Fable Conquest v3 [message #55720] |
Thu, 14 January 2010 03:41 |
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chaos
Messages: 542 Registered: May 2006
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GOALS:
RECREATE BOSS BATTLES/ADD NEW BOSS BATTLES
INCREASE DIFFICULTY(GETTING HARDER AS YOU GET TO NEW AREAS)
RE-CONSTRUCT A FEW OF THE TOWNS
USE FILLERS TO CREATE NEW TOWNS/RUINS/BATTLEGROUNDS
NEW WEAPONS/ARMOR/ITEMS
NEW TATTOO CARDS
CORRECTLY COMBINE REGIONS SO ENEMIES CAN FOLLOW
REMOVE THE STORY EXCEPT FOR APPRENTICESHIP AND ARENA QUEST
CREATE LOCKABLE DOORS TO MAKE A NEW STORYLINE POSSIBLE
Feel free to give reasonable suggestions, or contribute. As of now conquest is a compilation of my work and a lot of community mods, so I'm going to really re-vamp a lot of levels this time around.
[Updated on: Thu, 14 January 2010 03:42] Report message to a moderator
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Re: Fable Conquest v3 [message #55724 is a reply to message #55723] |
Thu, 14 January 2010 04:50 |
Individual
Messages: 45 Registered: December 2009
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Make it the same as a lockable key...but change the graphic to make it a door. or...you could have a super big chest lying on its back and when you open it the lid goes beneath the ground revealing a chamber(inside of the chest) or a portal to somewhere you have created
Individual Mistyped (not the first and wont be the last) | Make it the same as a lockable key <----WHAT? lockable Key? sorry i meant locked chest
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INDIVIDUALITY - Always remember that you are special and unique, just like everybody else!
SOME PEOPLE - Are just like Slinkys. They aren't really good for anything but you can't help but smile when you push them down the stairs.
[Updated on: Thu, 14 January 2010 04:52] Report message to a moderator
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Re: Fable Conquest v3 [message #55725 is a reply to message #55720] |
Thu, 14 January 2010 05:11 |
warischoy
Messages: 51 Registered: August 2009 Location: hong kong
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maybe use a darkwood stone cutscene,
make it so the breakable door when you tab or hit it, it turns in to a unbreakable door like the one in rose cottage maybe with some effect.
just an idea, it may not work and probably won't
do you think johndoe will allow this one to be published?
i think johndoe regrets that he didn't delete the old one.
only mods at christmas, easter and summer holiday when i am in hong kong.
the rest i study in england and my mum won't let me bring my laptop.
[Updated on: Thu, 14 January 2010 05:46] Report message to a moderator
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Re: Fable Conquest v3 [message #56630 is a reply to message #56620] |
Wed, 31 March 2010 17:03 |
nicomon
Messages: 199 Registered: November 2007 Location: Zearth
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It isn't possible to do that without using, at the very least, very advanced hex editing. However, they could put a region exit/entrance on a cullis gate object with an effect, making it look like you went through the cullis gate to the next area. They could also imitate the scripts from the darkwood cullis gate quest. I'm not sure if that last one is possible, as I don't know whether those scripts are embedded in the quest scripts or not, but if they aren't then it could work. Personally, I don't think they would add something like that to Conquest, though.
I divided by zero and survived.
Two of Diamonds, people. This is important.
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Re: Fable Conquest v3 [message #56632 is a reply to message #56620] |
Wed, 31 March 2010 20:27 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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battery000 wrote on Tue, 30 March 2010 23:38 | Maybe a boolean dependent cullis gate that leads you to the next area?
| "Boolean-dependent" cullis gates? And what would that be, exactly? Cullis gates done proper only take you to regions you've already been that have a cullis gate. But if you haven't been there, it can't take you there. And if you're just going to make a dummy cullis gate with a standard teleporter on top, why not just make a standard teleporter?
"Are you sure you want to go to Hook Coast?"
There is a way to do cullis gates, I just don't understand what is meant by "boolean-dependent" cullis gates.nicomon wrote on Wed, 31 March 2010 19:03 | It isn't possible to do that without using, at the very least, very advanced hex editing. However, they could put a region exit/entrance on a cullis gate object with an effect, making it look like you went through the cullis gate to the next area. They could also imitate the scripts from the darkwood cullis gate quest. I'm not sure if that last one is possible, as I don't know whether those scripts are embedded in the quest scripts or not, but if they aren't then it could work. Personally, I don't think they would add something like that to Conquest, though.
| Bah, copying those scripts is easy, it's just a standard teleporter and even if it isn't, one could be made to look and act just like it.
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Re: Fable Conquest v3 [message #56636 is a reply to message #56632] |
Wed, 31 March 2010 22:03 |
battery000
Messages: 10 Registered: March 2010
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JohnDoe wrote on Wed, 31 March 2010 20:27 |
battery000 wrote on Tue, 30 March 2010 23:38 | Maybe a boolean dependent cullis gate that leads you to the next area?
| "Boolean-dependent" cullis gates? And what would that be, exactly? Cullis gates done proper only take you to regions you've already been that have a cullis gate. But if you haven't been there, it can't take you there. And if you're just going to make a dummy cullis gate with a standard teleporter on top, why not just make a standard teleporter?
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What I meant is that it only is activated once a boolean variable is set to true after beating the boss or whatever.
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Re: Fable Conquest v3 [message #56637 is a reply to message #56634] |
Wed, 31 March 2010 22:57 |
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JohnDoe
Messages: 3007 Registered: October 2007
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Retired
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chaos wrote on Wed, 31 March 2010 23:38 | The point of lockable doors is to be able to go to a region but not be able to get in a certain house/cave/etc. Making you have to gain a key by fighting a boss/digging/fishing/etc to gain entry to the next part of the 'story'.
| I had done a lot of thought on this. What I finally decided that the best way would be to make it a chest. Chest lids open on a hinge, so the idea was to model a door that would use the chest lid bone, so that when it opens in-game, it would look like a door opening. You'd have to place it sideways but it would work.
But I missed one major problem, the collision meshes for chests, unlike doors, stay the same after the chest is open. So even though the chest door would look open, it would still be closed. This was very disappointing.battery000 wrote on Thu, 01 April 2010 00:03 | What I meant is that it only is activated once a boolean variable is set to true after beating the boss or whatever.
| That makes more sense, but that is impossible. There aren't "open after JoB fight" scripts. And to do that would mean you'd have to have quests. There is a way though...
The paintings in the Fresco Dome, they only show up after a certain quest. They're all in their own quest sections and these dummy quests are activated upon meeting certain conditions. For example, the Hero escapes from the prison, the painting of him in prison is now at Fresco Dome. So, you put a door that does nothing in the NULL section, and you put a door that goes somewhere in the same quest section as the painting, that door will only show up after you escape from the prison. An interesting one is the good/bad epilogues, where if you're evil the evil painting shows up and if you're good the good painting shows up, so these can be used to make alignment-specific scripts. But again, that requires quests to be used.
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