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'Castle Seige' Module Project

All right, I'm going to try and get a working module up and running. Problem is, the only thing I know squat about is making the creatures, maps, stores, and items. I was hoping to enlist the aid of someone good with scripting NWN so I could make the server a great one. Not as great as EfU maybe, but one that's worthy of featuring some of it's wonderous monsters and NPC's added as a feature (For example, if we go far enough to add a 'faction' feature, some of them would include the Sanctuary Watch/Spellguard, the Montezzis, and the Choosen come to mind. But put it on the back of the back burner for now)

Now, I was also hopeing to enlist some of the EfU scripts as well. For example, one feature is that players are sent to a Limbo area (much like the Fugue) temporarily after getting killed in a match, and a placeable corpse is left behind for ressurections to be cast on to bring the player back. As well as the 'bleeding to death' script, since I want to add little touches like that for some more realism.

But to give you an idea of the module idea, here it is:

A Team based PvP where there is an attacking side, and a defending side. The battlefeild is called . . . well, I'll think of the castle name later ( :P ). The server pretty much leaves you fighting with potions, scrolls, a few misc. items, and a lot of +5 gear. Gear better then +5 is earned (but it stays within standard limits, much like EfU), with the level being set at 25, so there'll be some epic feats, and good skills, but they aren't quote the super hack 'n slash juggs, for the NPC's are either level 22 (rank soldiers), 23 (officers), 25 (heroes), or level 26 (Elite Heroes). All NPC's with the same standard +5 gear players start out using. Even if they get a full set of improved gear, they (should) still be good fights that aren't hack 'n slash through a few armies. Also there's a level 30 boss (the Captain of the Keep or the Warlord, who get +8 gear)

The attackers are trying to kill the Captain of the Keep, and have a 10 minute time limit (another script I need) to do so. They get a stream of NPC's who will automatically attack the front gate and try to break through (and they're stream will be enough to break through and kill the Lord if left alone for long enough). So the Attackers can either force the breach to happen faster (the NPC's alone could possibly cut it real close to the clock), or let the NPC's go as a distraction and enter either the Dockside enterance (fewer defenders and doors, but it's longer.), or go far enough to use the tunnels (place is epic for stealth, huge space, few patrols and doors, it's a might as well go around a foe then fight him/her). Attackers must either bash or pick at least one door to get through (picking is probably better, but the DC is enough that it's a bit tough and time consuming, but it has the effect of not triggering the 'alert' if it's a gate that does that.)

The Defenders have more options avalible, but, in my oppinion, it's actually harder to play a defender then an attacker. You see, the defenders have 3 routes to cover, and they get no clue about which one until a certain gate is broken (so for example the inner dock route gate, the main gate, or a tunnel door into the dundgeons), then they'd have to either move to intercept fast enough or lay a few traps along the path. If the Defenders decide to hold the interior and take out the attacking players as they come, it'd work, since once all players on one side are dead the game ends with victory for the side with players left (another script). The defenders get a temporary key (removed upon exit of game) which they can unlock and lock doors with and have doors that take them to either outside the Main Hall where the captain is, the Inner Gates, the Main Gate, or the Tunnels (just outside of the door into the dungeon).

Both sides are allowed to go to the same quartermasters (Fighter, Archer, Mage, Rogue, Cleric).

Both sides also have access to Heroes/Villians, which can range from the Captain of the Guard to Lady Aribeth from NWN herself. (as both Paladin AND Blackguard versions, the former to the defenders, latter to the attacker (when factions if made, well, forget that for now). They however, use +4 gear as a balance check (since 2 level 25's with all +5 gear and buff potions would beat up single level 25 with +5 gear and buff potions). Heroes/Villians, when killed, do NOT respawn at their approperiate positions upon a game reset unless they survived to the end (if this is so, they are removed from being a players henchman and set to the Barracks in the approperiate Ready Room, if this is scriptable of course). Otherwise, they will stay dead forever until a player casts either Raise Dead or Ressurection on them. The Heroes/villians serve as NPC Henchmen durring the match (which is a good thing). Henchmen of Hero level will be avalible at the barracks, but Elite Heroes/Villians have to be found on the map. (for example, Lady Aribeth (Paladin), an Elite Hero, can be found at the Temple of Tyr in the castle, while Sabal, a Villian (from HotU) can be found at the barracks for the attackers)

Upon victory and the defeat of a foe, players get gold (so for example, 1000 gold for defeating a foe, 10000 for a hero/villian, 500,000 for a win) They start out with 10,000,000 gold to buy their gear (including potions) and join.

I would like to have help with this to make it a effective server, since I can only make NPC's and the like (sucks to be me, I know). I of course will put anyone who helps into the credits with special thanks, and even allow them to add a touch to the server.

If no one wants to help, OK, no problem. If you do, I promise to do my best to get the maps, NPC's, and stores up ASAP, convos may need some scripting help, but I can get most working no problem. I will try and do most of the work, but my limitations (having trouble setting up scripts and such) keep me from doing it all myself.

Will write down more later.

But-

Keep level max at 20.

Keep gear +1.

Everyone gets the same gear. Just different appearances. Otherwise, you will spend years on balance.

Ask Magister/preston_hunt if he still has the version I sent him. It contains a lot of your desired changes already.

If you're going to talk about balance, +1 gear and a cap of level 20 means any caster type PC (Wizards/Sorcerers) that can get damage reduction will rule the server, as well as clerics that can give their weapons +5 enchantment.

A level cap of 12 will work better with only +1 weapons allowed.

Relinquish If you're going to talk about balance, +1 gear and a cap of level 20 means any caster type PC (Wizards/Sorcerers) that can get damage reduction will rule the server, as well as clerics that can give their weapons +5 enchantment.

A level cap of 12 will work better with only +1 weapons allowed.

That is why you nerf the duration/ability of Stoneskin/GMW spells. As well as flame weapon and other similar buffs.

If the level cap was 20 everybody would just go 20 paladin a rape everything that moves with an effortless ease thats the only thing I can say!