seem to want a lot out of the latest rendition of the Ziroc's Finest HakPack Deluxe, now don't I? *grins* Still, I only really would like to see the three-tiered staff make an introduction and the gauntlets. If nothing else, those would be nice. The thing is, is there a way to have the glove graphics already available show up in the weapons category slots for left and right hands? If so, then one could actually wear the gauntlets AND bracers. Technically that should be possible if the gauntlets and bracers are of suitable physical size, but the gaming engine only allows for one or the other at the moment. (More than likely it is due to the way they are implemented in terms of gaming effects.)

I do still have to support the "completely unusual weapons" possibility as originated by someone else. Unique environments demand unique solutions, which is something Ziroc has done marvelously on. A rolling pin or a bowling pin as a club weapon would be something unnecessary, but completely in tune with how the UnderMountain might seek to challenge and confuddle those entering its veins. Besides, who says that Halaster himself isn't behind some of the stranger weaponry which has found its ways into the hands of the masses trying to kill you as you stroll through the sewers of Waterdeep?

Finally, as for newly created weapons being able to be specialized, wouldn't they have to be given the characteristic of a weapon type already in play? (exampli gratias: trident - under staff or spear, three-tiered staff - under flail or chained weapon, african throwing irons - under thrown weapons or handaxe, clawed fighting gauntlets - under kama *to give monks something special* or dagger or short sword, rolling pin and bowling pin AND rolled-up newspaper - under club weapon)
__________________
There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
Mozenwrathe is offline   Reply With Quote
Old 09-17-2005, 06:49 AM   #19
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 39
Posts: 5,459
Yes, that is possible, but it has a downside. Which is that all Quarterstaff type weapons, for example, are Large weapons, do 1d6 x20 bludgeoning damage, and use the Simple weapon proficiency as well as several others whereby every class can use them from the start. In other words, in doing so you fix all those settings for the new weapon type also, and thereby make the differences purely visual.
__________________


Say NO to the Trouser Tyranny!
Legolas is offline   Reply With Quote
Old 09-18-2005, 02:01 AM   #20
Mozenwrathe
Symbol of Cyric
 

Join Date: January 31, 2005
Location: Mississauga (Toronto), Ontario, CANADA
Age: 48
Posts: 1,214
*makes a brief request for the slingblade (as seen in some game somewhere) and the Gladius (made infamously famous in the game Rygar) and an actual regular shield to be used as a weapon for the hakpack.*

==now back to the regular posting==

In response to Legolas' wisdom in these things, would it not be possible to find various suitable weapons to use as the weapon type? If the differences were cosmetic only (such as the rolling pin idea), then could those not easily be implemented? It is mainly the new weapon types (such as the heavy maul, the trident, and a few others I cannot easily recall) which provide the real issue of "can I use this for my specialist character inside of the game?" that question, sadly, is answered by the unalterable game mechanics which state soundly "only if it plays by our predefined rules."

For example of what I was thinking of, let's just pretend that Ziroc's miracle working ways have just expanded a few frost-laden areas of the Undermountain by triple their normal size. Inside of one of these new areas, there are penguins. Not just any penguins, mind you, but Pirate Penguins of Penzance. (You should all get the references here!) Now, most of these penguins should be Swashbuckler (Fighter) builds, with specialists in one weapon or another. So Ziroc gives them all hysterically appropriate weapons: Frozen Flounder Of Flourish (weapon type: short sword and NOT fish in order to make them available for bonuses), Slippery Salmon of Smiting (weapon type: mace), Troublesome Trout of Triumph (weapon type: short sword), Heinous Halibut of Hate (weapon type: kama), and Gorgeous Goldfish of Goring (weapon type: dagger). If you did that with all of them, it would be easy to just let them roll on into the rest of the weapon lineup, right? But if you actually WANTED them to be "weapon type: fish" you can't get bonuses and specializations with the weapons you acquired from these penguins mainly as it is a weapon type not hardcoded into the game.

Are there any softcoded ways around this that won't keep certain types of characters from using them? Based on my earlier post, the trident by the CEP is currently underneath its own category, right? What would happen if it was thrown under spear instead? Is that even possible?
__________________
There are no paths to power which are not fraught with confrontation. No matter the battle, a lesson must be won. In the end, the path shall fade into nothingness for the one walking it, but may go on for eternity for those whom choose to follow. One must know their own footsteps before taking that first step, or instead of choosing your battles, your battles will choose you.
Mozenwrathe is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Best Armor and Weapons NeoFax Miscellaneous Games (RPG or not) 13 05-07-2004 06:51 AM
weapons with +'s versus racial types Spanner_razor Icewind Dale | Heart of Winter | Icewind Dale II Forum 2 03-09-2002 01:45 PM
Armor and Weapons Dragonrat Wizards & Warriors Forum 3 06-09-2001 10:41 PM
Weapons/Armor...??? SuperFLY2001 Baldurs Gate II Archives 2 06-05-2001 03:40 PM
Where can I buy the best weapons & armor? SpaceMonkey Baldurs Gate II Archives 1 11-12-2000 09:05 PM


All times are GMT -4. The time now is 05:06 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved