MM7 new modding
- vladimir-maestro
- Genie
- Posts: 1034
- Joined: 19 Jun 2008
Re: MM7 new modding
wow! looks awesome!
You can contact me here:
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
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Site about MODs: http://www.mmgames.ru
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if you wish to upload some materials for this site - let me know.
maestro_mod@yahoo.com
vladud @ yandex.ru - preferred one
---
Site about MODs: http://www.mmgames.ru
---
if you wish to upload some materials for this site - let me know.
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- Peasant
- Posts: 64
- Joined: 16 Aug 2022
Re: MM7 new modding
Thanks Maestro, it's a great honor! I will try to make a mod worthy of its predecessors. And for Bowerbank too!
I have some ideas, and I would like to ask people on this. It's about rewriting spells. It is certain that need something to counter OP spells and strengthen very weak ones. I also thought of a few extras to add, some of the strongest spells would involve different conditions. Currently have this in my head:
Raise Dead - Unconscious
Ressurrection - Paralyzed
Enslave, Soul Drinker - Cursed
Palalyze - Asleep
Toxic Cloud - Poison
Pain Reflection - Disease
My goal would be to add some color to the game and make it more interesting/exciting by having the most powerful spells come at a serious cost. But maybe it would be counterproductive and I'd just be screwing the players with it. So, what are your opinions?
I have some ideas, and I would like to ask people on this. It's about rewriting spells. It is certain that need something to counter OP spells and strengthen very weak ones. I also thought of a few extras to add, some of the strongest spells would involve different conditions. Currently have this in my head:
Raise Dead - Unconscious
Ressurrection - Paralyzed
Enslave, Soul Drinker - Cursed
Palalyze - Asleep
Toxic Cloud - Poison
Pain Reflection - Disease
My goal would be to add some color to the game and make it more interesting/exciting by having the most powerful spells come at a serious cost. But maybe it would be counterproductive and I'd just be screwing the players with it. So, what are your opinions?
- unknownone
- Pixie
- Posts: 132
- Joined: 10 Mar 2011
- Location: Italy
Re: MM7 new modding
Really nice progress! Congratulations!
I've played and enjoyed many RPGs:
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
MM6,MM7,MM8,MM9, Fallout 1&2, Planescape Torment, Torment: ToN, TES3, TES4
Re: MM7 new modding
Your work is amazing! I can't wait to try it out. The tunnel, the pyramid and vori in general look so inspiring!
About those spells, I think it could be annoying as a player to have some of those unwanted side effects. Raise dead and resurrection having side effects for the revived character makes sense, though, and seems like a suitable 'punishment' for letting your character die. I think weak and/or unconscious fits a bit better than paralysed.
About those spells, I think it could be annoying as a player to have some of those unwanted side effects. Raise dead and resurrection having side effects for the revived character makes sense, though, and seems like a suitable 'punishment' for letting your character die. I think weak and/or unconscious fits a bit better than paralysed.
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- Peasant
- Posts: 64
- Joined: 16 Aug 2022
Re: MM7 new modding
Thanks very much! I'm making good progress with the improvements, and even though I don't always post, the work is continuously going on.
The "costs and penalties" for spells may be a bit exaggerated, you may be right. And other feedback tends to indicate this, I will think about it carefully, but probably delete most of it.
I'll put up some more pictures of the pyramid while I'm at here, it's the final state. I also played with the lights (and the corpses) a bit.
The final version was way over the size limit of the game (12670/7000 outlines, and that's including the RemoveLimit script of course), but luckily that's not a problem. Once it's split into rooms, it handles this without any problems, I'll have to write a few more events for it, but apart from that now it's a playable dungeon. It will take you about 3-5 hours of pure play time, I mean in real time, of course this will be highly team dependent. I've divided it into 105 separate rooms/corridor sections that can be explored individually, so it's not a '5 minute dungeon' like there are quite a few in MM7-8.
I'm currently rewriting the game mechanics. There'll be a lot of new stuff in it too, here's a preview for example (thanks to Tomsod, I haven't really delved into programming myself at this level, I'm just solving the simpler scripts, mainly following Grayface's documentation):
The "costs and penalties" for spells may be a bit exaggerated, you may be right. And other feedback tends to indicate this, I will think about it carefully, but probably delete most of it.
I'll put up some more pictures of the pyramid while I'm at here, it's the final state. I also played with the lights (and the corpses) a bit.
The final version was way over the size limit of the game (12670/7000 outlines, and that's including the RemoveLimit script of course), but luckily that's not a problem. Once it's split into rooms, it handles this without any problems, I'll have to write a few more events for it, but apart from that now it's a playable dungeon. It will take you about 3-5 hours of pure play time, I mean in real time, of course this will be highly team dependent. I've divided it into 105 separate rooms/corridor sections that can be explored individually, so it's not a '5 minute dungeon' like there are quite a few in MM7-8.
I'm currently rewriting the game mechanics. There'll be a lot of new stuff in it too, here's a preview for example (thanks to Tomsod, I haven't really delved into programming myself at this level, I'm just solving the simpler scripts, mainly following Grayface's documentation):
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