Krynn's Time of Dragons

Krynn's Time of Dragons is a Neverwinter Nights Free Multi-player RPG.
 
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 So close...

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Kiri-Jolith
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PostSubject: So close...   Thu May 07, 2009 12:30 am

So close to being able to test something, I can taste it. I've got like 8 more 2da's to finish up, and then I can dump them all into the database tool, and then be able to test the character creator mod & level up a char (Using a script for xp). From there, there are several options:

a.) Move into adding npcs, and quests to a module, to have something playable for the general public.
b.) Develope the crafting system.
c.) Start the adaptation of biowares spell system, so Towers of High Sorcery prestige classes can be added (WoHS, Renegade Hunter, etc.)
d.) Add custom prestige classes to existing custom content.
e.) Release the existing system for public use.

From a developers point of view, it'd go C, D, B, E, A. It'd be easier overrall and less back traking, but from an Administrator/"I wanna play now" point of view, the plan would be as it is above. Especially since I'd be hosting and developing on two seperate machines.

Umm, Storm. Do you want to host after the testing phase? The log-in/char creator server runs seperately from the play module. The char creator module requires alot of configuration, setting up a MySQL database and manage it using command line, or php, or 3rd part software*, but the play module is just like loading the existing one. Doing it this way keeps game lag down, but it also makes it possible to host over two machines. Do you still have the upgraded high-speed package, or....?

lol. I'd host until we made it through the beta stage, and the crafting system was plugged in. ~shrugs~ Just an idea.
*Srry, I'm proud of myself. Learned how to setup apache server, mysql databases, and use php to make interactive websites, all on my own and alot of googling. Embarassed

Ummm. I could go so far as to even plug the system I use into the existing ktod module. Found a trick that bypasses the resource limit for a module using a NWNX2(The KToD module uses anyway) plug-in, so there's no more limit, and it has almost no impact on performance. Very Happy
I dunno how well plugging it in would work as far as performance considering the size of the current ktod mod, but if it's just an issue of resets, that can be scripted in. (I've gotten alot better since I wrote code for nwn's.)......


Last edited by Kiri-Jolith on Thu May 07, 2009 12:35 am; edited 1 time in total
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Kiri-Jolith
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PostSubject: Re: So close...   Thu May 07, 2009 12:35 am

....... Anyways, forgive the ongoing rambling. So many lines, the text box started acting screwy... Just tossing it out there so you guys know my plan, and know what's going on. I should have a 5 hour module(from start to finish) posted in a week or 2 for play. I'll be tied up for awhile starting tommorow, else I'd have something playable sooner... but alot of the tedious stuff is done until I hit the spell system.

Notice:
I'm accepting any and all submissions. These don't have to be new. It's all backwards compatible. I've still got the majority of previous submissions, and intend to use them. Quests, Stories, Areas, Creatures, Items, everything is up for grabs. There's alot of specifics to be filled, and it'd go alot faster were it not dependent on me alone.....

I know I don't have a leg to stand on... I'm the one who left. lol. It's a "Show Me" kinda thing now, and I understand, and deserve it. But I am hurrying, and have made soo much progress. I've been whatching fantasy movies, with the occassional break for Law & Order, non-stop for inspiration and ideas. I've been reading the D&D source material, and have been integrating it as much as necessary. It will be unlike any module you've ever played, that I can promise.

Beleive me when I say, it's for the players by the players. From adding your own books & items to the global item pool, what npcs spawn when and where, to what quests and events are available. All directly affected by player actions. I've even figured out a way to add custom spells to the global spell pool.

Krynn was very "low-magic" as far as item powers go, but it was a very magical place for me. That's what I want to capture and utilize. It's not about gear, and pvp for me (though they are inevitable), it's about the story. PnP games aren't all about gear and pvp, it's about the story. Lol. Even if no one else wants to play, I'm still going to use this mod as setting for online PnP DM'd games. But I think it will sell itself once the word gets outs. And with that being said, I'm going back to work. Thanks for your time, and patronage, past and future. Wink
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PostSubject: Re: So close...   Thu May 07, 2009 4:53 pm

Its sound great to me and cant wait to play.

_________________
Governor Tylor Nation of Teyr
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SB_Storm
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PostSubject: Re: So close...   Mon May 18, 2009 1:25 am

"Umm, Storm. Do you want to host after the testing phase?"

If needed you know I will, right now the super high speed hook up I had is gone due to moving to a new area and I'm on the low end right now; however, I could manage the higher speed again if it is needed.

Like I said in the PM man I wish I could you help more,
right now everything I do revolves around my home work & daily life, haven't even had the time to play online poker the last three months.... that's how screwy my schedule is..

Still no long distance phone line either or I'd call ya.

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Kiri-Jolith
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PostSubject: Re: So close...   Mon May 18, 2009 7:28 pm

No worries man. Understand how that goes. I'm in a bad sorta situation myself, not by choice I assure you. You can just play for a change, no worries. ~winks~
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PostSubject: Re: So close...   Wed Jul 22, 2009 8:19 am

Will still host new mod if needed

Currently trying to rebuild the old PC for KTOD it "may" be up tonight.

~SB
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