Playtesters needed for Otter's 1st MM6 mod Release.....
-
- Leprechaun
- Posts: 41
- Joined: 13 Apr 2008
MM6 has always been my favorite and so I've started playing this mod. So far I think it's pretty good. You definitely have to change your strategy to clear out the goblins in New Sorpigal as well as the Castle Ironfist bunch, but it's quite possible. I'll keep playing and give another update at a later date.
dhalgren17
dhalgren17
-
- Pixie
- Posts: 118
- Joined: 18 Jan 2009
Otter
How's about an idea that the master skill and expert skill must be depended on class. Eg an strong man like barbarian take master of bow at 10, Archer does this at 7. Some weak like Soc take this one level 11 or 12.
The idea of skill depend on attribute was not so convincing. You can boots this point quite easy.
Does it possible for you Otter?
How's about an idea that the master skill and expert skill must be depended on class. Eg an strong man like barbarian take master of bow at 10, Archer does this at 7. Some weak like Soc take this one level 11 or 12.
The idea of skill depend on attribute was not so convincing. You can boots this point quite easy.
Does it possible for you Otter?
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Good question. Spellcasters will be forbiden Bow skill because I am implenting a "Staff" skill that is basically a wand with infinite charges and the higher you level up in Staff the more powerful the spell the wand casts will be, just as if you were to cast the spell at equivalent skill in that particular magic.phamlongtuan wrote:Otter
How's about an idea that the master skill and expert skill must be depended on class. Eg an strong man like barbarian take master of bow at 10, Archer does this at 7. Some weak like Soc take this one level 11 or 12.
The idea of skill depend on attribute was not so convincing. You can boots this point quite easy.
Does it possible for you Otter?
As for new restrictions, all spellcasters will also be forbiden Body Building, Archer will have Body building but can only obtain expert level, Knight will be able to have Bow sill but only to expert level, leaving Master for Archers only, Barbarian class will be able to get bow but not advance beyond Novice level. Hope this answers your questions, mind you these are just ideas I'm working on, whether or not I can fully crack the MM6 code to make this possible I'm not sure, but I have had great help and advice from BDJ who is my teacher and also Grayface who has taught me alot of tricks to modding the exe file, and I'm sure he has far more to offer in the area, I first try to work things out myself and only ask help if I get stuck. Let me know what you think about this new system, as always I am looking for feedback good or bad.
Otter
-
- Pixie
- Posts: 118
- Joined: 18 Jan 2009
This solution is quite good and it was implemented in MM7 as usually. However, my point is slightly different from this way.motter28218 wrote:Good question. Spellcasters will be forbiden Bow skill because I am implenting a "Staff" skill that is basically a wand with infinite charges and the higher you level up in Staff the more powerful the spell the wand casts will be, just as if you were to cast the spell at equivalent skill in that particular magic.phamlongtuan wrote:Otter
How's about an idea that the master skill and expert skill must be depended on class. Eg an strong man like barbarian take master of bow at 10, Archer does this at 7. Some weak like Soc take this one level 11 or 12.
The idea of skill depend on attribute was not so convincing. You can boots this point quite easy.
Does it possible for you Otter?
As for new restrictions, all spellcasters will also be forbiden Body Building, Archer will have Body building but can only obtain expert level, Knight will be able to have Bow sill but only to expert level, leaving Master for Archers only, Barbarian class will be able to get bow but not advance beyond Novice level. Hope this answers your questions, mind you these are just ideas I'm working on, whether or not I can fully crack the MM6 code to make this possible I'm not sure, but I have had great help and advice from BDJ who is my teacher and also Grayface who has taught me alot of tricks to modding the exe file, and I'm sure he has far more to offer in the area, I first try to work things out myself and only ask help if I get stuck. Let me know what you think about this new system, as always I am looking for feedback good or bad.
Otter
So this is my thinking, just a though, it could be tough to handle or not, i don't know because i'm not a coder.
Restriction skill is not really a good way and somehow it is not really realistic.
For example, do you suppose to be a fast runner since you were a child. I do no think so ^^. It's training and effort.
Beside of training and effort, genius or god's present are something must be taken into account. Mean that some class and skill can be obtain in highest level with your effort. But that is very costly effort. That is i think that expert skill or master skill should be no restriction for classes. But character has to do their best to achieve that skill.
Eg
Bow master: Barbarian (10), Knight (9), Archer (7), Druid & Cleric (11), Soc (12).
Eg
Plate master: Barbarian (8), Knight (10), Archer (11). Magic team (Hell no of course, so funny to see a Soc with a plate).
Eg
Fire master: Bar (no, this stupid man is no ^^), Knight (15, Archer (15). Druid & Soc (as normal).
This is my idea about skill. Next one is spell relate to skill.
Everybody know that no Soc can wear a heavy Plate. But that is a normal Plate, how about a plate with magic spell embed inside that (like air spell to make that plate become lighter). An utmost spell will do this work. That is not so real that some one can not wear just a cloth or weapon because they do not have that skill.
Combo two points so that my idea is we should no restriction for skill. But there are restriction for class.
However, it's just idea
Hey motter,
I'm having some trouble with your picture link:
http://www.mediafire.com/imageview.php? ... qn&thumb=4[
..and I can not get to the download page for the mod. (stupid me deleted it).
I have deleted the file and all the saves at this point..
I'm having some trouble with your picture link:
http://www.mediafire.com/imageview.php? ... qn&thumb=4[
..and I can not get to the download page for the mod. (stupid me deleted it).
I have deleted the file and all the saves at this point..
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
I just clicked on the link and it worked, last night the Mediafire server was down for maintenance, try the link again let me know if it doesn't work.Variol wrote:Hey motter,
I'm having some trouble with your picture link:
http://www.mediafire.com/imageview.php? ... qn&thumb=4[
..and I can not get to the download page for the mod. (stupid me deleted it).
I have deleted the file and all the saves at this point..
Otter
I did get the the site, finally, and it now says, "Processing download request.."
It's been that way for 10-15 minutes.
Edit: The new install did not work either. I still see Followers of Baa in Ironfist.
Edit 2: Ok, the manual method seemed to work. I now see Bandits in Ironfist.
..any estimates on the new character stuff?
It's been that way for 10-15 minutes.
Edit: The new install did not work either. I still see Followers of Baa in Ironfist.
Edit 2: Ok, the manual method seemed to work. I now see Bandits in Ironfist.
..any estimates on the new character stuff?
-
- Pixie
- Posts: 118
- Joined: 18 Jan 2009
1. Download does not have any problem man. You can try other time.Variol wrote:I did get the the site, finally, and it now says, "Processing download request.."
It's been that way for 10-15 minutes.
Edit: The new install did not work either. I still see Followers of Baa in Ironfist.
Edit 2: Ok, the manual method seemed to work. I now see Bandits in Ironfist.
..any estimates on the new character stuff?
2. Do a clean install. Just copy mod and grayface patch to your mm6 folder.
uhh, ..might want to read my post again, "man".phamlongtuan wrote:1. Download does not have any problem man. You can try other time.Variol wrote:I did get the the site, finally, and it now says, "Processing download request.."
It's been that way for 10-15 minutes.
Edit: The new install did not work either. I still see Followers of Baa in Ironfist.
Edit 2: Ok, the manual method seemed to work. I now see Bandits in Ironfist.
..any estimates on the new character stuff?
2. Do a clean install. Just copy mod and grayface patch to your mm6 folder.
- Talin_Trollbane
- Swordsman
- Posts: 598
- Joined: 23 Apr 2006
- Location: Up North
-
- Leprechaun
- Posts: 41
- Joined: 13 Apr 2008
-
- Leprechaun
- Posts: 41
- Joined: 13 Apr 2008
- Sure Valla
- Swordsman
- Posts: 587
- Joined: 28 Mar 2009
- Location: Celeste
-
- Leprechaun
- Posts: 41
- Joined: 13 Apr 2008
- motter28218
- Pixie
- Posts: 118
- Joined: 30 Sep 2007
Let me try to answer all 3 of your questions. To SureValla: I've only once updated the mod and that was just to tweak the monster stats a bit, other than that I will not release another version until the full version is done.
When will the full version be done? Well, I am lightyears beyond what all of you are currently seeing in the preview I have available now, but still some things I need to do and reall world commitments have been coming up alot lately, also remember I am doing this all alone, I don't have a team like BDJ so it is hard for me to set and exact date when I'll be done.
As for Water Expert, look on the un-inhabited island in New Scorp, you'll find him. Hope this answers all of your questions.
With Regards to Melody, yes sorry I didn't get all the dailogue changed around in this preview, should have taken the time to do that one, I'll just tell you this, go to the Shadow Guild Hideout in Frozen Highlands, make sure you check out the room with the "Suspicious Floor", you should find her.
Otter
When will the full version be done? Well, I am lightyears beyond what all of you are currently seeing in the preview I have available now, but still some things I need to do and reall world commitments have been coming up alot lately, also remember I am doing this all alone, I don't have a team like BDJ so it is hard for me to set and exact date when I'll be done.
As for Water Expert, look on the un-inhabited island in New Scorp, you'll find him. Hope this answers all of your questions.
With Regards to Melody, yes sorry I didn't get all the dailogue changed around in this preview, should have taken the time to do that one, I'll just tell you this, go to the Shadow Guild Hideout in Frozen Highlands, make sure you check out the room with the "Suspicious Floor", you should find her.
Otter
Might classes don't use magic, right? Then it would be fair to make barbarians use leather, since they have lots of HP and maser all weapons. This would suite 'barbarian' word. Knights then would wear plate armor and archers would wear chain.motter28218 wrote:This now makes might classes much more useful, armor will be divided into 3 classes, leather will become light armor, mostly worn by Archers, Chain will become Medium Armor mostly worn by Knights, and finally Plate, reserved for the Big Boys - Barbarian Class.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
-
- Pixie
- Posts: 118
- Joined: 18 Jan 2009
-
- Pixie
- Posts: 118
- Joined: 18 Jan 2009
For me Barbarian is really wild and "barbarian". They are barbarian because their power and crazy. For real an barbarian should wear little armor, strong muscle (they need a neat hand from vladimir). Grand master sword and something heavy such a 2-handed axe or hammer.GrayFace wrote: Might classes don't use magic, right? Then it would be fair to make barbarians use leather, since they have lots of HP and maser all weapons. This would suite 'barbarian' word. Knights then would wear plate armor and archers would wear chain.
Of course they have low armor but in return they will have tons of HP.
Look some barbarian, no one wear heavy armor like plate, that's not barbarian.
And this one. Look fierce and awesome.
Who is online
Users browsing this forum: No registered users and 32 guests