This tileset will give you the opportunity to play the Spelljammer setting within Neverwinter Nights. This is an updated version of the original Arcane Space Tileset by the Arcane Space Tileset team. This version updates all of the 2da's to 1.3 / SoU and removes the nwscript.nss. All of the ships were resized to have appropriate relative sizes, have fixed walkmeshes, and have correct use nodes. There are quite a few additions as well: several new ships including the Beholder Tyrant and Dwarven Citadel, new planets including Toril, and new creatures including Neogi and Giff. See the readme for more details. An updated version of the Turn Based Spelljammer module is included to get you started and show off the tileset. Visit www.MysticNexus.com for more information, updates, or help.
Posted by the_storyteller at 2006-08-31 19:44:52 Voted 8.50 on 08/31/06
I would have never been able to create a cutscene which as a little glowing ball travel to a world without your hak pack, so thank you.
However, your hak pack did affect the other parts of my module, which I found annoying.
Please, update your hak as soon as you can. It needs to be compatible with SOU/HOT 1.67. _________________________ Author of Tales of the Amazing 3-pack
Posted by lazjen at 2005-10-13 02:28:39 Voted 7.50 on 10/13/05
Not sure if it'll ever be noticed, but in this hak pack is a model called c_boar that looks like a beholder. It clashes with the standard NW boar that has the same name. Probably a simple matter of editing the hak pack and removing the model.
1) I would like to use the space tileset (or even an empty tileset) to use for an astral plane in my mod. Is there a limited version with just the space tileset? The 50 meg tileset is a bit daunting.
2) I am currently using this hak in my mod until I can find a smaller hak. But when I create an object in the space tileset, it is created below the walkmesh, and is not selectable. I want to create a portal at a random location in an area, but it needs to be selectable. I've tried to creat it at a random location and at a waypoint, but neither one can be selected after it's created. It is always below the walkmesh.
1) I would like to use the space tileset (or even an empty tileset) to use for an astral plane in my mod. Is there a limited version with just the space tileset? The 50 meg tileset is a bit daunting.
2) I am currently using this hak in my mod until I can find a smaller hak. But when I create an object in the space tileset, it is created below the walkmesh, and is not selectable. I want to create a portal at a random location in an area, but it needs to be selectable. I've tried to creat it at a random location and at a waypoint, but neither one can be selected after it's created. It is always below the walkmesh.
Any help would be appreciated.
Posted by Archangel Shinormori ( ..xxx.xxx ) at 2004-03-13 19:41:00
I am having some trouble with this tileset that maybe someone could clear up. When I select "Wildspace" tileset, I do not see any planet placeables. When I view the module tileset that came with the hak, there are planets, but they don't show up in the palette. That's not the problem - I can always add them. But if I import the tileset to a module that has the hak, none of the placables show up. When I start a new "wildspace" tileset, these planet placeables are nowhere to be found. Any suggestions?
Posted by rem at 2004-03-06 23:08:28 Voted 10.00 on 03/06/04
Posted by TheCompanyOnline at 2004-03-06 23:04:57 Voted 10.00 on 03/06/04
Positively the best work so far from the guys over at Link
Posted by DarkStar723 at 2004-03-01 14:07:12 Voted 10.00 on 03/01/04
Posted by Dur at 2004-02-20 10:37:06 Voted 8.00 on 02/20/04
Overall: 8 Usefulness: 10 Value for Size 8 Ease of Use 9 Quality Control 7
Posted by Nightbringer at 2004-02-20 10:37:06 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 9 Ease of Use 9 Quality Control 10
Posted by ghostee at 2004-02-20 10:37:06 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 8 Ease of Use 10 Quality Control 10
Posted by Slygar at 2004-02-20 10:37:05 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 10 Ease of Use 10 Quality Control 10
Posted by Jorune at 2004-02-20 10:37:04 Voted 8.00 on 02/20/04
Overall: 9 Usefulness: 8 Value for Size 10 Ease of Use 7 Quality Control 8
Posted by Hellfire at 2004-02-20 10:37:01 Voted 10.00 on 02/20/04
Overall: 9 Usefulness: 10 Value for Size 10 Ease of Use 10 Quality Control 9
Posted by OrHoro at 2004-02-20 10:36:42 Voted 5.00 on 02/20/04
Overall: 5 Usefulness: 5 Value for Size 5 Ease of Use 5 Quality Control 5
_________________________ - Or-Horo's Rings - Link
- Or-Horo's Painting Placeables - Link
Posted by Saabotage at 2004-02-20 10:36:24 Voted 9.00 on 02/20/04
Overall: 9 Usefulness: 10 Value for Size 10 Ease of Use 7 Quality Control 10
Posted by WaZzUp115 at 2004-02-20 10:36:22 Voted 10.00 on 02/20/04
Overall: 10 Usefulness: 10 Value for Size 10 Ease of Use 9 Quality Control 10
Posted by Nightbringer ( ..xxx.xxx ) at 2003-08-18 11:27:00
The original SJ rules state 1 ton... we're certainly going to be doing a lot of modifications to them for our own modules, and 10% seems like a pretty reasonable tonnage usage.
There are a few subtle differences between those MC's, but they involve things like crash saves, which aren't implemented (or really relevant) in the current TBSJ. So basically no difference ;) Once again, those sorts of things will probably change so that every MC has a distinct difference when we go to play test the rules with lots of people (and start to really deviate from "real" SJ rules).
Posted by Anonymous ( ..xxx.xxx ) at 2003-08-14 04:44:00
"One ton comes from the extra pokey bit at the end I guess..."
Maybe 10% of the ship's tonnage?
btw what's the diff between MC B and C and D and E? They look the same to me.
Posted by Nightbringer ( ..xxx.xxx ) at 2003-08-12 22:06:00
We're actually doing some custom inventory icons atm (well mainly Hellfire, the rest of us are just bugging him ;) and they're looking really nice... so everything will have its own custom stuff soon... (See the mysticnexus forums for some pics)
SJ is funny in that the ships are really funky in terms of stats relative to each other. It gets even funkier when you introduce the ship construction rules (released a bit after the original). Pretty much none of the ships can be constructed with the exact same stats as they're supposed to have based on the constuction rules...
When I actually create a "real" module I'll abandon the actual SJ stats for things that make sense and are better balanced. As it stands, the light catapult is pretty much the supreme weapon. As you pointed out, bombards are WORTHLESS, just in there to satisfy gun freaks (the Giff).
The stats for each item is currently imbedded in its tag, so its real easy to add new ones and modify the old ones. With some playtesting we'll try to balance everything out nicely and make every weapon / ship have its use.
Rams are really supposed to be integrally part of the structure of the ship, the one ton comes from the extra pokey bit at the end I guess... I may decide to disallow certain types on certain ships.
Crew damage is not yet enabled, but it will be once I implement the whole crew system (pc's as crew, boarding actions, small arms fire, etc). And yes, crew damage can be devastating...
Posted by Dopp ( ..xxx.xxx ) at 2003-08-12 18:35:00
Well you wouldn't need stacks of 99 for things like helms, helmsmen and weapons. I used darts for ballistae, darts for flamethrowers (the funny pronged ones that look like flames), small misc items for helmsmen (the rune stone pics), small misc items for helms (crystal pics), bullets for bombards and catapults, small misc items for rams (arrowhead pics), shuriken for crew and sails (stack 50, but if I read your code correctly it will add all crew stacks of the same type together) and bullets for the hull.
You might want to let on in the description that rams weigh a ton (only one ton for such a hideously destructive weapon?), otherwise frustrated players will wonder why they can't take off having 'too many tons of weapons'. Also add that sails increase the MC of the ship.
Btw what use are bombards? They suck when combared to weapons of the same tonnage, having less range, BAB and damage. And yet they cost so much.
I'm also curious about the crew damage ratings on the weapons. Is that function not enabled? As it is the crew damage from even a single weapon (up to 30) will instantly cripple a galleon! Not sure how you would handle crew loss in battle, unless you placed a check every turn to disable weapons and sails as the ship loses its crew.
Also, why do the small ships like eels, mindspiders and lampreys have better AC than the armored galleons? The 'delicate' elven ships have such a high AC too. Something funny there with the ships. Is that how they were rated in the Spelljammer books?
Thanks for your time.
Posted by Dopp ( ..xxx.xxx ) at 2003-08-12 18:32:00
Well you wouldn't need stacks of 99 for things like helms, helmsmen and weapons. I used darts for ballistae, darts for flamethrowers (the funny pronged ones that look like flames), small misc items for helmsmen (the rune stone pics), small misc items for helms (crystal pics), bullets for bombards and catapults, small misc items for rams (arrowhead pics), shuriken for crew and sails (stack 50, but if I read your code correctly it will add all crew stacks of the same type together) and bullets for the hull.
You might want to let on in the description that rams weigh a ton (only one ton for such a hideously destructive weapon?), otherwise frustrated players will wonder why they can't take off having 'too many tons of weapons'. Also add that sails increase the MC of the ship.
Btw what use are bombards? They suck when combared to weapons of the same tonnage, having less range, BAB and damage. And yet they cost so much.
I'm also curious about the crew damage ratings on the weapons. Is that function not enabled? As it is the crew damage from even a single weapon (up to 30) will instantly cripple a galleon! Not sure how you would handle crew loss in battle, unless you placed a check every turn to disable weapons and sails as the ship loses its crew.
Also, why do the small ships like eels, mindspiders and lampreys have better AC than the armored galleons? The 'delicate' elven ships have such a high AC too. Something funny there with the ships. Is that how they were rated in the Spelljammer books?
Thanks for your time.
Posted by Nighrbringer ( ..xxx.xxx ) at 2003-08-11 11:18:00
The harbor master is a good idea Dopp... it would force the players ships to go through a check first (my players would often forget something critical on a newly outfitted ship... like crew). I also like the idea of avoiding mixed scales... my scripts just happened to be based off the original ship morhping ones and I guess I didn't think about changing that ;)
Hrm.. other objects is a good ideas, what has max stacks of 99? Anything small? Wazzup also made the suggestion to have custom inventory item pics, so I'm going to try that as well (assuming I can find someone to make me some good pics ;) and make sure each different item type at least has a different picture for easy recognition.
The helms had some crazy racial requirements, preventing their accidental use... I suppose other items could, but if you fire off your bombard, that's pretty silly ;)
Posted by Dopp ( ..xxx.xxx ) at 2003-08-10 22:47:00
Yeah that would be great. Also perhaps a 'standard' weapons loadout listing for each ship so that we know whether to run or not.
Btw instead of just bullets you can also use darts, shuriken and misc small objects to represent ship objects, just for variety and to help tell them apart. Also if you make then require 'construct' as a racial property to use then players won't accidently fire off a 60000 gold bombard by accident.
Also maybe the young captain could become a 'harbor master' who clears ships for departure. You tell him you're ready to leave, he passes your ship and he morphs you into a ship in orbit around the planet. Then you won't need to use the rather thin boarding plank and the area transition will hide the polymorph (I think). Also it avoids the midget look of your ship in harbour compared to everyone else.
Posted by Nightbringer ( ..xxx.xxx ) at 2003-08-10 16:48:00
SJ descriptions are sort of a module sort of thing (rather than hakpak) but I could create one with the ship / race info and include it with the other 3 information books in the TBSJ module.
Posted by WaZzUp115 ( ..xxx.xxx ) at 2003-08-10 02:23:00
*yay!* Guess whos back? back again!
Posted by Dopp ( ..xxx.xxx ) at 2003-08-10 02:07:00
Oh, one thing. Some of us think Spelljammer is cool, but didn't play it while it was still in print. Maybe some descriptions of what each ship / creature is and what race it belongs to?
Posted by Dopp ( ..xxx.xxx ) at 2003-08-10 02:03:00
Awesome stuff. Thx for bringing this to us. Congrats on finishing such a large project.
Posted by Lupin III ( ..xxx.xxx ) at 2003-08-09 19:14:00
Looks great
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