SP Fantasy Conan: Conquest of Hyboria (Modellers and Scripters needed) 1.0 Beta out!

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When trying to play the mod on .894 I get "RGL Error" Unable to open texture file Textures\pict_body.dds_0.dds

When trying to play on .890 I get "RGL Error" get_object failed for: bo_table_testle_long

I find you can no longer get .893 so that was untestable. 
 
bragh ok I'll look into it. both of your errors are bizarre. Does anyone else have problems with it?


Thank you for bringing this up Inacron
 
Inacron 说:
When trying to play the mod on .894 I get "RGL Error" Unable to open texture file Textures\pict_body.dds_0.dds

When trying to play on .890 I get "RGL Error" get_object failed for: bo_table_testle_long

I find you can no longer get .893 so that was untestable. 

I experienced the same problem on .894.
 
i've played this great mod several days, but still didnt figure out, which capabilities are uesful for the demonic damage? or how the demonic damage works?
if i want to be a wizard, which capabilities should i add the points onto?
power throw? power draw? throwing-Professionalität(i 4got the english word)? or what?
i'm so confused by this new character. wenn the first time i played that demonic warrior, the first thing i've done is went into zendar and sold those little ragged stones and woods...  even didnt read their names :shock:

@Inacron ,  SwordMonkey
if your have problem with 0.894, you can try this mod under Dx7.0, then should be fine.


 
WilliamBerne 说:
if i want to be a wizard, which capabilities should i add the points onto?
From the Repository's description: "Sorcerer class more or less doesn't work- You have the spells but as of right now they just have pretty particle effects."

The spells are implemented as Throwing weapons (with Power Throw possibly still giving a damage bonus), so once it's fully working you'll need to put points in Throwing and/or Power Throw.
 
SwordMonkey 说:
Inacron 说:
When trying to play the mod on .894 I get "RGL Error" Unable to open texture file Textures\pict_body.dds_0.dds

When trying to play on .890 I get "RGL Error" get_object failed for: bo_table_testle_long

I find you can no longer get .893 so that was untestable. 

I experienced the same problem on .894.

I also had the same issue with .894.
 
then i have to be a horse archer as usual :eek:

@Darian
i love these 2 movies too! i enjoy their OST everyday, hehe
conanthedestroyer1px4.jpg
 
unfortunately I haven't had any time to work on the mod this week due to school constraints. However, I'm going to try to get some work done on it and put up a 1.1 of the beta.

At WilliamBerne, yea the sorcerer class isn't complete by any means. The most important class skills for it are; INTELLIGENCE, DEMONIC ATTUNEMENT, and the weapon skill for THROWN weapons. Demonic Attunement allows you to use higher level spells. It also contributes to your max mana, as does Intelligence. The Thrown weapon skill obviously adds to your accuracy with the spells. I may just port over my sorcerer class from a.808 version of this mod I never released as a temp fix for those of you who wish to try out the class as I try to fully flesh out the class.

Oh also I'm sure people have noticed that if you pick noble you start with 10 leadership, a whole bunch o' charisma and a crap load of silver. This will be changed for the 1.1 version. I only had it in there so I could test out city sieges.

Speaking of city sieges, you may notice that a city without a garrison but owned by a faction can be attacked by that faction. This isn't a bug. It's an additional subversive element.

But I digress.

By Wednesday of next week there will be an update to the mod. It will include some (or all depending on how much time  I have) of the following fixes;
-At least a temporary fix to the Sorcerer class.
-Redone noble class.
-New armors based off Sunhawken's armors.
-Map fix so boats don't go ape-shiz and can't get past certain areas, and change it so that when you try to buy a boat it doesn't show as costing 0 silver.
-Fixing scenes so they're a)more lore friendly and b) won't spawn mobs on roofs when you attack a town
-May add "surprise" in finally. It'll either be fun or stupid. You guys will have to let me know.

Hope you guys are having fun with the mod and thanks for downloading!
 
thank you very much!

about the spawn problem, in mein opinion, roof is ok, but just don't let the enemy spown outside of the map...
it's too terrible to see so many archers standing on the hills that you would never reach :sad:
of course it is not your fault, the siege is not complete by 0.894.
 
Minor update I'm still working on 1.1 but it's almost ready for peeps to try out.

I redid the mod and based it off Bandit King, so now castle sieges are up and running.
The sorcerer class works, and I added new spells, I just need to make new meshes for the items you throw to activate spells. To get new spells, you sacrifice prisoners. New armors and weapons are in too. Right now I've got ships that spawn on rivers and move around. I'm working on figuring out how to  do ship to ship combat. I've got an idea for it, just got to get it to work. Yay trial and error.

Sorcerer spell list:

Meteor Shard: costs zero mana. Heals your party.

Carapace of Omm: costs one mana. Slows enemies in a small radius down. Limited range.

Ophirean Fire: costs one mana. damages a group of enemies within a small radius. Limited range.

Burning Hand: costs two mana. Knocks down a large group of enemies, localized on where it hits the ground. Limited range.

Mad Pipe: costs three mana. Steals some of your life but can put enemies in a withered state. Limited range.

Bel's Diode: costs four mana. Causes enemies in a radius to tremble in fear and run from you. Limited range.

Strength of Shan: costs five mana. Raises your Strength by 20 and your Power Strike by 5 for one battle.

Summon Succubi: costs five mana. Summons a succubus from the Outer Dark to fight for you. She may be angry at being summoned and attack you instead.

Summon Ogthun: costs ten mana. Summons the mighty Ogthun to fight for you. He may be angry at your summoning and attack you instead.




As a warning to those who play this mod; if you ever summon a succubus, be warned that she is naked.
 
You should add the sick Super Villain Wrarrl in the Comics he always return to fight Conan.

Will you ever make it possible to add Conan to your party?
 
Sounds awesome. Is this going to be for 900 version of M&B though? Is it worth re-installing 894 to beta test this?
 
After thinking long and hard on the subject I have decided to port this to .900. However, I am going to wait to begin porting until I add at least 13 more quests. However, when I get the chance I will put up the 1.5 beta for .894 (I'm swamped with school work and job interviews right now), so it'll be at least a few more weeks.

I have made two quests already;
1) Find and kill the bandit leader
2) Assassinate an ally nation's princess to give them impetus, because they're not helping the war effort enough.

I want many of the quests to have importance to your game experience. For instance, the second quest above, there's a chance that you get identified when you try to kill the princess. If you do, the princess's country turns around and declares war on whichever country you got the quest from. I took the quest from the Vaegirs, who were at war with everyone except the nords. I got caught, and the nords declared war on the vaegirs (and myself). Kingdom of Vaegir was gone from the map shortly thereafter.

I will also implement quest chains, i.e. the quests tie in together to give an overall storyline, and based on what you do will have effects on everything. In short, I want to minimize the current quests, which, I feel, lack substance.

There will also be chances of weather related disasters, such as hurricanes, tornadoes, etc. For instance, it will be possible for cities to become deserted and their prosperity set to very poor if, lets say, a terrible hurricane hit nearby.
 
Wow, I will most certainly play this to check out how you implemented the magic. Will you have a seperate mana counter?
 
ok sorry I was gone for so long. Had internet problems at my apartment.

To sacrifice prisoners you have to be a sorcerer. Go to your party page ('P') and click talk after you've selected one of your prisoners.

Yes there's a mana counter, but it's only visible after you cast a spell or when you're travelling on the world map it'll update you as you gain mana. If you don't see any more of the text that means you're at full mana.
 
Hey eljeffe,

Have you ever thought about implementing Stygia? I mean, this would give Sorcerers something work towards rather than killing anything that moved. I dunno, maybe I just want Stygia because they've always interested me - being so mysterious with all that "Black Magic" and their pyramids... Now they are the oldest people I think :razz:

With the magic system, should we really be allowing players to start of as one? I mean, RE Howard intended Magic -- even priestly to be a quite, almost unnoticeable affair based loosly on the Gods and the countless worlds inhabited by other creatures (See Tower of the Elephant for an explanation). What I was thinking, though it's your mod, is merely  creating several 'mini-factions' for priests, and requiring sorcerers to at least join Stygia for a little while. Of course, Pictish Shamans would belong to a tribe and would thus need to start off their as the barbarians don't allow others to join them. So, pretty much we'd have a temple for the Priests of Mitra, where new members are required to 'purge' themselves of the 'evils' they committed - by healing however many they've killed or something less severe. Next, you could even have an Asuran Priest sect where the newest followers are required to spend so many days in a black robe without being spotted - else they'd be attacked, as Asuran's have the reputation of eating human flesh. (Thinking TLD recon-type mission here). Styigia would have to be an entirely different kettle of fish - perhaps, finding someone of the leading ring down there (What is that called? The Black Hand? The Black Circle? Don't have my book atm), at which point they have to ask them if he could take them as an Apprentice (queue faction relations check), where they would have to perform countless meaningless Book gathering tasks or something. Pictish would work similarly, then, but instead of becoming an apprentice, they become a servant to the local shaman, which in turn, at certain levels teaches them a new spell - how else did Pictish shamans last generations?

I'm guessing this is loosely based of The Hour of the Dragon? At which point, where is Xaltotun? :razz:

Also, do you need a hand with this mod? I was going to start a Time Travelling mod, but Conan kind of prioritizes everything...
 
Stygia would be interesting to do, but I'm trying to keep the scope of the mod to just nemedia, aquilonia, and the pictish wilderness. I fear that over-reaching this will dilute content. Xaltotun will be in the game but after I start doing AI casters. Regardless, he will be in it.
 
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