General Progress

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Relexx

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Oct 14, 2008, 10:21:13 PM10/14/08
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I have managed to have one area with monsters complete (the forever
goblin kill fest). There will be an associated quest with them ...

So in total I have two areas
1 - Hook Bay
2 - Obligatory goblin kill area

Relexx

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Oct 14, 2008, 10:22:05 PM10/14/08
to NWNCocoon
September 15, 2008, 10:19pm
Now have quest working for the gobs ... plus added one more area
(still needs to be populated) west of goblin area some canyons.

Relexx

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Oct 14, 2008, 10:22:48 PM10/14/08
to NWNCocoon
September 16, 2008, 11:32pm

Mobs can now also drop treasure on top of their standard items. More
hacking of x0_i0_treasure script.

Spawn system can now execute a given script name.

Death & Respawn XP loss is now working

Once enabled inventory on death drop will also works.

Goblin Kill area is quite deadly, however I think I will leave it to
be that. Hopefully encourage partying more. More testing may prove
otherwise.

Relexx

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Oct 14, 2008, 10:23:38 PM10/14/08
to NWNCocoon
September 22, 2008, 2:15pm
Creature factioning is now working as per my faction posts

There appears to be a bug in the spawn systems somewhere in the
despawn/spawn where time intervals are defined. Some are working
correctly, others are double spawning.

I am considering using CNR as my crafting system. Not to use their
items (but it would be cool) but to use my own recipes. It is a lot
of script bloat for the system, however adding it will allow for lots
of other items be crafted if I choose. I am leaning towards ignoring
my own crafting and allowing the CNR crafting it only allows +1-2
damage/AC on items.

Relexx

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Oct 14, 2008, 10:24:20 PM10/14/08
to NWNCocoon
September 23, 2008, 2:29pm
CNR is too painful to use. I commend the two guys who created it, all
the recipes that they created and its flexibility. In the end it
comes down to the effort to support the system vs what I want. What I
want is simple and not complex. I will utilise a modification of my
quest system to build formulas.

Spawn system is having problems with despawning, DestroyObject is only
destroying the first object for some reason ... spent 2 hours
debugging last night and no progress. oh well till next time.

Relexx

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Oct 14, 2008, 10:24:51 PM10/14/08
to NWNCocoon
September 24, 2008, 11:54pm
Spawn system is fixed.

Crafting system is working ... It works similar to the quest scripts
where a formula essentially is a definition of required items and if
you have then then you will receive the craft item. There is some
differences.

1. Base item must be defined, this is only destroyed if the craft
test is a success
2. required items could be seen as reagents, and will be lost
regardless of craft success or failure
3. Crafting is based upon NWN craft skills vs Difficulty.



All in all this makes for a simple system. Just need to make the
conversations and formulas now

Relexx

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Oct 14, 2008, 10:25:19 PM10/14/08
to NWNCocoon
September 26, 2008, 12:09am
All the crafting formula's have been entered. Now I have to finish
the placeables conversations and scripts for them all. Mind numbing
work, but it will be worth it in the end.

Relexx

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Oct 14, 2008, 10:25:49 PM10/14/08
to NWNCocoon
September 27, 2008, 11:57pm
Crafting menu has been made dynamic. so one menu to rule them all.
This saves on menus (not much), but more importantly it saves on
scripts.

Relexx

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Oct 14, 2008, 10:26:19 PM10/14/08
to NWNCocoon
September 30, 2008, 8:23am
Despawning is happening when PC's are in an area for some reason ...
more testing. I also need to flag an area a despawning/despawned so I
don't try and despawn it multiple times when more that one PC leaves,
lag generation again.

Time appearing merchants need to be set Unique in Area.

Before destroying remains I need to remove their contents.

Putting Debug on lags the server to hell.

Had a run around on the server with a friend last night. Some random
stranger jumped on, which was kind of funny. I have 2 maps with
monsters on it, and a poorly furbished town. It will be interesting
if s/he ever returns.

First area is tough, but I am happy with that, it will hopefully
encourage partying.

Crafting is working, I need to ensure I always flush the DB when I
destroy it. I think I will remove the crafting of stackable items for
the moment. Time will tell if I need to increase the difficulties.

There will be a lot of gold in the game. I either need to increase
the price of things, or decrease the sell value, I think the latter
may be more appropriate.

Relexx

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Oct 14, 2008, 10:26:45 PM10/14/08
to NWNCocoon
October 12, 2008, 10:05pm
After some feed back I have created an area west of the town with
lower numbers of goblin spawns that is "safer" for level 1
characters. I managed to test with a Sorcerer and did not have any
problems with the kills. If anything the area is a bit light on mobs,
and you have to hunt for them more. I would only add one or two.
There is still a chance of a sorcerer, all be it 1% and the champions
have a 9% chance of spawn. That being said I did come across 2
champions.

Relexx

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Oct 14, 2008, 10:27:13 PM10/14/08
to NWNCocoon
October 13, 2008, 1:47pm
General layout of Cocoon Isle is complete. This does not mean that
the whole isle is explorable, but allows me to plan for future
expansion.

I have to build an entrance room so people know a little more about
the world and server. I am getting a few unknowns logging in, they
need to know where to post messages, and find out what is going on in
the future.

Relexx

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Oct 14, 2008, 10:27:39 PM10/14/08
to NWNCocoon
October 14, 2008, 8:52am
I have fleshed out Hook Bay some more, adding trees and placeables.
Also added a welcome room.

Relexx

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Oct 15, 2008, 9:35:47 PM10/15/08
to NWNCocoon
I have added three new populated maps

* Horn's Tail
* Horntail Pass
* Horntail Forest

All new creatures and have started to use the scaling functionality
that 1.69 patch enabled (which is awesome). We are no longer a goblin
bash fest.

In addition I have also the unpopulated area of Jeromes Leaving. This
will the other settlement on the isle. It is larger than Hook Bay,
and will provide more services.

The portal system is now implemented, and functioning. Runes can be
dropped by spawns, and the portals give hint to how to use them.

Relexx

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Oct 16, 2008, 11:58:08 PM10/16/08
to NWNCocoon
I have created a google site page. It may be found here:
http://sites.google.com/site/nwncocoonpw/

Relexx

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Oct 19, 2008, 9:53:05 PM10/19/08
to NWNCocoon
I have reduced the XP on the server. No game build developments. I
need to build Horntail Mountain and populate Jeromes Leaving.

Relexx

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Oct 20, 2008, 8:48:26 PM10/20/08
to NWNCocoon
Added and populated Mount Horntail, and added a new set of caves
within Horntail Pass, both are precursors to quests to be set up in
Jeromes Leaving.

Relexx

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Oct 27, 2008, 9:17:17 AM10/27/08
to NWNCocoon
Jeromes Leaving now has a Mayor, and Craft hall. Plus a quest.

Added two new craftable items.
* Magician Robe
* Regular Cloak

Relexx

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Oct 31, 2008, 11:46:36 AM10/31/08
to NWNCocoon
After feedback from a long standing player that played on the Aeon
server:
* Adjusted the Hook Bay Cave Goblin spawns

Also modified
* Death item drop rate
* Creature corpse decay time

Added
* Bank in Jeromes Leaving
* Ability to craft the 1.69 robes (this has been uploaded to the
nwvault as well)

Relexx

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Nov 10, 2008, 7:17:02 PM11/10/08
to NWNCocoon
It has been a long time since I have sent an update. Mainly because
there has not been much to tell, but finally I think it is some what
worthy of telling.

Jeromes Leaving
* Has a weapon/armour smith, that has both static and random items in
the shop.
* Populated the town with guards and citizens.

Optimisations
* After some feedback from a well respected NWN player added some
adjustments to the spawn chances of goblins in the Hook Bay cave and
Fellows Hill.

What is in planning
* I am working on a new island, there has been drops created for hints
to the new island. I am still working on creating the right feel for
the island.
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