Some news |
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Some news |
Feb 19 2011, 11:04 AM
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#1
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hello,
I was away for quite some times. Several things happened: - new PC, and some mistakes during data transfer. I've lost my lastest sources, so I've restored an older version, about 4 months lost. - not much time to finish my editor, and no motivation to redo lost work - bad performance on my editor due to a lot of data retrieve from database So, I've planned these actions: - All data are retrieved when editor is started. - No official release for editor (no time to polish, test, and package) - Restart Enhanced creatures I will release Enhanced Creature but I will make it in several version - first version : Enhanced Monsters - second version : Enhanced NPC (opponents and neutral) Because my wife is pregnant of twins, I'm not sure I'll have time to release NPC version. Or maybe next year. But I will release first version this year. |
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Feb 24 2011, 02:50 PM
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#2
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Contributor Posts: 118 Joined: 7-February 06 |
Congratulations for your Twins!
I know how much RL takes ... i hope to be able to see your work anyway. Keep it up! mm75 |
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Apr 4 2011, 05:55 PM
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#3
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Mod Developer Posts: 210 Joined: 3-December 05 |
Small news but good news !
I have no game to play these days, I'm waiting for GW2 but he won't be release until end year and maybe 2012. So, I'm fully devoted to my mod I have finished an alpha version of my editor. It is good enough to start coding monsters. I'll probably encounter many bugs but I can correct them during the process and It won't screw up my work because I'm using a database. So, I'll have about 0-2 hours per day and a lot more on week-end. I'm expecting a very fast advancement on monsters. Relating NPC, I really want to make them this year, mainly because I'll have time. But I have some issues with them: - required mods : yes, it should NOT require any mod but if I want quality, I am forced to patch depending of installed mods. For example, if spell revision is installed, I will change foes spellbooks. if divine remix is installed, some npc will get new kits... finally, it will take a lot more time to do things properly. - equipment : initially, I wanted to look for each npc items and see what should be changed. It is a very long work and I'll skip this to a few checks like giving basic items to opponents that should have them. - other stuff : I haven't decided if I will implement them or not - scripts : I was proud of my scripts but I was using my own detectable spells. It probably won't work with current version of mods and it would need a lot of time to change them. Eventually, I will ask permission to use other mods AI scripts Relating required mods, I will think about it |
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Apr 7 2011, 03:22 PM
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#4
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Contributor Posts: 118 Joined: 7-February 06 |
As a general question, may i ask what changes are u going to do on monsters and npc? Ai could be "taken" (i mean used if u have installed the mod) from SCS for example. While i won't bother with equipments unless u're really inerested i changing any sinlge npc (for example u may want to have a "world" with FAR LESS magic items so u can rempve the most from the npcs ),
tx, mm75 |
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Apr 7 2011, 07:20 PM
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#5
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Mod Developer Posts: 210 Joined: 3-December 05 |
Please read other posts like this one:
http://forums.blackwyrmlair.net/index.php?showtopic=4581 I will take time to do everything I have planned in the beginning As a general question, may i ask what changes are u going to do on monsters and npc? Ai could be "taken" (i mean used if u have installed the mod) from SCS for example. While i won't bother with equipments unless u're really inerested i changing any sinlge npc (for example u may want to have a "world" with FAR LESS magic items so u can rempve the most from the npcs ), tx, mm75 |
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