Author Topic: [S] The Gathering Storm - A Wheel of Time Mod (Beta) Latest Version: V0.2.7d  (Read 182448 times)

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bigbuttons

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #30 on: December 11, 2010, 07:18:49 PM »
I know this ones kinda petty, but I think that the ash'amen should be stronger.... they should be able to take more damage than the Aes Sedai (this may sound sexist) because they're men. They've been purposefully trained so that they can fight so thats another reason i guess, another thing like the Ash'amen shouldn't be able to heal as often or at all because most haven't been taught how to heal very well, theres only one or two that have a large amount of knowledge in the healing area. While Aes Sedai should be more shielding and healing and slowing based because generally they wern't involved in conflicts. I have no idea if this can be coded in but it would be cool.

mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #31 on: December 11, 2010, 08:44:35 PM »
I know this ones kinda petty, but I think that the ash'amen should be stronger.... they should be able to take more damage than the Aes Sedai (this may sound sexist) because they're men. They've been purposefully trained so that they can fight so thats another reason i guess, another thing like the Ash'amen shouldn't be able to heal as often or at all because most haven't been taught how to heal very well, theres only one or two that have a large amount of knowledge in the healing area. While Aes Sedai should be more shielding and healing and slowing based because generally they wern't involved in conflicts. I have no idea if this can be coded in but it would be cool.
Good comments...

I'm not sure if you've noticed, but Aes Sedai use different weaves based on their Ajah. I have seven (eight counting black) different power weapons for them.  So, Yellows will mostly heal, Greens mostly fight, Reds mostly shield, etc.  Also, all the lower class channelers (novices, soldiers, apprentices)have a chance that their weaves will fail. (Ie the little puff of blue mist that appears in front of them from time to time.  Ashaman can be made stronger by changing their level, or the amount of armor their coats have, or by changing their Ironflesh level.  I'll look into it.  But, I left all channelers sort of unarmored so any solid normal weapon blow will kill them.  Otherwise it would be almost impossible to play as a non-channeler.  Also, I think that Seeker is used by Asha'man but not Aes Sedai. (I'd have to double check)  Aes Sedai also do a lot of Unraveling.  Aes Sedai are definitely better support channelers than Asha'man, but aren't quite as good at offensive fighting.  (Excluding Greens - plus they usually bring 2 to 3 warders with them)  Wise Ones are somewhere in the middle.  Dreadlords and damane are mostly offensive channelers.  Channeling lords/ladies do a little of everything.  But the bad guys get compulsion.

I might have to take another look at the balancing one of these days.

I guess currently, Ashaman are stronger because they have leather armor, where as the Aes Sedai have dresses.  One guy with a sword can take out a group of novices like nothing.  (But shame on you if you kill a bunch of untrained girls...  :cry: )

Reapper45

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #32 on: December 15, 2010, 08:46:10 PM »
I keep getting this [hourglass-gloves-ornate mesh not found] and tis an rgl error. could someone help me?
*edit* heres the exact error "ERROR: Unable to open texture file Textures\hourglass_gauntlets_ornate.dds"
« Last Edit: December 15, 2010, 09:51:59 PM by Reapper45 »
Mice and weasels can’t hook up right? Don't give me that dirty look I am talking about the logistics not... just don't look at me like that I am not some... I like little animals just not THAT way!

mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #33 on: December 15, 2010, 11:30:52 PM »
I keep getting this [hourglass-gloves-ornate mesh not found] and tis an rgl error. could someone help me?
*edit* heres the exact error "ERROR: Unable to open texture file Textures\hourglass_gauntlets_ornate.dds"
Please try downloading and extracting the files again.  Make sure you are careful to put them in the right place.  Ie, put 'The Gathering Storm' folder in the Modules folder for the game.  I don't think it's a problem with the files I uploaded because you are the first person to encounter this error.

If anyone else has received this error, please let me know.

lorenzogarch

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #34 on: December 16, 2010, 12:05:05 AM »
Mat, just to let you know, your previous post said that frost blast doesn't kill, but I've taken down people with a direct hit (but not very often). Also, does bind do damage? I haven't noticed. Also, when I weave a Seeker, it doesn't move.

mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #35 on: December 16, 2010, 12:38:16 AM »
The power weapon used by the player does 1 'thrust' damage.  That will occur if you hit someone with that brown blur that appears when you use the power weapon.  So, technically, you can kill someone with frost blast.  At this point, bind does not do damage.  As far as a seeker not moving, can you give me some more details as to what type of battle, how long you have been playing that saved game, etc.  I think seekers shouldn't have any problem moving.  I have found while porting items to multiplayer that multiplayer uses slightly different distances to calculate.  Check to see if the seeker is actually moving really slowly.

Thanks,
mat

lorenzogarch

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #36 on: December 16, 2010, 02:58:00 AM »
In that case, maybe moving it a bit faster, then? It happens in all battles in single player.

lorenzogarch

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #37 on: December 16, 2010, 03:19:27 AM »
New bug: First quest: go to bandit hideout near (player name). Can never find it, or it appears where ever you are. Happens with the Find the Merchant's brother/son. Also, why is the merchant in Tar Valon a Lugarder? Is he secretly Fain in disguise?  :shock:
« Last Edit: December 16, 2010, 09:41:38 AM by lorenzogarch »

smurfin

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #38 on: December 16, 2010, 06:21:47 AM »
Do you think in later releases you might edit the darkspawn/trollocs or whatever to look more dark? They don't look too intimidating right now. Not sure if their suppose to be just a suggestion though.

mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #39 on: December 16, 2010, 06:13:20 PM »
New bug: First quest: go to bandit hideout near (player name). Can never find it, or it appears where ever you are. Happens with the Find the Merchant's brother/son. Also, why is the merchant in Tar Valon a Lugarder? Is he secretly Fain in disguise?  :shock:
Yeah, I noticed that.  I was able to finish the quest though, even with the incorrect city name.  I think this error is related to the one where the merchant of Lugard is in Tar Valon.  I'll look at it when I have time.  Fixed... In the next version you'll see the correct merchant all the time and the bandit lair will spawn near a villiage or town.  (it was spawning near (player name) because Tar Valon didn't have a village assigned to it.  The native code tries to spawn the lair near one of the starting town's villages.)

To smurfin:
The trollocs probably don't look super evil because I'm not  that great at texturing.  They are supposed to be a mixture of human and animal (dna ?) created through the use of the One Power.  You are supposed to be able to tell that they are somewhat human, but also have a large animal influence.  I'm probably just not a good enough artist to pull that off.  If anyone wants to make the perfect trolloc, let me know.
« Last Edit: December 17, 2010, 06:42:13 PM by mat2rivs »

Vipsanius

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #40 on: December 18, 2010, 07:31:38 AM »
Much enjoy this mod.  Shows immense thought and skilled effort.

Twice in battles - my character switched sides-all of a sudden, the darkfriends became my side and I was fighting against my own people.
Was I victim of a weave?  I seem to remember something in one of the books like this - before I gave up.

   Thanks.

  Vipsanius

lorenzogarch

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #41 on: December 18, 2010, 09:15:39 AM »
You were hit by Compulsion. The trick there is to hope someone un-Compels you, or to run (and take a hit to morale), or if you trust your troops enough, just sit and twiddle your thumbs until the enemies die. I don't suggest you take the opportunity to butcher the enemy, though. Sure they won't attack you, but you lose way too much morale. I lost an army of 150+ because of that  :mrgreen:. It also might help not to rush headlong into a group of darkfriend channelers. They are the only ones other than the player who can weave Compulsion.

Mat said he might make the player immune to Compulsion in the foreseeable future. Might be too buggy.


mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #42 on: December 18, 2010, 09:24:00 PM »
Mat said he might make the player immune to Compulsion in the foreseeable future. Might be too buggy.

If you have added the V0.2.2 patch to your game, then compulsion should no longer affect the player.

You can find those files here:
V0.2.2 Beta Patch
http://www.mbrepository.com/file.php?id=2430
I don't think that those files are save-game compatible with the V0.2.0 mod though.  I need to see if the mod works with V1.134 Warband.  Hopefully, I'll get lucky.

lorenzogarch
I know it hasn't been that long, but are you still experiencing the seekers not moving error?  I know if I cheat and advance my player until I can use seekers, that they work fine for me.  But I wonder if the saved games get a little corrupted after a while and then stuff stops working correctly.  Hopefully I'll have a chance to take a look at that soon.  Seekers use the same code in custom battle though, and they work perfectly there.

lorenzogarch

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #43 on: December 18, 2010, 11:36:50 PM »
They're still slow, but I guess that's a matter of perspective. They do move, but kinda slowly. Kind of a short-range weave, but useful when someone with a big sword comes at you  :) . Does it pick a target at random,or whoever is in the crosshair?

mat2rivs

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Re: [WB-S] The Gathering Storm - A Wheel of Time Mod (Beta)
« Reply #44 on: December 19, 2010, 01:24:04 AM »
They're still slow, but I guess that's a matter of perspective. They do move, but kinda slowly. Kind of a short-range weave, but useful when someone with a big sword comes at you  :) . Does it pick a target at random,or whoever is in the crosshair?
Ok, when you say they do move, you mean fast enough to catch most targets who are on foot?  But slow enough that if you have a horse, you can out run it?  If so, then that's the way it is supposed to be.  (Or at least how I programmed them to move.)  I can alter the speed if most people think they are too slow.  I tried to leave channelers half a chance to unravel one that is tracking them.

The seeker weave latches on to the enemy closest to the channeler.  And currently, only 20 of them are allowed at a time.  (they each use one of the global position variables to keep track of their current position.)