The Chaos Conspiracy has been released!

The role-playing games (I-X) that started it all and the various spin-offs (including Dark Messiah).
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the beavers1
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Unread postby the beavers1 » 25 Aug 2012, 23:04

radagast82 wrote:
Salamandre wrote:I have same problem, and I think it is related to Grayface quick save patch, maybe some memory limits, I don't know.

I run win XP and often when I save, it does not. Then game will crash on next tp or beacon, then quick save will be deleted. Knowing that, I make a lot of save backups but often I have to redo a dungeon because of this bug.

Very annoying, I would not keep playing if it was another game, but MM6 is just too good.
Interesting though it's not really the same problem is it...

I'm actually using 5 quicksaves and have already well over 25 normal saves. Could this be it? A memory issue from having too many save games? I guess I can try removing them and trying loading with just one save in folder or so.
On the other hand I think I'm a bit tired with windows 7-64bit and their problems with old games and I'm already installing virtualbox and windows xp at this moment, just to make things easier for mm6.

EDITED:
FFS I found the culprit. It was indeed the number of save games. As soon as I moved some of the files to another folder, the game magically worked. I tried loading either the autosave, the quicksaves or a normal save, and they all work fine now.

I guess having many save games is a BIG NONO, since the game can't really handle it, strange that I'm the first to report it though. It seems most people are usually ok with just the quicksaves/autosave.
It would be nice though, if a future patch actually let us have as many save games as we like...
Thats weird..... I don't understand how a problem can occur from having to many saves when a turtorial video on youtube by RPGenie has well over what seems like 100 saves....
"Rot in Hell You Penny Pinching Miser!"

radagast82
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Unread postby radagast82 » 26 Aug 2012, 11:36

the beavers1 wrote: Thats weird..... I don't understand how a problem can occur from having to many saves when a turtorial video on youtube by RPGenie has well over what seems like 100 saves....
It is, but it seems this was it. I'm playing fine now with less number of save games... Don't forget that I'm on a 64 bit OS. Maybe this problem appears only there. Memory after all is handled kinda differently depending on OS.

It seems it was also a bug in vannila mm6:
http://www.gamefaqs.com/boards/41610-mi ... n/52610053
which is a bit lol, since I never had the issue in the past.

moranimal
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TCC Part 2

Unread postby moranimal » 08 Oct 2012, 07:57

I'm playing TCC Part 2, and for the life of me I cannot find the Black Diamond of Ash or the map it is on.

SPOILER ALERT:

I've gone through a number of the maps, including Land's Gateway, Sylphs, Frozen Highlands, Frozen Midland, Frozen Eastland, Roc Land, Wyvern's Nest, and Ash Land. (Thought it would be there!) It doesn't appear that there are any more lands I can visit at the moment, and the portals are closed still.

Can I get a hint? It would be appreciated. Thanks in advance.

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Re: TCC Part 2

Unread postby IUsedToKonw » 08 Oct 2012, 13:51

moranimal wrote:I'm playing TCC Part 2, and for the life of me I cannot find the Black Diamond of Ash or the map it is on.

SPOILER ALERT:

I've gone through a number of the maps, including Land's Gateway, Sylphs, Frozen Highlands, Frozen Midland, Frozen Eastland, Roc Land, Wyvern's Nest, and Ash Land. (Thought it would be there!) It doesn't appear that there are any more lands I can visit at the moment, and the portals are closed still.

Can I get a hint? It would be appreciated. Thanks in advance.
I think it can only be reahced by teleporting. Try Town Portal to Elesia ..? :|

IUTK

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Unread postby jeff » 08 Oct 2012, 15:13

BDJ created part 2 without the rest of the TCC team, except for a few playtesters. After finishing the walkthroughs for part 1, I asked him if we should write one for part 2. He felt one was unnecessary. He no longer visits CH, but he does on a rare occasion visit Telp's MM6 tavern. There are several fans there who have completed both parts; so if he doesn't answer others there may be able to help.
Mala Ipsa Nova :bugsquash:

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TCC Part 2 Spoilers

Unread postby IUsedToKonw » 08 Oct 2012, 23:26

The Chaos Conspiracy Part 2 Hints and Spoilers by BDJ

In order to complete TCC Part 2, the Party must have the ability to cast Town Portal (or at least have six
Town Portal scrolls) and the ability to cast Telekenesis (or have three Telekenesis scrolls).

The player would be wise to have at least one Master Healer NPCs with the party at the end of TCC Part 1.
Two Master Healers is preferred!

Rock of Translation - Town Portal to "Ellesia"

The Lennies

Lennie the Elder Land's Gateway
Lennie #1 Frozen Highlands
Lennie #2 Frozen Midlands
Lennie #3 Frozen Midland
Lennie #4 Frozen Highlands
Lennie #5 Frozen Eastlands (requires Telekenesis)

The Squiggies - All five in Valley of Stones

The Stones of Revelation

Revelation #1 Desolation's End
Revelation #2 Roc Land
Revelation #3 Wyvern's Nest
Revelation #4 Ashland
Revelation #5 Sylphland
Revelation #6 Ashland

Pedestal Messages - All five in Baal's Garden

BDJ 05/17/2011

moranimal
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TCC 2

Unread postby moranimal » 12 Oct 2012, 04:11

Thanks all - I did figure it out shortly after posting. But the help is appreciated!

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jeffh
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Unread postby jeffh » 19 Oct 2012, 08:48

I can't for the life of me get through the Lunatic Vault. I can't find a way to open the big central room; there's also a secret door fairly close to the entrance that I can't open for love or money. I did find the cell key but it doesn't seem to open anything, and none of the switches seem to do anything but toggle whether certain pits are there. What gives?


EDIT: I still don't know exactly how I did it but eventually I did get the big doors to the central room to open. So that's dealt with, though a reliable solution would still be nice. I never did find a way to open the secret door near the beginning, though; that would still be nice. It's the same one someone else was having trouble with back around page 20.

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Mn
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about Lunatic Vault

Unread postby Mn » 25 Oct 2012, 11:24

You must knock to several buttons on the walls and click on the white lever on the table in one of several rooms. I don't remember their locations - there are three or some more buttons. One of two central doors will be opened.
Cellar Key open door after central room.

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Re: about Lunatic Vault

Unread postby jeffh » 27 Oct 2012, 08:17

Mn wrote:You must knock to several buttons on the walls and click on the white lever on the table in one of several rooms. I don't remember their locations - there are three or some more buttons. One of two central doors will be opened.
Cellar Key open door after central room.
Thanks, but I already knew all of that. The questions, again, were:
* WHAT COMBINATION of buttons/levers opens the central room (eventually managed it somehow, but still don't know exactly what did it)
* How do you open the secret door near the beginning, on the right hand side of the map (NOT the obvious door near the end, in the center of the map).

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Mn
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Re: about Lunatic Vault

Unread postby Mn » 29 Nov 2012, 06:44

WHAT COMBINATION of buttons/levers opens the central room - I don't help You. Try run around central room and touch buttons at random order - in original game I has same problem... You'll waste some time, but sooner or later room will be opened.

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Re: about Lunatic Vault

Unread postby radagast82 » 05 Dec 2012, 11:32

jeffh wrote: * How do you open the secret door near the beginning, on the right hand side of the map (NOT the obvious door near the end, in the center of the map).
Actually I never figured how to open that secret door neither. ..
I could see the items in map due to wizard eye, but for the life of me, even hours after searching the dungeon there was completely no way to open that door...

I'm assuming that small room was somehow forgotten from original game in the graphics and there is no more a way to open it... but maybe I'm wrong.

PS : I really had countless hours of fun with this mod and I almost finished part1, but unluckily I got hooked with another mod recently (the hell mod for diablo1) so I sadly dropped TCC... It's a huge game as it seems, and my patience is not the same as I had when I was younger and played mm6 for the first time. Can't help it..

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Unread postby M1ghty^brother » 09 Dec 2012, 12:15

hello!

I suppose there are no jump & fly in the mod ? ( I think so since i saw no spellbooks for those 2 spells in the air guild & I haven't found any scrolls neither looting mosnters ,nor in the chests )

Dld detailed pdf maps for the mod & saw only 1 expert air trainer, the default one in the sutters bay ,above the bank.
How can i become the expert then since the mentioned 2 spells removed from the mod?

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Unread postby unknownone » 09 Dec 2012, 13:52

These spells aren't available easily from the start nor the middle of the game, you'll find them later on (I don't remember if they become available after the promotion quests).
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4

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Unread postby Arret » 09 Dec 2012, 17:39

Jump can be found in the advanced guild of the elements (Demonsclaw/White Cap) once you do the quest to clear out the city. I do not believe there is a solid ban on fly, just that you can't get it from the air guild until you have gone through the 2nd promotion (which is activated fairly late in the main line quest). You should be able to get fly eventually from high level monsters/circus/accessory sellers, but the game is designed for you not to have it, and you would lose a lot of gameplay if you got Fly earlier. There are 2 fly scrols you will find, save them until you really need them.

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TCC notes

Unread postby Callipygian » 27 Feb 2013, 17:29

[EDITED to add TCC part 2 notes!]

Hello fellow adventurers!

I have completed a first run of TCC with much joy and satisfaction. I've made some notes and comments on various issues, from bugs to textual errors, along the way. I'm no expert game tester and know nothing about the programming behind games, so just take my notes for what they are, - a fan's observations -, and hopefully you will find some of the notes useful.

A big thanks to the team that developed TCC!

--------------------------------------------

Comments on The Chaos Conspiracy Part 1
Lord Xenofixus [my LoMM name, for anyone who remembers that game ;)]
February 2013



Technical remarks

• Not sure why, but within a day, perhaps after loading autosave, all outdoor mobs in Sutter's Bay had respawned.
• Dead apparitions are indicated as a yellow dot on the minimap with wizard eye on, but they cannot be looted since there are no remains
• When you deliver the land deed to Jack Slagg in Kat'an, he will only accept the quest as done when you speak to him with the character that actually has the scroll in her/his inventory. Not sure if this was meant to be so.
• When loading autosave one of your characters gets a smile and 'bling' sound, like when you solved a quest.
• The orcs in the Barracks are too fat to get through the doors, so they can easily be shot from a distance. The animation for when they're hit also looks too much like their collapse when they die, so sometimes I think I've killed one, but it rises again :P.
• I thought the idea of giving the travel schedules was very nice, but why not do this for all coach and ship services?
• There's a bug on the water between the northern island and the western part of the peninsula of Avalon (where the shrine is located): despite water walk I got hurt by the water there.
• Axe of Lugh (artifact) dropped thrice for me, once quite early in the game, once from the norsemen in the lair, and again in the Danu chest. Hammer of the gods also dropped twice for me. There were also way too many great sword drops. There is a notable lack of good daggers to be found in the game. Only mordred is in a chest quite late in the game.
• Probably general MM bug: when you town portal out of a situation where you were fighting turn based and the next turn was for the enemy, you cannot get out of turn-based anymore (eternal hourglass).
• The skeleton archers in Bog of Tuanola often walk on water, not sure if this was meant to be possible.
• It's probably intentional that you get cursed when entering Bog of Tuanola, but I don't think it's intended to be like that as well when loaded a saved game while in that map...
• The Bronze Skull, and the Gold Skull as well, seems small enough, but takes much more space in the inventory (lots of empty space around the skull is apparently needed).
• When you deliver the letter from Magus to HodgePodge, there is no 'pling' for achieved objective.
• There is some weird bug with chests. When you open it and take a certain item, say a bow, and then open it again, sometimes there is another bow there to replace it.
• If you drop a skull and town portal away and then come back, it is gone... (the same is actually true for any item dropped in dungeons).
• The statue quest in Ched Rinn is bugged. Either the provided key does not open the chest with the statue or perhaps I hadn't correctly picked up the key in the first place (when you click on the quest at the quest giver,the key should be automatically added to your inventory, right?).
• The Sorceress' Eye for a quest in Sutter's Bay can also be obtained from the well in Kat'an. Intentional?
• Pretty much the whole Drow Hive is made very easy by the fact that 90% of the creeps get stuck either at a wall or a door.

Textual remarks

• The Tobin quest in Ellesia is in the quest log as 'Escourt Tobin back to the Misty Island Temple which should be 'Escort Tobin back to the Ellesia Temple' (i.e. spelling mistake + location mistake).
• The text of Jack Slagg for the Mabon's Cave quest could use some more commas and other interpunction. For example, "My great-great- grandfather his namesake in fact" needs a comma after 'grandfather' and again after 'in fact'.
• Might be in the original game as well, but I noticed that, when you try to hire a NPC when you already have a full party, she/he will say: "I cannot join you, you're party is full". Of course, "you're" should be "your".
• Villagers in Avalon say the following about the Druid's Temple: "Inside they keep the Pearl of Fertility one of their relics from which they drawn power". After 'Fertility', there should be a comma, and 'drawn' should be 'draw'.
• Villagers in Avalon say about the Stone Circles: "On one of the islands ....., and are now home to the monsters and madmen. Druids ....". There should be a comma after madmen instead of a period.
• When villagers quote Voltaire on the Majesty of Law, they both misquote and misattribute: The correct quote is "The law, in its majestic equality, forbids the rich and the poor alike to sleep under bridges, to beg in the streets, and to steal bread" and its author is not Voltaire but Anatole France.
• Villagers in Kastution Waters remark on the Spear of Lugh: "Trust me a properly timed magic spell is far more likely to carry the day". There needs to be a colon or semicolon after 'trust me'.
• Villagers in Port Sleigon speak about Z'ul as legendary, but misspell it as "lengnedary".
• The Cursed! text when you visit Tierney Quinn in Sleigon: a wrong comma that should be a period before "Being" and 'betroved' should be 'betrothed'?
• Desmond Weller, master bow, is told to be "in the Town of Akershaven, Norseland."". Delete the apostrophs at the end.
• In Kat'an, people speak of pirates making the road between Kat'an and Sutter's Bay unsafe. "it make all travel.." should be "it makes all travels/travelling".
• Text on Baal's Garden has various interpunction errors.
• Text on Sutter's Bay has various small errors ("Nechtan rage" should be "Nechtan's rage" and "Boann Goddess of ..." should be "Boann, Goddess of ...").
• On Sigon Huk the Fifth: "Iit is said that ...". Remove the "i" in "Iit".
• The 'Alarm' text of the Seer after bringing Tamara to him has closing quotations, but no opening quotations.
• The text on Ilak needs "themselves" after "have dedicated".
• After performing the first task for Lord Godwinson, he tells about the orcs in The Barracks. Instead of "a force lead by Grish'Nak" it should be "led by..." and "well organized" should be "well-organized".

[I had about 10 more remarks here that were lost due to a crash (hadn't saved the file), a.o. about text at Z'ul. Frankly, it might just be easier if you send me all the text in a word document, so I can go over it and make changes. From here on, I will only write down textual remarks that are very important]
• The expert air magic trainer above Lord Godwinson in Demonclaw mistakenly says the master air magic can be found in Ellesia (it should be Mystic Isles).
• The passage to Mystic Isles from Avalon is confusing, since the Wind Master's destination 'Northern Island' could also refer to the northern island of Avalon itself, which has a docks of its own.
• After gaining the trust of all lords and ladies, the seer tells you that the Sleigon coach service is now working again, but it has been working again for a long time by then.
• Can't remember which blacksmith, but one of them is named 'Random'. Not sure if that was meant to be so.
• John Tuck, master learning, is told to live in Port Sleigon, but he can actually be found in Avalon.
• In the Temple of Chaos, the text you find in one of the first rooms still is about heads of Baa instead of Chaos Idols.
• People in Kastution Island talk about the Lunatic Vault as located 'on one of the large islands south of Avalon", but it's a bit silly for the guy living next to the vault to express it like that!
• The fountain in Glacier's End gives "plus 50 seven to all stats". You mean "plus 50 to all seven stats" or "plus 57 to all stats?"

General remarks

• Great new story, fully developped to the level of a regular MM saga. Well done!
• Good sense of humor, e.g. the no-fly scroll when you click on the 'cheat spot' in Sutter's Bay, or the non-reward for the obelisk quest. Perhaps you could've added some more inside jokes for MM veterans though.
• The general build-up very much followed MM6, i.e. first promotional quests, 2nd promotional quests, then some major dungeons and getting ancient weapons to fight in The Hive (with a different name). Ending in 'the amazon temple' was new and of course. I don't know what TCC2 will have to offer yet, but so far, I mainly note similarities with the original MM6. This is a strength since it does justice to MM6 as the game it is a mod for. However, it is also a weakness, since it in a sense lacks originality.
• The same goes for the dungeons. You slightly revised some of them, but many were exact copies and even had the same lever mechanics, making it repetitive for someone who played MM6 a few times already.
• Artwork was splendid, but sound quality of the spoken words when visiting the lords was rather poor.
• Aside from some minor bugs (e.g. the chest for the eagle statuette that doesn't open with the provided key), the game ran very smooth, great work!
• A big thank you to all of you for this great MM experience :).


------------------------------------------------------------------------

Comments on The Chaos Conspiracy Part 2
Lord Xenofixus
March 2013


Technical Remarks

• The leftmost character has a graphics bug at the start (see pic)

Image

• Loading a game before getting to the Land of Creation always puts you back at the central fountain and respawns all creeps (intended?)
• When coming to the Land of Creation, you keep getting a ‘pling *smile*’ on your characters every half a second forever
• The banana trees at the first island keep giving food, even after saying there are no more ripe bananas on them
• Graphics error on a small island near start (see pic)
Image
• Graphics error on frozen midlands (see pic)
Image
• Like in TCC1, there are lots of ‘bling *smile*’ moments, sometimes indeed because a quest
Is completed or you’ve (almost) found an object of importance, but often also at irrelevant points, at formerly relevant points or simply at random occasions
• The big boulders in the Valley of Stones do not block ranged attacks, i.e. they are completely permeable to any kind of attacks
• Are you supposed to be able to walk on the big ridge at the eastern border of the Valley of Stones, and travel to Land of Ash from there? (see pic) [P.S., to get off, you cannot fall down, but need to jump over an invisible barrier :P]
Image
• When I immediately hit escape after getting a squigie message, I couldn’t resume the game, but had to save and load
• Loading a game in The Land that Time Forgot resets all creeps -_-‘
• The ending video is the same as in MM6. I saw the intended video on youtube and have to say that it was really well made, although the English
of the demon is barely understandable at some moments :P

Textual Remarks

• Revelation message 1 spells ‘destination’ as “derstination"

General Remarks

• Nice idea to use the MM6 setting for a riddle/puzzle game
• Nice artwork on the new creeps, and I liked some of the names, like mr. T for the T-rex
• Good humor, like the ‘how dare you disturb my.. kidding, pal, I’m a squiggie” message
• Perhaps too simple. You created a whole new world for one rather easy puzzle that requires no wits, no riddle solving capacities, no thinking-outside-of-the-box, no variety of puzzle solving skills, but just the patience to work your way through throngs of monsters to find that stone that wants to talk to you. I noticed that in TCC part 1 as well. Why not make the obelisk or Danu tree riddle original? Or replace the riddles to open the four doors in the Fortress of Anarchy? It would have added to the enjoyment of the game
• Overall, enjoyable, but rather bland addition to TCC part 1.

Eirik84
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Download link

Unread postby Eirik84 » 03 Apr 2013, 19:19

I have the original game installed on my computer, but cant seem to find the latest downloadlink to The Chaos Conspiracy mod - Can anybody please help me and post a link?

Best regards
Eirik84

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Arret
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Unread postby Arret » 03 Apr 2013, 23:20

http://www.mediafire.com/my%20files/bdjs

It contains downloads for both parts as well as TCC walkthroughs and the Rev4 Mod for MM7.

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Unread postby playagain82 » 25 May 2013, 09:40

How difficult is Chaos Conspiracy?

Is Adventurer comparable to the original MM6? Or is it more difficult than original MM6?

How difficult is Warrior compared to Adventurer?
Does it has more monsters compared to Adventurer, which also means more experience? So you can reach higher level in Warrior compared to Adventurer?

And how about the Mother Fracker difficults? Is it possible to complete?

I have completed original MM6, MM7 and MM8 a number of times with different parties. So looking for some challenge. Is Warrior a good difficulty to start with?.

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Arret
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Unread postby Arret » 26 May 2013, 05:17

Harder than the base game, even in easy.

Part 2 difficulty is not affected by the choice you make in Part 1. From what you say, start at warrior. Make sure your party has at least 2 paladin/archer/knight because blaster skill is limited to those classes, and you will get a total of 2 blasters at the very end of part 1.

Adventurer is similar to base MM6. There are a lot more nasty events, particularly in part 2. If you have played MM6 only once or twice, this is probably where to start at.

Warrior is harder than MM6, but if you have played MM6 at least a few times this is where to start. Creatures hit for more and have more hp, and some respawn faster. I believe the xp is the same, but there may be more of them depending on region.

MF mode is actually hard, but doable (meaning I've beaten it). Expect lots of save abuse to be required early on. Level 1 units will take out half of your hp per attack. Certain zones will spawn random monsters every time you enter the region (or load a saved game from the region). Respawn rates are very high, as low as 1 day for some areas.

Also, save your Fly scrolls until you really need them. You only get 2 for the majority of the game.


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