Boot Camp 2.02 05-Sep-2005
A variety of "realistic" areas to test your characters with a lobby to reequip and adjust them.
'Boot Camp' is a module I made to test character concepts and strategy. There is a lobby where you can adjust your characters level, gold, inventory, and alignment. You can also hire one many NPCs to travel with you to one of the encounter areas. These areas let you choose a forest, dungeon, battleground, or crypt to practice combat at a requested difficulty level.
The Battlefield and Dungeon will challenge any character up to level 40. The Crypt should be interesting up to level 20 or so. The forest is generally for lower level characters.
Changes for Version 2
--> The Hak Pack, included with the install, now contains a custom package 2da files. The only standard file that was changed is "packages.2da" which contains new packages numbered from 150 to 201. <--
- Works with SoU and HotU.
- A new SoU merchant has all of the items added with that expansion.
- A new HotU merchant has all of the items added with that expansion.
- Added many more henchmen with prestige classes and multi class
- Increased maximum level to 40
- Added random enemy NPC generation using several custom enemy levelup packages.
- Added autoequip functionality to fully equip henchmen and enemy npcs
with random items appropriate for classes,level,attributes, and skills.
- Updated AI to use the "Developer's HakPak for Inventory & Battle AI mod v1.04".
Version 1.05a is out but I'm not planning to implement that since I'm pretty much done with the module.
One of the things I did to increase the difficulty is to write the autoequip scripts and use them for enemy npcs along with custom level up packages. This way the enemy "heroes" provide more of a challenge than any standard monster. Enemies you can face include fighters, weapon masters, rogues, assassins, black guards, sorcerers, wizards, pale masters, rangers, bards, dragon disciples, and clerics.
Started this up and went into the battle field area, but I got 6 instances of "divide by 0 errors". Sorry but I don't remember which particular script the error was reported in.
Posted by wysiwyg at 2005-09-0515:42:24
Minor changes for 2.02. 1. Reduced the number of enemy npcs generated at one time to avoid "Too Many Instructions" errors. 2. Minor merchant changes in lobby 3. Gave greater weight to the thief class when selecting equipment for multi-class players/npcs.
Posted by wysiwyg at 2005-09-0422:23:16
I wrote these changes when HotU first came out but never posted them until now.
Posted by Thalgor at 2004-03-2508:39:00
Any word on an update?Just curious is all. Thalgor
Posted by wysiwyg at 2004-03-0304:48:00
I finished the auto-equip a long time ago and implemented the new henchmen AI. I still need to finish the conversation updates. I haven't worked on the module the last 2 weeks though. It's too much like work and I've been a bit burned out on programming lately.
Posted by Thalgor at 2004-02-2915:30:00
Just curious as to the progress. Looking forward to the changes to this mod. Thalgor
Definitely interested! Looking forward to the changes!
Posted by wysiwyg at 2004-01-2115:54:00
FYI (assuming anyone sees this): Changes I'm making for HotU: - New henchmen system from HotU which includes new multi-class levelling and includes prestige classes. - Henchmen from NWN, SoU, and HotU are included for hire in addition to some I've created. Since they're autoleveled and equipped it'll be easy to add new ones as well. - A system to instantly equip henchmen (and enemies) with items appropriate for class and level. This covers all types of items; i.e. armor, weapons, shields, ammo, potions, "grenade" items, trap kits, lockpicks, torches, scrolls, etc. You'll be able to auto-provision your character as well if you want. Except for redundant items like "Drow leather armor" all items through HotU are included. I'll separate out the code for this and post it to scripts. It could also be used for random treasure. - I'm going to update existing areas and the random encounter potential enemies. If there's enough interest I'll add areas such as the Underdark and a "good" area/castle for evil-types to assault.
Posted by wysiwyg at 2003-12-0905:51:00
Hi Shell, Thanks for the comment! I decided not to update the module since I haven't seen much interest. I might eventually make an update after I get HOTU, but I'm not certain that I will.