The Glorian Empire, at a period just entering the Gunpowder stage.
Gameplay Length
Well, I'd think a fully free-forming world with 600+ unique abilities and 300+ areas will hold you over for a while
Language
English
Single or Multiplayer
Single Player or Multiplayer
Max Character Level
Any
Max # Players
Any
Min # Players
Any
Min Character Level
Any
Gameplay Hours
60+
Description
The main module of a PW server I run. As I no longer have the time to fully maintain it, I decided to throw it up here for all to see. The module is submitted "as is" since 5.26.07.
Some features:
-Special combat options resembling console RPG.
-Deep "Tech" combat system, including martial techs, special summons, stances, Spell Art, Divine Sorcery, Demon Seals, etc.
-A real-time sailing system
-Muskets and cannons
-Special combat events, like Weapon Locks and movie-styled Instant Kills.
A slightly updated version of the original. This one adds CEP and 1.69 (though, didn't really do much with it), as well as some light feature additions from another module. This is here for those who wants to be spared the hassle of upgrading.
Some additions:
-"Raid" and "Hydra" scenarios when you go sailing.
-An improved Arena system in Adrian.
-The rare "Flash Chain" combat scenario.
-A "bloody finish" for you corn syrup freaks out there who can get a monster below -50HP.
-High elemental damage also causes secondary effects.
-Upgraded firearm system
-The "Fame" and "Reputation" system is also added
...anyways, this little update is for you DM's and Builders. Now go crazy.
Ah, I don't visit the vaults often, so sorry if anyone had problems and I didn't answer. But it looks like everyone figured it out on their own, and besides, at this point, I think you guys know more about scripting than I do.
But if you have any questions (and is okay with about, oh, 10 months of turnaround time), by all means, fire away!
Posted by sdragonblood at 2010-01-13 15:12:51 Voted 10.00 on 01/13/10
forgot to vote, gave it a 10
Posted by sdragonblood at 2009-12-26 12:29:21 Voted 10.00 on 01/13/10
Well, I must say... I'm fixing to make a few more adjustments... , and if I can find someone to host it ( i'm unable to currently), i'm going to re-put up the PW for a RP/Action server.
I'm keeping most of it original... just changing a few things to reflect better game flow, and appearance adjustment thats updated.
Posted by sdragonblood at 2009-12-25 20:40:52 Voted 10.00 on 01/13/10
I updated to the Latest CEP with-out a hitch. Accepted it well, just took hours for my machine to recompile ( gawd thats alot of areas!) , but it went well.
Still have yet to figure out the tailor models, why they won't adjust appearances beyond the Hotu basics.
Still, a big help would be a list of powers and manuvers... which ones are suited to what classes...
Posted by sdragonblood at 2009-12-25 08:23:05 Voted 10.00 on 01/13/10
Oh, btw.. I found the tailor models... though, it seems they weren't exactly updated to the ones in the CEP update...
The fix for the AC bug is simple... the onequip script, and the unequipscript , set the values for the AC penalty to 0 for each. Or any value you desire if you wish to keep players from switching out armor and weapons while on an adventurer. Resting resets it's value. I did find, that setting the values to 0 , did not change the custom swords and attacks from the swordmaster.
Later this week , I plan on updating it to the latest CEP, and see if it breaks anything.
Posted by sdragonblood at 2009-12-24 10:23:34 Voted 10.00 on 01/13/10
oh, and I was wondering if you had a detailed list of the EP and AP abilities and powers handy? I dunno how old this is... , but most of the abilities didn't tell you what they were, until you spent a blood gem on them.
Posted by sdragonblood at 2009-12-24 10:20:45 Voted 10.00 on 01/13/10
I d-loaded this... , usually I'm not a fan of Non-CEP modules ( yes it has CEP, just I didn't find much in custom looks, and it lacks the ability to craft CEP appearnaces via mil-tailors.) , but.. the game play despite a few bugs... is great.
Playing solo... if you get in dire straights at low level, and have a few phoenix eggs, it's rather a long loop until you can die and respawn.
The AC switching bug was about the only thing that bothered me... , I'm planning on looking in it and fixing it though.
Over-all, though.. most excellent, amazing module!
Posted by azak30 at 2009-08-28 18:15:03 Voted 10.00 on 08/22/08
i found a fix for the error, if anyone is interested or needs the fix contact me @ [email protected]
Posted by azak30 at 2009-08-27 19:36:26 Voted 10.00 on 08/22/08
i believe the error is in the onplayerequip script, i am not quite sure what the error is yet but any time i equip any item my ac goes down when i remove said item my ac decreases further. i will try and figgure out what is causing this and i will try to get a bug fix for you.
Concerning the AC and AB stuff, if this was stuff concerning the bonus from combat forms and stances, there are some that are specific to melee weapons/ranged weapons. But this sounds more like something coded in the game engine (esp. concerning the un-unequippable bow), so I'm afraid I have nothing to help you with at this time.
And as a double bummer, any development notes I had written are lost in a previous HD crash -- though I do attempt to fill out every single object descriptor, so I hope you can gleam whatever info from there. So feel free to make up your own stories of the who's and what's. Sorry that I couldn't be of any help this time.
Update: AC bug happened several times again though not like the attack bonus bug that happens every time my character holds another weapon. It seems I am stuck to holding a bow forever and cannot even put it down...
Oh btw, I am playing it as a solo module (CEP version). Do I need to run it off a server?
I just started playing NWN again so decided to give this a try... been playing the whole night and I must say it is a refreshing experience. I have several questions though:
1. Is there a manual or forum where one can read about the world, its creatures and personalities?
2. Is there a custom script that handles weapon finesse? The reason I ask is because the attack bonus is bugged. Whenever I switch weapon (ranger type character so I start with bow) to a sword when enemies get near, the attack base goes to zero - and stays there. Changing weapons after after the fight doesn't help. It is set to zero for any and all weapons after that until you rest.
3. I may have also encountered a similar bug with AC. Once when I switched from bow to sword/shield, my AC went down. I went back to bow after the fight and lost AC again when I switched from sword/shield to bow. Resting corrected this and it hasn't happened since.
Posted by DIEablo at 2008-12-04 08:51:31 Voted 9.50 on 10/12/08
Thankyou very much that helped alot! I'm fine with the AP, tweaking that looks to be a little more work than I have time for right now. The EP worked great, thanks for the help!
EP: Check the onClientEnter script, and you should find that all PCs will immediatly trigger another script that, for the life of me, I can't remember right now.
That script itself will also trigger another script every X seconds, which will call the first script every X seconds as well. As you probably guessed by now, the "X" is the interval in which the script fires, creating the illusion of a continuous stream of EP. Thus, edit the second as you would prefer.
In retrospect, I didn't need to make two seperate scripts, and you can loop the scripting by itself. I don't know whether or not that improves performance, but hey, there it is!
AP: This is gained in the universal onDamaged and onDeath scripts of 99% of all creatures. It's really messy in there, but assuming you know how to read scripts, you should be able to pick it up in a snap.
If not, then my super-sloppy suggestion is to look for the SetItemCharges, and then place it between a
if (d10
Posted by DIEablo at 2008-10-12 12:34:54 Voted 9.50 on 10/12/08
Figured out my problem with errors now just trying to figure out how to tweak how quickly PCs get the AP and EP. Anyone know?
Posted by DIEablo at 2008-10-10 20:12:53 Voted 9.50 on 10/12/08
So I downloaded the 1.68 version of the module because I was looking for a good world to run a campaign in with my group. I plan on using this one but had a couple questions. I opened it in the toolset to add some custom NPCs but when ever I try to open an area so I can build an NPC or even make a new area it gives me error messages and will not open. I also was wondering how difficult it would be to tone down the speed the PCs get EP and AP points. I really like the system but for a campaign setting at least for me I think they are gaining them back to quickly and wanted to slow it down. If anyone can help it would be much appreciated!
Posted by azak30 at 2008-08-22 21:26:35 Voted 10.00 on 08/22/08
changing vote based off conversation with web. very nice work.
Posted by azak30 at 2008-08-12 22:43:10 Voted 10.00 on 08/22/08
a number of compile errors come up when dooing a build with this. there are alot of things in this pw that are very cool. an update fixing the compile errors would increase my vote. nice job otherwise.
Posted by Dorrian at 2008-04-26 04:12:31 Voted 9.50 on 04/26/08
1) "Might and Magic VI" seriously influenced me in terms of what I wanted to do. Though this module ended up being multiplayer in nature, I hope that various single player aspects do peek through for you all (along with the ambiguous storyline, oddball texts, and the unhealthy obsession with exploration-based side-quests)
2) As for the more "unique" names of items/creatures/whatever, I usually use something real, then add an extra syllable at the end/change a single sound. For instance, Nuva Waar originated from the mythological goddess "Nuu Wo," while Enga Rova (or something. Even I don't remember) originated from "Angra Mainyu". Having said that, Sorreras and Barreras are named that way because I was feelin' musical.
3) The last known map of Gloria was incorrectly drawn on a Denny's napkin, and was subsequently destroyed during the great Mouth Wiping of the Steak Sauce. Many were lost along with the map, including the great Potato Army and the Fork That Touched the Ground...
Just wondering. . . Where did youget all the names for the creatures? Like Sorrera? Does it mean something in another language?
Posted by StonerMk2 at 2007-06-12 11:40:41 Voted 10.00 on 06/12/07
I spent about 2 hours playing this module and it is indeed the most unique module i have ever seen...tons of custom content. Not entirely sure on the story yet, but im more of a hack n slash guy, not really a person for long drawn out stories. But this mod from what ive seen so far is absolutely great.
Posted by yerik at 2007-06-09 07:46:06 Voted 10.00 on 06/09/07
I have spent too much time on custom content! I realise that now! _________________________ Link
Posted by Hekate666 at 2007-06-03 02:00:49 Voted 10.00 on 06/03/07
A BRILLIANT MODULE!!! I played it and it is one of the most creative and different module set in a world not restricted with D&D and takes lore from many different places mostly Asian from what I remember *shakes fist and immortal 9 tailed fox*. Honestly if you want to play a TRULY UNIQUE module with many great features not even using a hak with everything made in great detail to custom...well everything is custom! I know I am sounding like a broken record but I am impressed with this module.
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