On my 3rd web host at this point. Somehow I always get mixed up with the shitty ones like 000webhost.com. Seriously, worst customer service I have ever dealt with.
Let's just say they pulled down my site, with no warning or explanation, and refuse to say anything but "TOS violation". Now being the sort of fellow that I am.. I read their TOS over 3 bloody times before I uploaded anything, much less pulled down the site from my previous host, so I knew there was nothing I did that would violate TOS.
Anyway, New host, playing at being a bit less open about things now too. I think I'm gonna keep this a private party, so I know who's interested and who's involved. Anyway, map's back up I'm working on forums, and going to be saving ALL information as text documents now(000 Screwed me out of roughly a years worth of writing and planning).
I've gotten in a tentative Arcane Archer imbuing system, and Probably gonna try and knock out Archer, and AA classes for the next test build.
Archer will be just that, Any race, Any class, 2 or 3 BAB and a bow focus feat needed I think.
Will gain the +1AB/dam that AA use to, as well as Seeker arrow(Minus the idiotic spiral), and hail of arrows, both of which will be on a recharge timer.
Additionally, it'll get "fletching" which boils down to some math details. Any arrows that have a gold cost below a threshold value(calculated off of class level) Won't run out. Simple as that.
Arcane Archer, will better live up to its name. It will gain +1 magical damage(per 2 class levels) to any equipped arrow. The ability to imbue several combat spells onto arrows, and a caster level increase.
This boils down to say.. an 8 wizard, 12 AA
Having 4 caster levels from wizard(normal)
And 3 caster level's from AA(4 class levels = 1 caster level).
That's 7 caster levels, where a pure wizard would have 10. Weaker caster than a pure caster, Weaker BAB than a pure warrior. But a nifty mix of the two.
Additionally, I've got a new notion in mind. Archer, AA, and Ranger(I think), and possibly Jester(harper scout) will get access to a pair of new feats related to entrenching a position.
Right now, Entrench will take 1+1d2 rounds, and create a barricade in front of the user(I'll probably make it target able later) To keep this useful, my plan is to allow for 1 barricade per 4 levels. At max level you can throw down 10 in 20-30 rounds(2-3 minutes real time) and build yourself a nice little fort. Of course the barriers can be bashed down, and any player who can put 'em up, can take 'em down. Take them down instantly in fact.
Let's face it, range units in NWN get screw in about every way possible. You can't run and shoot easily, you run out of arrows constantly, Heck with it! I want to give rage shooters, and rangers some love back, and allow them to control the combat area some. We'll see how it plays out, but its a novel idea, and I really think its a good one.
After all, any idiot in the woods can drag some fallen tree limbs and rig up a place where its hard to be flanked. I know, I'm just such an idiot.
27 June 2010
Break out your Bow...
16 November 2009
In a Dragons Age..
So.. I'm going to talk about Dragon Age, and while I'm not entirely sure how to begin, the best I can come up with is to start with the beginning. I picked it up at 10AM from bestbuy(Which opens at 10AM), on November 2nd.
Today is November 16th, and I'm finally getting around to writing something about it.
I picked up the Xbox 360 version(Shame on me) for a rather simple reason: I wanted to get my Christmas shopping done, before Christmas came around. That would not be happening, if I got the DA toolset, which is a download that only works if you have the PC version. The side effect of this, is I get to play the game on the idiot-friendly, pre-built hardware box, with idiot-friendly controllers, and idiotic achievements.
First thing first, I'm impressed with how control is handled on the Xbox. Usually, RPG's are the star shaped peg that are beaten into a round hole with an over abundance of brute force. You can see some of the inventory controls below.
Now the truth is.. More quickslots would be a godsent, but its not realyl feasible to duct tape buttons onto the controller, still it was handled well.
You got 3 programmable letter buttons(X,Y,B) and 1 default action button(A). That sounds bad, until we get more into it. Those 3 buttons wear two hats each, which means they also have alternates functions when you depress a trigger, giving you 6 programmable buttons. But wait, There's more! Those 6 buttons, are tied into the Weapon set your using. So really you have 12 buttons(or if your like me, 10. I mapped X on both weapon set's so that it'd swap weapon sets.)
What that all boils down to is.. For example.
X = Swap weapons
Y = Activated talent 1
B = Activated talent 2
T+X = Activated talent 3
T+Y = Activated talent 4
T+B = Activated talent 5
That's just how I did it though. Now let's elaborate, knockdown in NWN would be an activated talent. Parry/Expertise would be a sustained mode, And passive talents, you can't map to a button anyway.
Assuming you made a Bard/Weaponmaster/Arcane archer for a minute(No, don't ask why), think about how many activated feat's you'd be using. KD, Disarm, Called shot, Ki Strike, bard song, curse song. Except in DA, Bard song is a sustained thing, so you can turn it on and leave it active for the next four days. Doesn't really need to be on the quick buttons 'eh? Likewise, healing is a trigger pull, and thumb rotation away. IT doesn't need to be quick-mapped.
In my example above, that covers most Melee things you'd be using right? Do the same for archer. Rapid shot is sustained, so ignore it. Called shot, fireball arrow, homing arrow, death arrow.. what else? Anyway, point made right? More buttons would be nice, but its enough, it works.
Anyway interface babbling aside, they did a really good job overall, with 2 things I'd have liked to see.
1.) Clicking down on a thumb stick to switch to 1st person view, or zoom in like your bow had a scope. Nothing major, or dire importance there, but damned it'd be nice.
2.) and this is where they screwed the pooch.. In Mass effect you could set your own waypoint on the map to help keep you from running around in circles like an idiot. The age of Dragons despite being made after Mass Effect.. lacks this technology.
Not major, but it'd help at a lot for people on their first run through.
Now then I haven't looked at the toolset, or played with it yet, but I can't help but say they did wonders with the dwarven city. Let's look at some pictures for a bit 'eh?
Human city:
Dwarven City:
Elven area of the Human city:
Human Town:
Dwarven Town:
Elves out in the Bushes:
I won't go on a rant about how different, and correctly all this architecture feels to me, but I will invite, and encourage you to look into it more. I can't find pictures I like for some of the ruins that most impressed me, or the Mountain top temple. But the fact remains, while the area design could be better, the views and locations are for one, enough to make me impressed. NWN2 failed to do that for me.
I could go on more, and I probably will later. But as it stands, I need to get back to stopping the blight.
Posted by
Mask
at
23:31
0
comments
01 August 2009
Breaking Bards...
Bards have gained my Ire attention lately.. Thus I share some plans. Scheme is to lower BAB, Potentially add more spells, And to add in bard songs.
What do you mean bard songs? They already have Bard song?
Yes.. they have a song. Sort of like how a fighter may have A Sword. Or a mage may have A spell. Screw that. I'm making specialist songs for bards, and by that I mean.. They do one specific thing, and its much stronger than the generic "Everyone can do every thing a tiny bit better" that normal bard song does for allies. I'm doing songs that
So what sort of benefit does this provide?
Well, for that, I give you a song sampling:
| Name | Duration | Skill | Targets | Effects |
| Decant of Dawn | 1 Round per song power | Persuade | Allies | +1/2 bard level Positive dam Vs Undead. 1/4 Bard level ATK/AC Vs Undead |
| Firey Retort | 1 Round per song power | Persuade | Allies | (2 * level) Fire Damage Shield. (2 * level) Fire immunity |
| Ballard of the Bastion | 1 Round per song power | Persuade | Allies | (1/2 level) / CHA(score) Damage reduction I.E +5/18 with a tenth level bard . Immobile(Legs) for Duration. |
| Ditty of Damage | 1 Round per song power | Persuade | Allies | +1 Blunt/Slashing/piercing/2 bard levels to all within range. |
| Hymn of the Hidden | 1 Round per song power | Bluff | Allies | Invisibility |
| Melody of Masking | 1 Round per song power | Bluff | Allies | 10+ level Concealment for duration. 50% max. |
| Blizzard Ballad | 1 Round per song power | Intimidate | Enemies | 1d2 Cold damage to enemies per round(Total issue at time of song), with a slow effect for the duration. |
| Fermata of Fouling | 1 Round per song power | Intimidate | Enemies | -1 ATK/2 bard levels to all within range. |
| Carol of the Clumsy | 1 Round per song power | Intimidate | Enemies | -1 AC/2 bard levels to all within range. |
Posted by
Mask
at
20:35
0
comments
15 May 2009
Knightly Virtures
So.. I've been on a class kick lately.
In particular.. I've finished Warlock, made some tweaks to Shadow dancer, and now I'm onto the Difficult Behemoth.. Paladin, BG, and CoT. Now, this is one of those area's(Like removing Sorc{can't edit the classes spell gain table}, and adding warlock) that I'm going to either:
- Create myself a legion of rabid fans
- Piss off everyone who liked any of those three classes originally.
Know what I'm saying? Ya either Like, Love, or Tolerate how they function presently.. but such is Familiar, ya know it, ya plan around it, and it works good. Me.. well, I'm a fan of changing things up for a better(or at lest much more diverse) balance mechanic. So.. Paladins now occupy a Prestige class(Bye Bye Champion of Torm) Blackguards will likewise function with the same spellbook as paladins.
And what does the base class become you ask?
I give you.. The Knight.
A knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat her foes. Her drive, determination, and fighting spirit allow her to control the battlefield in ways that others cannot match. A knight can challenge an opponent to a duel, calling upon the foe's pride and ego to force his hand. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt her foe's plans. Only the most talented rogues and monks can slip past a knight's defenses to strike at her allies. An adventuring group with wizards, warlocks, and other lightly armored members thrives with the assistance of a knight. While the knight keeps enemies occupied, her allies can use their talents and abilities without fear of attack or harassment.
The knight class is a great choice if you want to play a tough, durable melee combatant whose strong personality allows you to manipulate your foes. Weaker foes cower in fear before you, while stronger foes move to strike you rather than your allies when you play on their egos and challenge them to duels. Your expertise in using armor and carrying a shield allows you to form an impregnable defensive line. Once you engage a foe, he has difficulty moving away to threaten your allies. If you want to be a front-line melee combatant who defends the rest of the party and manipulates opponents, the knight is a good choice.
Requirements: Any Lawful(Due to limitations of the character creation process, this will function as a choice after character creation where one may become Evil/Neutral)
| LVL | BAB | Fort | Will | Ref | Skills | HP | Feats |
| 1 | 1 | 2 | 0 | 0 | 2 | 12 | - |
| 2 | 2 | 3 | 0 | 0 | 4 | 24 | Armor Mastery |
| 3 | 3 | 3 | 1 | 1 | 6 | 36 | Hold The Line(Below) |
| 4 | 4 | 4 | 1 | 1 | 8 | 48 | Test of Mettle(Below) |
| 5 | 5 | 4 | 1 | 1 | 10 | 60 | Bonus feat, Shield Bash(Below) |
| 6 | 6 | 5 | 2 | 2 | 12 | 72 | - |
| 7 | 7 | 5 | 2 | 2 | 14 | 84 | Mounted Combat |
| 8 | 8 | 6 | 2 | 2 | 16 | 96 | - |
| 9 | 9 | 6 | 3 | 3 | 18 | 108 | - |
| 10 | 10 | 7 | 3 | 3 | 20 | 120 | Bonus feat |
| 11 | 11 | 7 | 3 | 3 | 22 | 132 | - |
| 12 | 12 | 8 | 4 | 4 | 24 | 144 | Daunting Challenge(Below) |
| 13 | 13 | 8 | 4 | 4 | 26 | 156 | - |
| 14 | 14 | 9 | 4 | 4 | 28 | 168 | - |
| 15 | 15 | 9 | 5 | 5 | 30 | 180 | Bonus feat |
| 16 | 16 | 10 | 5 | 5 | 32 | 192 | - |
| 17 | 17 | 10 | 5 | 5 | 34 | 204 | - |
| 18 | 18 | 11 | 6 | 6 | 36 | 216 | - |
| 19 | 19 | 11 | 6 | 6 | 38 | 228 | - |
| 20 | 20 | 12 | 6 | 6 | 40 | 240 | - |
Starting at 2nd level, a knight is effective by armor mastery, which increases speed while wearing armor.
Beginning at 3rd level, the knight can elect to become an all but immobile bastion of defense, gaining physical damage resistance equal to (10 + class level + CHA mod), subsequently, the knight looses a good deal of their mobility(45% speed decrease). Additionally any nearby foes(at the time of use) are forced to treat the area near the knight as difficult terrain.
Starting at 4th level, a knight can issue a Test of Mettle. This is a general challenge to all foes within 30 feet. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the knight's CHA modifier). Creatures that fail this save will attack the knight. Using this power is a swift action(Instant/Free).
Recharge time (30 - CHA mod) Rounds
Starting at 7th level, a knight can attempt to shield bash any enemy engaged in melee(And targeting the Knight). This is assumed to be successful(hitting), and the target is provided a will save, failure results in the target being Dazed for 2-3 rounds.
The difficulty class of the save is 10 + ½ character level + strength modifier.
Using this power is a swift action(Instant/Free).
Recharge time (Daze Duration + 1) rounds.
Starting at 12th level, a knight can issue a Daunting Challenge as a swift action. Like a test of mettle, this is a general challenge to all foes within 30 feet. Affected creatures must make Will saves (DC 10 + 1/2 knight level + the knight's Cha modifier). Creatures that fail this save are frightened for (Intimidate skill/2) rounds. Additionally, for each frightened foe, The knight, and Allies are granted a +1 cumulative attack bonus again for (Intimidate skill/2) rounds.
Recharge time (30 - CHA mod) Rounds
30 April 2009
Yet another way..
Posted 04/30/09 17:30 (GMT) by Barry_1066
It should be noted the DMFI changed several default Bioware scripts as well to make DMFI work well.
On that note -- the future holds a brand new CEP DMFI all recoded and far more advanced than anything seen before. The project will not be completed for 2.3 but some of the now completed parts will be released in 2.3.
See, here's CEP.. Taking well known existing packages.. and screwing them up by putting a corporate logo on 'em. "its brand new, much better, blah, blah, blah..."
And god help you... if you customized the version that's been out and around.
FYI: the past 6 places I've worked.. I've had to rewrite sections of the DMFI to make it work with the module.
In other news, Atari finally got off its ass, Project Q is still making me sit on mine, and I've been busy working on Warlock, & Shadowdancer anyway.
On the upside.. This has given me a chance to grind, and get my "Sit On Ass" skill up as high as I can. Given I can still take Epic skill Focus: Sit On Ass.. but we'll see if I need to in a week..
19 March 2009
Great Characters..
Prologue: Fact Finding
The young Tymoran priest lay unconscious on his side, bound hand and foot with thick hemp rope. A purple bruise was already beginning to form around his left eye. Vraggen eyed him coldly.
"Get him up," Vraggen ordered his agents.
Dolgan, the big Cormyrean, slung his axe and kneeled at the captive's side. He took the priest's face in his ham hand and squeezed.
"Awaken," Dolgan said.
The priest groaned, but did not open his eyes.
"Well done," taunted Azriim. He stood beside Vraggen with a smirk on his dusky-skinned face. "Very creative."
Dolgan looked at the half-drow with his typically thick expression and grunted, "Huh?"
Azriim, dressed in the green finery and high boots that he favored, flashed a smile at Vraggen. "He never gets the joke, does he?"
Vraggen made no reply. To Azriim, everything was a joke.
"I don't?" Dolgan asked, still dumbfounded.
"Wake him up," Vraggen said to the Cormyrean warrior.
"And try not break him," Azriim added. "We need him capable of speech."
Dolgan nodded, turned back to the captive, shook him by the shoulders, and said, "Wake up! Wake up!"
The young priest groaned again. Dolgan lightly tapped his cheeks, and after a moment, the priest's eyes fluttered open.
"There," Dolgan said. He stood and backed away a few steps to stand beside Azriim and Vraggen.
The priest's bleary eyes cleared the moment his situation registered. He struggled against his bonds, but only for a moment. Vraggen waited until he saw resignation in the Tymoran's eyes before he spoke.
"What is the last thing you remember?"
...
Wizards has made a pdf version of Twilight Falling, book one of The Erevis Cale Trilogy, available as a free download. The whole novel. So why not go grab it, maybe send it to a friend who's never heard of Erevis Cale? There's nothing to lose. It's friggin' free. And speaking of free, do feel free to spread the word.
I actually suggested this to my editor at Wizards twelve months ago. Yes, indeed, the wheels of publishing turn slowly.
Obviously, the print version of Twilight Falling is available, too, but alas not free.
-Paul S Kemp
Now, I have every book centered on this character(save the most recent one) in print, on my bookshelf, but damned if this isn't a great opportunity for me (as a fan) to shove things I like down other peoples throats.
Like the man say's, its free, nothing to lose.
Posted by
Mask
at
17:43
1 comments
12 February 2009
The Winter Wastes
The history of the north is really a rather simple one. It was occupied first by the prisoners, the unwanted, who had little care for the cold: Dwarves. Predictably, they were the first to explore the mountains, and as dwarves are want to do, burrow into it. Claiming the tunnels was by no means an easy task, and at first it was scatterings of dwarves, singular brawlers, and handful's of the little diggers who took caves near the surface as their homes.
As time progressed, they began trading with the other small outposts, and more infrequently, joining forces with each other to dig in deeper. Eventually, small groups of dwarves returned south to the then burgeoning city of Haven(which has become Nefir Ryjah) to trade. Time passed and the dwarves fought tooth and nail to keep their holdings, but they were eventually driven out of the mountains by the sheer speed with which competition would out breed them.
Most of the dwarven clans, and clusters headed north, feeling certain they'd find another range, and that they'd learned from the failures since arriving in this new world. They failed, but not entirely. A number of the clans banded together, and settled in to the North east of the range.
They dug in and thus, the makings of the first northern city were carved into the stone. As years passed, more and more of the Brawlers, the trouble makers, the fierce, the problems, of the south, were taken up over the mountains and left in the wilds, to live, or die as chance had. At first the dwarves took advantage of this, offering shelter and food in exchange for sword work to secure their new homes.
As time progressed, they dug deeper and deeper, fortifying as they went, and as the need for additional swords was outgrown, but as a charity of sorts, the dwarves allowed the cast offs to settled outside their hold. The dwarves took the small cave they began with and dug. Generations later, they've all but built their own mountain atop the clanhold, and fortified it to withstand any foe they could imagine.
The North progressed from this to a more civilized region during the foundation and reign of the empire, however, the rough nature of the settlers hasn't changed a hair. Order in the North is strictly maintained by the military, and both of the cities have two companies of standing soldiers assigned to ensure neither safety, nor civil order are threatened.
To this day, the northern spirit is still that of brash fighters ready to cross blades at a perceived insult. As a society the north is a constant struggle between the argumentative nature of its citizens, and the harshness of the northern justice. It's been said that the northern army could conquer the west if not for the likelihood such would invite a southern advance.
Posted by
Mask
at
20:12
0
comments
11 February 2009
The Western Wilds
To detail what occurred in this region, simply put, the empire never truly conquered it. That is to say that with all manner of odd native beasts as well as the results of spells and experiments gone awry, while the empire could secure a large portion of the continent, between the magical cataclysm, and the disadvantage of trying to hold ground from roaming predators, and tribes of humanoids, the empire could never truly chase every foe to extinction, while securing already "cleared" lands.
To explain the west, we must first realize that while things were at their most peaceful, the underground regions were at the most dangerous, but like many, trust and faith in the ruling body was easy enough and people became complacent in trusting the emperor and his children would keep the roads safe, the marauders away from civilization, and the land peaceful. There were from time to time temporary problems, but that was to be expected, and it was understood they didn't last long.
That is until the Emperor's demise. Mardak immediately recalled all troops as the predictable first step to settling and trying to ensure this was a temporary set back, not a disaster. Corthyra mean-while perceived this as the likely first step towards military law through out the empire, and sought out those least pleased with Mardak, and began making provisions to keep the South she knew and loved safe.
While her concern was mostly making sure there were troops to reassure the people, Mardak took it as a secession from the empire, as well as a direct challenge to his authority. As Corthyra was not likely to rule the empire, despite being the older sister, Mardak felt she overstepped her authority by arranging the patrols in the south. This however is tangential to our discussion of the Western wilds.
Neither sibling showed any care for the west, beyond Mardaks failed attempt to take the capital by force.
A land of mostly rolling plains, and country retreats, the west went untended, as it was neither contested land, nor particularly dangerous at the onset of the conflict. As the years passed, the assorted creatures and savages driven underground began to find returning to the surface wasn't a quick death the way it use to be, and in an unsurprising turn, the creatures nearest the surface began to ascend and spread.
I mentioned earlier they were forced underground, and this created the predictable problem of space. as more and more savages and predators were forced off the surface, the warring and conflicts below grew more and more violent and brief. This in turn lead to each tribe, and pack, and group of creatures to fight meaner and meaner, as only the toughest nastiest sort would survive long. When these sharpened, almost feral beings returned to the surface, to find space, game, and the civilized settlers, things again took the predictable turn.
Retired soldiers, pompous nobles, serving maids, and expert butlers proved little enough resistance to these bred killers from below, and in short order the empire was again forced to confront the results of its complacency. Few of the retreats, and summer homes survived til the first winter, those few that can still be found in the west, have learned to live as if besieged, universally these have been situated at the few manse's which were built with walls around when originally constructed. Such dwellings were usually built by retired officers, or paranoid nobles who staffed their homes primarily with retired soldiers.
The west as it stands is known to be dangerous, and its said to be second only to descending into the earth.
Posted by
Mask
at
20:32
0
comments
01 November 2007
Daily Debriefing
Alright, last night Linda and I worked off and finished up Southern Sentinel.
I haven't put it up for testing yet, but no one seemed to bother last time I did(Post here if you want me to put it up). I've also written up the long and short of Juggernaut of War. Hopefully motivation will come, or I'll talk Linda into doing it for me.
Personally, I'm hoping on the latter, but its a lot of active feats so it would count as good practice I think.
03 September 2007
OMGWTFBBQ.2da
Miscellaneous playing around today, and finally re-assaulted baseitems.2da and remembered why it was useful, and why CEP needs to edit it so much.
This has been long overdue, but I began with some simple changes, namely making crossbow's actually feasible as an alternative to bow's. This of course was done by raising their damage, because let's face it 1d8 on a longbow(max 6 attacks attacks a round) vs a 1d10 crossbow that does max 5 attacks. It looks even, but consider this, Longbow needs a feat to get 1 more attack a round to hit six. Crossbow needs a feat to get more than 1 attack a round.
That playing field is about as level as Bill Clinton's marital vows.
Besides, most Longbow users usually opt for Arcane Archer if at all possible. I for one have never seen a dwarf with a longbow, its always elves or half elves. Not to mention a dwarf would never be able to string a longbow, couldn't hold the base still while managing to reach the top to bend it down.
Posted by
Mask
at
22:16
0
comments
16 August 2007
Daily Debriefing
Well, Todays trial has been experimenting towards class changing. I'm slotting out quite a few that will get either full or partial reworking to provide what I believe to be a better overall arrangement. Todays goal was to change the Assassin class on the two primary levels.
Suffice to say, I've only made one change so far, a Simple one, let's show you the basic assassin:
- Hit Die: d6.
- Proficiencies: Simple Weapons, Light Armor Proficiency.
- Skill Points: 4 + Int Modifier.
Not bad for a start, but I've always disliked one thing about the class.. How most of the cool and strange weapons.. it can't use by default.
- Hit Die: d6.
- Proficiencies: Exotic Weapons, Light Armor Proficiency.
- Skill Points: 4 + Int Modifier.
See the change? Its minor, until it comes to weapon selection. Anyway, I've tried before to tamper with a talk table and met with a level of success that resulted in only a single change: I got a beer, it seemed preferable.
Not so, with the Tabular Framework application I've kicked around in for this latest attempt. It's actually a TLK and 2DA editor in one app, allowing the user to drag around and alter both, with the added convenience of having both open and drag-around-able while tampering.
This is to say you can have both the talk table(only one allowed per module) and all the 2DA's open that you want and you can switch between them, or drag and place them to keep all the data coherent.
Coherent, that's something I'm not at the moment, but its difficult to explain properly how easy this makes it. Suffice to say, I could train my dog to use this program, getting her to work the keyboard may be difficult. However the software is empathetically not the hardware.
This is a rave review from me to be honest, for the simple fact it handles 2 tasks together that are needed to produce changes, and it does it without bells, whistles, or flaming hoops that seem to be listed as 'features' in so much of todays software. To put this in perspective, my Cell phone has a Calculator(1), a calendar(2), an alarm clock(3), a world clock(4), a stopwatch(5), and a notepad(6) build into its software.
I've used the alarm clock once. It did not meet expectations and I've never used it again. Nor were any of the other "features" I listed above used. Their Fucking Junk. Tabular Framework thankfully does the job, does the job well, and does it without Junk.
Posted by
Mask
at
17:08
0
comments
15 August 2007
Daily Debriefing
So, It seems I'm the only one working, or the only one posting updates.. No matter! I've been slacking somewhat lately, but some of my mapping work has been uploaded to the site, so while its still not nearly done.. you can take a look over here to see how the northern mountain range is coming.
On a related note, I may do up a NE section tonight too, and redo the linking for that part too. I also spent some time last night making Patrons and Paragons look a bit nicer. I'll still be kicking it all to Roen when finished so he can ply his hand at being editor, and more pointedly re-authoring it all into a more flowing script. Following that, I'll turn it into a real web page with better formatting and get the hell away from the inline frame its presently using.
I may just be old fashion, but it was pounded into my head when first learning HTML that Frames = BAD. However I confess this page is made possible by an inline frame, so maybe the more I play with it, the less I may cling to that belief. My initial concern lies mostly in targeting it.{A href="Link_URL"}link{/a}
is how most links are written but the inline frame bit forces me to add another parameter, which I don't really like.
target="" It works, fairly well in fact, but its a pain to have to manually add it to all URL links when making a post.{A href="Link_URL" target="_blank"}link{/a}
However, let's not forget before I used 3 links in this one post alone already.. Suffice to say, its a cumulative headache as more things need to be referenced.
07 August 2007
The Nightmare Begins!
Due to much prodding, harassment and death threats, yes, I'm finally going to begin posting notes and updates on here as well concerning the storyline and anything relevant to it. As it stands, I haven't really begun on anything solid, save for some brainstorming sessions with the Steel Clad Helpline. Basically, I'm opening up shop in terms of ideas for quests, plots and anything else those contributing to this have bottled up inside those heads of yours. And now, for something mildly amusing, and partially earnest....
(The Greatest Introduction Ever Composed)
I have a dream. A dream where the little posters with rabies might come together to unite under a single flag, one banner. This dream has been built on the emphasis of one person, one semi-divine being, obsessed not only with good, but chasing irritating little goblins around gatherings in Taverns. This dream, this sole person, not only fights for what he sees as truthful, but for loot, for the hope of actually beating his peers in PVP. While he might shout random bursts of "DAMMIT!", live in Bumblefuck (aka, the middle of nowhere), and have himself banned multiple times from a certain forum, his tenacity is truly an inspiration for us all. His name is Amanda! And HE IS IRRITATING!!!
(See I AM CANADIAN! Speech for humor reference... Yeah, yet another cheapshot at Art, but its been a while.)
(End Silliness)
And now, as per the /real/ intro...
This is our Dream. Dreams embody all aspects of what we perceive to desire inwardly of this world... If you could take a dream and shape it, mold it into something real, something that permeates the world and rings true to your designs, you have truly made your mark on existence. For too long time has passed us by, smothering and giving birth to our dreams, repeating an endless cycle. With this introduction, I give you the creation of our dream, one which until now, has only been able to exist in murmurs and whispers... My friends, go forth, and let fate weave your dreams into the fold of existence.
Welcome, to the Black Book.
Black Book/Whateverwe'recallingthisserver Logo
Dare to Dream, Mold Your World.
An NWN Persistant World Community Project
And, that should do it for now. Just something a brewed up in the five minutes I have here. Lates peeps!
Posted by
Roen
at
18:58
0
comments