This is a link.
I'm really not sure if I need to add anything to that, but I'll tell you what I see.
Any idiot can lie. Let's face it the act requires no skill. Concealing the fact you are, requires skill at masking ones telltales. But online, your not looking at someones face anyway.. so no skill involved. Misleading(all the more so when its deliberate) that requires talent....
For example
"Have you seen your father Jane?"
"No mom."
Now.. If janes father called her.. or talked to her without her making eye contact(Think yelling down the hall). She's being completely truthful. This is why court oaths require one to Tell the truth, the whole truth, and nothing but the truth.
So there it is in a nutshell, Evasive answers, Misleading statements, a dearth of cooperation, and if asked to dig back, I can find and show outright lies.
Sorry, but with that resume, I wouldn't trust these people to walk my dog, much less run a large For-the-community project.
21 August 2009
Why I Can't, Don't, and Won't, trust CEP..
Posted by
Mask
at
18:11
1 comments
Labels: General
08 August 2009
Mmmmm! Tastes like Q!
Begin with the link..
Then we can get into "about damned time" followed by "Totally worth it."
Let's poke around a bit.. Gallery of portraits.
MY personal favorite?Even after a victorious battle, the march home is exhausting. It is only discipline and honor that prevent the Sapphire Knights from discarding their heavy steel shields that only 2 days prior, kept the barbarian hordes at bay.
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
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comments
14 July 2009
Considering we're going with Placeable cities..
The questions(2) on my mind now.. are
- How weird should city layout be?
- Should Cities have multiple exteriors?
- How do I want to tackle this beast?
- No more than required.
- God no, just.. please.. No.
- Whiskey. Tango. Foxtrot.
- Why is the city this big?
- Are there 20-30 different taverns I can enter until I find one of my liking?
- If no, then it doesn't need to lend that impression.
- How many more area's must I jog through before I can finally have an adventure?
- Or is leaving the city itself suppose to be an adventure?
OK, I'm ranting now, and I realize it, but this is one of those places that Pencil and paper translate horribly to digital format. A DM can take a worn-out-sock, wave it around like its a magic wand, and describe the atmosphere of the 2nd, or 3rd, or 12th Tavern/Inn/Brothel that the party/player(s) enter, and Poof! Its there and works.
Worn-out-sock or not.. this is no more arcane than how Hugh Hefner can keep it up long enough to do anything with it at his age. DM say's its there, and within 15 minutes.. It is. Now when you have to construct one bit by bit in the toolset.. try an hour or two unless your just slapping something together. While I can't do that and be happy with the end result, I suppose it is possible to do.
But anyway.. rant aside.. I'm thinking 18 X 18 for cities. I know.. Massive.. But by the same token.. I'd rather have that sort of room, and scale it down if needed. Considering the overland map's are 14X14, I think the different of 4 in either direction will make cities feel quite large, all the more so as I don't plan to have excess/pointless doors and the like.
Anyway, Rant over....
For now.
Posted by
Mask
at
17:38
0
comments
12 July 2009
Mask's a Socializer? WTF?
I'd say it fits..
Socializer![]()
The Socializer motto: "No friend undiscovered!"
Description:It's not what you do, but who you know, how you are known and who loves you. People with high Socializer scores enjoy interacting with other people, forming bonds and finding cooperative solutions to the challenges within the virtual world.
Secondary influences
- Socializer Killers loyally love and fiercely hate. Groups an SK bonds with in game are often deemed heroic, while the opposition is reviled. SKs appreciate teamwork and cooperation in PvP. They may become vicious predators while enjoying the thrill of hunt within in a pack, but they are not likely to seek out targets by themselves. They enjoy forming groups and alliances that will pit themselves against other players--and they gain the most satisfaction when they defeat organized groups of other players.
- Socializer Explorers love the the 'total experience' of a virtual world--meeting new people and finding the unique places. They don't care much for PVP or leveling, but meeting up with online friends to see new parts of the world is considered fun and exciting. SEs make great group members, because they often know everything there is to know about a game and are enjoy sharing that knowledge freely.
- Socializer Achievers value reputation. They want to be known and appreciated for what they accomplish bother for themselves and their group. If city or base building are available in a game, they enjoy creating these and inviting other people to come and see. SAs enjoy the increased social status that comes with defeating a powerful foe or finding a unique treasure more than the act of gaining or possessing the achievement itself. SAs endeavor to be associated with leaders and teams that are renown for great deeds, often finding as much satisfaction in the success of the group as with oneself.
Posted by
Mask
at
17:35
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comments
Labels: Off topic
14 June 2009
OH Burst yeah..
Just got my batch of Burst VFX from Ben Harrison and going to stuff 'em into the Media hak, and rewrite the Burst animations starting now.
Needless to say.. I'm excited.
Posted by
Mask
at
23:02
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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..
28 April 2009
Warlock Woes
So tonight plan was to sit down with my lady love, a buddy, and perhaps his lady love.. and play through HoTU with several of my planned changes for black book.
Suffice to say I'm posting this at about 0200 local time for me.
The First Casualty of any Battle is Always the Plan
Damned if that isn't the case. In my last warlock update, I broke two out the the three progressions, and added the 3rd. In the past four hours I've managed to rewrite enough of one path to get expected/desired results out of it, however I fear the other will need a more a less complete recoding tomorrow.
*Sigh*
At any rate.. how about some Warlock Info?
Spells:
Haste:
- Duration: 6 seconds per class level.
- Target: Self.
Invisibility:
- Duration: 6 seconds per class level.
- Target: Self.
AC boost:
- Duration: 18 seconds.
- Target: Self.
- Specifics: Shield, Dodge, and Natural(amulet) AC scores are increased by Warlocks CHA modifier(Max 20).
AB Boost:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: AB boosted by CHA mod(Max 20)
Regeneration:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: Warlock regenerates (CHA Mod) Hitpoints every 3 seconds.
Concealment:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: Caster gains concealment % equal to Charisma Mod
Sight:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: See Invisibility + Ultravision
Protection Slash:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: caster gains (10 + Charisma SCORE) % damage immunity.
Protection Blunt:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: caster gains (10 + Charisma SCORE) % damage immunity.
Protection Piercing:
- Duration: 6 seconds per class level.
- Target: Self.
- Specifics: caster gains (10 + Charisma SCORE) % damage immunity.
Posted by
Mask
at
01:50
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comments
26 April 2009
The Chemistry of Hell
Got this via email a while back, and thought it was worth sharing.
HELL EXPLAINED BY CHEMISTRY STUDENT
The following is an actual question given on a University of Washington chemistry mid-term.
The answer by one student was so "profound" that the professor shared it with colleagues, via the Internet, which is, of course, why we now have the pleasure of enjoying it as well.
Bonus Question: Is Hell exothermic (gives off heat) or endothermic (absorbs heat)?
Most of the students wrote proofs of their beliefs using Boyle's Law (gas cools when it expands and heats when it is compressed) or some variant.
One student, however, wrote the following:
First, we need to know how the mass of Hell is changing in time. So we need to know the rate at which souls are moving into Hell and the rate at which they are leaving. I think that we can safely assume that once a soul gets to Hell, it will not leave. Therefore, no souls are leaving.
As for how many souls are entering Hell, let's look at the different religions that exist in the world today. Most of these religions state that if you are not a member of their religion, you will go to Hell. ''' Since there is more''' than one of these religions and since people do not belong to more than one religion, we can project that all souls go to Hell.
With birth and death rates as they are, we can expect the number of souls in Hell to increase exponentially.
Now, we look at the rate of change of the volume in Hell because Boyle's Law states that in order for the temperature and pressure in Hell to stay the same, the volume of Hell has to expand proportionately as souls are added.
This gives two possibilities:
If Hell is expanding at a slower rate than the rate at which souls enter Hell, then the temperature and pressure in Hell will increase until all Hell breaks loose.
If Hell is expanding at a rate faster than the increase of souls in Hell, then the temperature and pressure will drop until Hell freezes over.
So which is it?
If we accept the postulate given to me by Teresa during my Freshman year that, "It will be a cold day in Hell before I sleep with you," and take into account the fact that I slept with her last night, then number two must be true, and thus I am sure Hell is exothermic and has already frozen over. The corollary of this theory is that since Hell has frozen over, it follows that it is not accepting any more souls and is therefore, extinct......leaving only Heaven, thereby proving the existence of a divine being which explains why, last night, Teresa kept shouting "Oh my God."
Suffice it to say this student was the only one who got an A
Posted by
Mask
at
14:09
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comments
Labels: Off topic
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
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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
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comments
02 February 2009
Introduction
Run, it's Morim the dwarf!
Yes, some of you might recognize me from the dwarf I used to play. Since dwarves rule, I'm going to keep the name and make you remember it. Right now I've finally kicked into gear Project Black Book with Mask, and things are getting done now... I like to say mostly because of me, since I'm the moral support.
I've never DMed nor do I really plan to, but I can write a good story and am capable and willing to learn how to script and build. I've done work REALbasic before, and have taken a couple HTML classes which I passed with flying colors. All in all, once I get the hang of Aurora, I'll be able to do more than just write story and "pretty" the areas up.
On a different side note, if all goes well I will be going to New York Comic Con and check out what they have. BioWare is having a booth open during the convention, and will be having a dinner for player's afterward. They're mainly promoting Dragon Age: Origins, but I reckon most of the question will be about Baldur's Gate or NWN.
Until next time,
LOVE and PEACE.
Posted by
Morim
at
16:56
3
comments
01 February 2009
Well, I got something done recently...
In addition to working on a quest system(remind me to come back to this) I dropped several years ago.. I also conned a new fellow into semi-active work. His name is Morim, and he's a tool. Alright, alright, maybe I shouldn't slander him on his first day...
Then again, I better get him use to it right?
So in addition to getting him to sell me his soul, I also(you may have noticed) moved to a different webhost a while ago, and as of yesterday.. I put up, and semi-organized a new and better forum system. Now to be fair.. runboard was fine, (and will continue to be up while I cull useful data off it) and its good for entry level putting up a free forum for your non-profit whatever, when you know absolutely nothing.
Its simple, easy, and more a less difficult to screw it up without actively trying. However the admin panel on that thing is simply atrocious, and that makes any changing to the actual board's setup, layout, and permissions, a chore and a half.
No thanks. However, I also has standards, so PHPBB can crawl in a hole, die, and reanimate as a zombie before I think its worth the effort to seriously examine, much less use. I went with SMF, they call it "Simple Machines Forums" but me being me.. I tend to think of it as "Smurf Made Forums".
That's because its a bit cartoony, but its also easy, clear, and simple. Runboard at its best, is simplistic. And I don't say that in a positive light. So now that I'm actively putting some occasional effort into this.. it seemed time to get a nicer forums set up, and get things kicking.
I'd give you an estimate when the runboard forum will no longer be linked, but as soon as I pick a date, I'm almost sure to miss it. We'll say "Pre-2010" ok?
Posted by
Mask
at
14:55
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comments
Labels: Web-Work
25 January 2009
Script Monkeys can't decorate..
Seems like I'm working all by my lonesome again. Oh well. It happens. In related news, I've gotten to work on decorating up the north.. As you can see, the plain area(as seen in toolset) is pretty cut and dried for a lot of the northern plains. Its both unappealing, and tediously blank.
Hence, we get into adding some character.. Believe it or not These tree's were all created by a script I wrote some time(Months?) ago, which is in itself a variant of my traps placement code. This combined with a little known, or at least little fact of the game.. yields me some pre-populate area's.
You see, one can quite easily open a save game in the toolset to edit it. It handles .sav files just like .mod, so its really quite easy to load a save game up and make an Encapsulated Resource File(ERF) out of the saved map. Back to interesting stuff now. I took the liberty of "Tree-ing" up the north At least A and B rows, and this is about the final difference when all is said and done.
Not bad for a script monkey made area.
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Mask
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02:59
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12 December 2007
Struck full on by the brutal, methodical power of.......... Whimsy?
Minor site update, added music players on a fit of Whimsy. Home, Forums, Worldmap, and Blog are all effected. Also note, Bringing the world map in to any Quadrant will cause it to play tracks more fitting to Northern/Southern style.
Posted by
Mask
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04:29
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Labels: Web-Work
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.
26 October 2007
Back in the Saddle.
I've taken a good long while off, Screwed with this that and the next, Tried modding SupCom a bit, and yet, I still come back to old favorites.
Also of Note, I've taken on an apprentice of sorts in teaching how to make a class with Tabular framework. Frankly, its helping her just as much as its helping me, as the tutorial bit to date has been doing Southern Sentinel which has been one of those "I should do it, but I don't really want to" issues. Using it as a teaching tool has removed that, because while I don't really want to do it, I'm doing it and getting more than just the person gain of "Its done I'm happy".
I can look at it as actively producing some result, even if it is someone else using it for their own ends, and my list remaining much the same.
Posted by
Mask
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00:20
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Labels: General