This map looks good!
This map looks good!
next the whole mulhorand roster...still not in game tho.
order of the watchful lion
watchful lion archer
Spoiler Alert, click show to read:
watchful lion spearmen
Spoiler Alert, click show to read:
watchful lion light cavalry
Spoiler Alert, click show to read:
order of the ibis feather
Spoiler Alert, click show to read:
brothers of the Quill
Spoiler Alert, click show to read:
guards of skuld
heavy axe infantry
Spoiler Alert, click show to read:
ranger
Spoiler Alert, click show to read:
axeman
Spoiler Alert, click show to read:
brotherhood of those who smile in the face of death
Spoiler Alert, click show to read:
order of the risen scepter
Spoiler Alert, click show to read:
arcanamanch
Spoiler Alert, click show to read:
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
pharaoh
Spoiler Alert, click show to read:
glorious servitors
Spoiler Alert, click show to read:
mummy
Spoiler Alert, click show to read:
anhur priest
Spoiler Alert, click show to read:
pharaoh chariot
Spoiler Alert, click show to read:
claws of the sun and the ankh
Spoiler Alert, click show to read:
peasant in arms (javalinmen, archers axemen, slingers, spearmen, macemen)
Spoiler Alert, click show to read:
mulhorandi musketeers
Spoiler Alert, click show to read:
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
fangs of set
Spoiler Alert, click show to read:
geb clerics
Spoiler Alert, click show to read:
hathor clerics
Spoiler Alert, click show to read:
horus re cleric
Spoiler Alert, click show to read:
isis clerics
Spoiler Alert, click show to read:
nephthyr cleric
Spoiler Alert, click show to read:
order of the golden coin
Spoiler Alert, click show to read:
osiris priest
Spoiler Alert, click show to read:
sebek priest
Spoiler Alert, click show to read:
set priest
Spoiler Alert, click show to read:
shields of the lady
Spoiler Alert, click show to read:
sisters of life
Spoiler Alert, click show to read:
thoth priest
Spoiler Alert, click show to read:
common chariot
Spoiler Alert, click show to read:
sphinx
Spoiler Alert, click show to read:
thats all, i expect getting them in game in short
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
Great work! + rep ofc!
here the log
http://www.twcenter.net/forums/showt...Page-48/page48
Manus supra idolum age primum et septimum de QuatuoR
Allright I'll look into it.
BTW people, if you are reading this dont be shy to give some +rep for assurbanippal for all of his hard work making those unit models.
Bumping this to let anyone interested know that progress is being made, and a new update could be presented even now if we wanted. We are working 3 of us right now, so theres some work done in different areas, but everyone has a job and life so the speed is not so great.
We are ofcourse open for any help we can get, so if anyone reading this post would be interested in giving a hand even with some simple stuff as text work or coding, that would be much appreciated.
The biggest problem we have right now, I guess, is that the mod is unstable (especially with the other 2 teammates) . I shared my mod folder with the other guys, but the campaign often CTDs for them for no apparent reason, while on my pc everything works better tho it also crashes sometime... I suspect that problem could be solved with reconstructing the whole mod folder, piece by piece, file after file, using the existing files ofcourse, but its such a tedious process that Id rather do that later when theres not much else to do. The mod files can still be tested and developed within the current mod folder, so this doesnt stop the mod from progressing.
Still, its quite a long way before a beta release is ready, but hopefully it will be ready one day.
simply amazing; this one could easily become one of the best mods EVER, to the level of TATW without any doubt. I agree that it takes a lot of time and many, MANY people to make a complete overhaul, but as long as you are enjoying it, it's worth the time and the struggles. I'm a big fan of the FR, and I wrote quite a bit of FunFiction in italian when I was playing on NWN2 online servers, so I'll be surely following this one and I will play it with pleasure when it will be released as beta (or alfa, if you need a tester).
I can't help you with modding as I'm completely virgin about it, but if I'll know of someone who might be helpful to your project, I'll tell them to contact you. I'm pretty sure you had already, but if you didn't, you might be wanting to check the H.E.L.P. Project.
Cheers!
Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader
Grazie Mille amico
Cheers for your kind words Flinn!
Nice to see this one still kicking
Thats right Neko!
NOVEMBER 2015 PSF & GENERAL UPDATE
It's been a while since we posted anything new, so I thought it could be the right time to show what was being developed during the last couple of weeks.
I've been busy with coding stuff and mostly working on the map's permanent named forts, but a lot of smaller features were being developed aswell.
General
There have also been more signifacnt changes to the whole campaign: reducing the map in the south (removing the Lapaliiya faction) which allowed for many new regions (+20) in other areas of the map and some new factions. Silver Marches (faction) were divided into Dwarves of Delzoun (the only dwarven faction in the mod) and Luruar (the humans + elves of Silver Marches). The Lords' Alliance was divided into Lords of Waterdeep and Duchy of Baldur's Gate. Otherwise all factions stay as they were, with some minor tweaks here and there.
Map
Since the last map update, over 150 new permanent named forts (representing additional villages, towns, cities, castles, etc) were added (to add more detail and depth to the campaign). Total number of permanent named forts in the mod will be around, or more than 500. Currently only about 20% of the map requires named forts to be placed and my estimate is that within 2-4 weeks that will be all done. At that point the map will only require resources to be placed (already started) and that will be more or less everything for the campaign map - anything else related to the map will only be coding of buildings in cities/castles and characters.
Plans
When Im finally done with what I described above, my attention will be focused only on the units and building trees. There will be a beta sooner or later, as releasing an alpha would take too much time to prepare. As soon as all factions' units (now 5 out of 22 rosters) and building trees are ready, we will be thinking about the beta release.
Pictures
Names of factions are bold.
Silver Marches - now divided into two factions: Luruar and Dwarves of Delzoun.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Northern part of the Savage Frontier.
Spoiler Alert, click show to read:
Icewind Dale and the Spine of the World - West.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Sword Coast North and parts of the Savage Frontier. You can see posessions of the Lords of Waterdeep faction.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Lands of the Rashemen faction in the north-east of Faerun.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Narfell region - between Rashemen to the east, Damara to the west and the Great Dale to the south.
22Spoiler Alert, click show to read:
The Great Dale
Spoiler Alert, click show to read:
Thesk - lands of a faction to be included in a later release, will not be in the beta.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Left - the Vast. Right - lands of Impiltur - another faction planned for a later release.
Spoiler Alert, click show to read:
Lands of the Kingdom of Damara.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
The cold lands of Vaasa.
Spoiler Alert, click show to read:
A view on the Moonsea area.
Spoiler Alert, click show to read:
Wonderful map!
Looking very good.
I was wondering for the places that are very close together e.g. 10 Towns, are they going to act as forts, cities, etc?
THIS IS AWESOME, my mouth is watering!
and you also included Daggerford, this alone is a big plus (if you wonder it has to do with my former experiece with NWN2), this alone won me
Don't give up guys, its gonna be a masterpiece!
Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader
Im glad you guys like my work, its good to know all that time put in the mod is not going unnoticed.
As for the Ten Towns, it was difficult to fit in all of them (and place in the correct locations) because they are clustered on a really small area and as a result we only have 6 out of 10. Bryn Shander is a proper settlement (city) and the rest are technically permanent forts, but all the permanent named forts in this mod will be modified to act as different types of settlements during sieges. The proximity of all these forts-towns in Icewind Dale will result in them being more difficult to conquer, because as you besiege one of them, some others will be close enough to provide reinforcements, maybe some additional scripts will be required to make things more difficult, we will have to see about that later when more testing is done.Originally Posted by merkava
At this moment the permanent named forts are (in battle mode) either vanilla forts (a camp surrounded by a pallisade) or stone castles. Later, either for the beta or after, all permanent named forts will be made to appear (and act during sieges) as the following types of settlements:
- unwalled village (european style)
- stone castle (european style)
- stone castle (middle eastern style)
- walled city (european style)
- walled town (middle eastern style)
All that can be achieved, and maybe even more types of settlements will be possible to turn forts into, like ruined cities/castles or whatever else will be required.
Ofcourse, Daggerford is too important to be left out, it is the seat of the Duchy of Daggerford and at the start of the campaign will be an independent (rebel) settlement. The mod includes many locations from other games set in Faerun, mostly identifiable by older gamers I guess, present in old games such as Icewind Dale series, Baldur's Gate series and ofc Neverwinter Nights series. We also aim to include some of the landmarks, buildings, characters or other unique features found in those games, so that anyone who remembers them will be able to find something familiar. With the so many permanent named forts (modified into different types of settlements as explained here earlier), we want to include as many locations found in Faerun, still keeping in mind that there must be some balance, so not each and every village or town will be included as such.Originally Posted by Flinn
you do indeed ; I was referring to my time as RPG player on online NWN and NWN2 servers; one of those where I played for more time was called New Daggerford Online (it was a small shard, but 200% RPG oriented).
@Vladyvid: surely you can't include all the settlements, that's rather obvious; besides, balancing it's the hardest thing to do IMO, so the more settlements the harder it will be
Under the patronage of Finlander, patron of Lugotorix & Lifthrasir & joerock22 & Socrates1984 & Kilo11 & Vladyvid & Dick Cheney & phazer & Jake Armitage & webba 84 of the Imperial House of Hader
I'm not sure that balancing is necessary ... It is not D&C or TATW. If a faction is weak and has to be destroyed every time, then so be it. It will be a bigger challenge for the experienced players !
Unther are about to collapse anyway under Mulhorand's attacks !