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Topic: The Next Rom or Any Other Project Download


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Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 22-Nov-10, 15:47:11
<< Gray Fox wrote a gold weight system a while ago >>


I remember that.
I did send around a beta version of it, but it was not liked much -- if I recall correctly.

Regardless, I kept polishing the thing. It is full-fledged by a long time.
Mostly the same of the beta.
But no bugs, superior performance, and foxier code.

It is just... unused.

If you want to take a look at it, I can share.

Hm. Why am I so brilliant?
Foreseeing that encumberance could have been perceived as a "problem", I engineered the system to care _not_ for it.
The weight of Gold Coins is purely optional.
It will be the amount of Gold Bags you carry with you who will dictate how many Gold Coins you can carry with you.

Gold Bags can be customized.
By default they accomodate 35 stacks of 30 Gold Coins each. So: 1050 Coins per Bag.
But you can raise/lower this amount (in multiples of 35).
You can make a Gold Bag accomodate only 35x 1 Gold Coins.
Or you can make a Gold Bag accomodate up to millions of Gold Coins. Suit yourself, you only have to change 2 numbers for it.

To limit the number of Gold Bags one can carry with himself, you can make Gold Bags a limited resource.
Gold Bags are items.
But no rule says that you have to buy them from a shop.
You may receive them as quest-reward only.
Or you may find them by exploring.


-fox
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 18-Nov-10, 19:52:08
Oh, for the record it wasn't actually me who "discovered" and introduced the ROM2 community to NWN. It was Lunfal who originally tried to do that. He convinced me (after a LOT of effort which I stubbornly resisted for a long time). He left but I picked up the baton and tried to convince the rest of the ROM2 players to switch to NWN which I still believe is a FAR FAR FAR superior game that captures the core essence of ROM2 but does so in a much better and much more flexible manner. Yes NWN has gaping flaws as well, but they pale compared to the terrible flaws and monumental limitations of ROM2. The scripting flexibility of NWN, the custom module tool (the far superior equivalent to the ROM2 map editor), and the abiltiy to host your own dedicated multiplayer server all are in NWN but done SO much better than ROM2.

If you like ROM2 multiplayer, I think you would absolutely LOVE NeverWinter Nights. Give it a shot. You won't regret it.

-NOVA
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 18-Nov-10, 19:41:24
Woohoo. Glad to see you back!!

I too have been playing on the various Rhun servers out there. Some of them have modifications, but most of them are just "stock" modules with all the flaws and exploits we've come to know so well. Some of the players are noobs; some are real Rhun vets. Just like the ROM2 of old, the various players each have their favorite Rhun server and are spread out all over the place. I count about 8 currently running Rhun servers and very rarely does one of them have more than 2 players at a time (shame, since most of the servers are essentially identical).

I've got characters started on just about all of them (which means I have to keep restarting too just to interact with one or two new players each time). I was playing them all specifically to see if they had modified the module, what they were, and if I liked them. If so, I intended to "borrow" the good ideas for my own version of Rhun. I have implemented several more changes inspired by these other modules:

1. I catalogued every merchant in the module painstakingly by hand (there are just about 100 of them and it took me about 3 hours to find and document them all) and scripted a shop cleanup so they no longer fill up over time and generate server lag.

2. I altered the XP system as a temporary "fix" for the ridiculous levels of XP you get for some of the monster groups. The real fix is to visit each and every encounter and fix the messed up overrides of the calculated Challenge Ratings (which is what the XP and the loot rewards are based upon). But that would take ages and I've also found that some of the blueprints for existing monster groups were long ago deleted from the public release module, so you no longer even have the monster templates to start from to make your modifications. You would actually have to either recreate those templates from scratch OR you would have to keep but individually modify ALL of the monster encounter triggers in the module (there are literally thousands of them). So, the XP system jiggering is my temporary (if only moderately effective) method to alleviate this exploit/flaw in the short run.

3. I am examining ways to introduce a central banking system as well as giving weight to gold. Gray Fox wrote a gold weight system a while ago and there are a handful of other ones available out there too. I'm trying to evaluate how they were all done and choose the one I like best (or make my own by cherry-picking from among them). I like the concept, but I don't like the implementation on the modules I've seen so far. The systems are simply far too sensitive to getting the variables tweaked properly (ratio of weight of the gold to the amount you normally must carry and spend on common items). If you don't get these ratios versus all the item costs correct, the system actually makes game play MUCH more impossible and frankly unplayable. Nothing quite so infuriating as having to run to the store, find the item you wnat to buy, then run back to the bank to get the money, but that weighs you down so you move at a snail's pace back to the shop hoping the item is still there to purchase. Only once you have spent the gold does your encumbrance improve to where your character moves faster than a slide show across the screen. But I do like the idea that you shouldn't simply walk around the world carrying the equivalent of Fort Knox to spent at your will but it doesn't weight anything or take up space in your inventory/backpack.

4. I have learned a few new things from some of the other players out there. Specifically:
a. I now know about a couple more fast XP exploits which I am closing those nasty loopholes.
b. I now know about an excellent new guaranteed item reward that drops every time (Dragon Slippers) which are crucial to being able to do battle with high level monsters that employ knockdown attacks against you. Previously I had to rely upon sheer lucky random loot drops to find a pair of these magic boots. Now if you are powerful enough, you can get a pair guaranteed by taking them from a particularly tough foe who respawns.

I hope to see some of you out there on a Rhun server very soon.

-NOVA
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 18-Nov-10, 09:04:53
Ok I finally got moved. Still un-packing and getting squared away. Was on Nova's Rom2 Hat for a time. He closed it, so I am back to NWN now. I would suggest to any Rom2 players to try Neverwinter Nights 1. Nova found this game. It is a winner. Fun and exciting to play and almoist free. You do need the CD and a code.

That is it. I started a new chr on DirtyDan's Server with the Rhun map. There are some interesting mods, but mostly same Rhun I know.
Come and join me! On the play action server list. Make a new character and play.

Lord Atton
 
Author: the.gray.fox (the [dot] gray [dot] fox [at] hotmail [dot] com)
Date: 23-Oct-10, 17:46:23
JultKnight|TheBlind,
What has happened to your ROM3 project in NWN?


-fox
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 23-Mar-10, 01:59:12
Jult,

Ok understood, I found a house and getting ready to move on the 27th of April. Lost to pack up and box.

Let me know when you have someting on Realm Crafter!

Lord Atton
 
Author: Jultknight|TheBlind (Facebook Search for :: Julien David Mondoux Lepage)
Date: 11-Mar-10, 01:08:51
Hi Lord Atton,

i have started to working at night and i not have time to work on realmcrafter on the week.I not have time for now.Too much work and im very tired when im finish to work.I must accustomed to work at night :P

i can work on just the week end when i not work.

JultKnight
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 10-Mar-10, 05:52:58
Jult,

How is the Realm Crafter game coming?

You started a sample and I never got to play it.

I have to move soon, so let me know ok?

Lord Atton
 
Author: Lord Atton (cosmclord [at] yahoo [dot] com)
Date: 26-Feb-10, 07:25:50
Jult,

I was looking at Relm Crafter too. been so busy lately no real time to make a game.

I would like to try yours out.

Lord Atton
 
Author: Jultknight|TheBlind (Facebook Search for :: Julien David Mondoux Lepage)
Date: 25-Feb-10, 05:21:09
After 1 Years of work on Rom3 i have take a decision of create a Real Game with a Engine i have buying for 200$ on http://www.realmcrafter.com/

Is that a Motor Engine for create your own MMORPG ONLINE include the Server and Editing the Language with C++.

I have create a mini project i have start it 1 week past.I have open the server for poeple are curious to view my creation i have make it.So i dont know if he have some poeple want i recreate a another clone of Rom with more better good modification who know?

I invite you to test him.

The link for Dark And Darkness Project are here ::

http://www.megaupload.com/?d=TAG6AU2C


Just unrar with winrar and click to Dark And Darkness.com for start the game

After you create your account and create character.

Dark And Darkness are 120 mo compress and 260 mo uncompress

You must to have hamachi for playing on my game for now.

I know he have some bug look like rom3 when im beginning the module but im working for repear it.

Minimum To requierement for playing on my game are

Pentium 4 2ghz
512mo of Ram
128mo videocard
300mo Hard Drive


JultKnight
 
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