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AtmaVegeta Advanced member
Joined: 02 Jun 2005 Posts: 98 Location: Statside Finally
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Posted: Sun Nov 20, 2005 4:17 pm Post subject: Community Mod |
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Ok, since I'm abandoning the FF Mod (due to Legal Issues), I thought a coummity mod would be fun.
Here's how I have it planned:
-Each member gives 5-10 Clan Names. (Don't pick silly/completely dumb names, like Clan N00b or something, be kinda serious please ).
-Ideas for Equipment (Every type, you like a certain name for a piece, let me know (Even sets)).
-Character First/Last Names (Make a list, as many as you wish heh, and they will be added).
-Possible Balances
I plan on decreasing the range for Bows by 4-6 I believe, to give a more Melee Based fighting (thought bows will still have an impact.
-Unit Information (Different Unit Names, Stats, etc...)
I'd like everyone's input and if its acceptable (and I can do) I will try my hardest.
-I would also like to mess around with the graphics, though I'm not to sure how hard this would actually be, we'll see!
Input Time!!! I will also post mine soon (I have 2 Clan Names already), will post all in another post.
EDIT:
CLAN NAMES
1. Emishi Clan (Atma)
2. The Returners (Atma)
ITEM NAMES
ITEM STATS
-All Bows -(4-6) Range
UNIT NAMES
UNIT STATS
CHARACTER NAMES
(Falco's Names, will post later)
MISC
Last edited by AtmaVegeta on Mon Nov 21, 2005 7:20 pm; edited 2 times in total |
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falco1029 Advanced member
Joined: 20 Oct 2005 Posts: 47
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Posted: Mon Nov 21, 2005 1:50 am Post subject: |
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oh, use my names mod that i added here, pretty please . |
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AtmaVegeta Advanced member
Joined: 02 Jun 2005 Posts: 98 Location: Statside Finally
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Posted: Mon Nov 21, 2005 7:00 pm Post subject: |
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Are all the names in your mod unique? (Not BoN Names). If so I will add them also!
You have any clan/item names you would like!?
I'll also Update in "Main Post", and just post so you know new stuff added.
Also Tertsi, since this will be legal could you give me some heads up to where to modify the clans names in source code. Thanks. |
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falco1029 Advanced member
Joined: 20 Oct 2005 Posts: 47
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Posted: Mon Nov 21, 2005 8:13 pm Post subject: |
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| AtmaVegeta wrote: |
Are all the names in your mod unique? (Not BoN Names). If so I will add them also!
You have any clan/item names you would like!?
I'll also Update in "Main Post", and just post so you know new stuff added.
Also Tertsi, since this will be legal could you give me some heads up to where to modify the clans names in source code. Thanks. |
hmm, i included the BoN ones with it, because it was meant to extend it. Hmm, i dont think anyone wants to go pick out the BoN ones either. Of cours,e I can add some last names later, which i will be sure not to emrge with BoN names. |
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Tertsi Mitorah Games Studio Head

Joined: 29 Aug 2004 Posts: 289 Location: Finland
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Posted: Mon Nov 21, 2005 8:19 pm Post subject: |
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| To modify the clan names list, you'll need to open the BattlesofNorghan.exe with a hex-editor. Just search for a default clan name, for example search for Rising Force. I haven't tried editing BoN executable with a hex-editor though so I'm not sure if you'll be able to find it that easily. |
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falco1029 Advanced member
Joined: 20 Oct 2005 Posts: 47
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Posted: Mon Nov 21, 2005 11:24 pm Post subject: |
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| Tertsi wrote: |
| To modify the clan names list, you'll need to open the BattlesofNorghan.exe with a hex-editor. Just search for a default clan name, for example search for Rising Force. I haven't tried editing BoN executable with a hex-editor though so I'm not sure if you'll be able to find it that easily. |
yeah but that's annoying to do. |
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AtmaVegeta Advanced member
Joined: 02 Jun 2005 Posts: 98 Location: Statside Finally
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Posted: Sat Nov 26, 2005 1:57 pm Post subject: |
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Well it works modding the names that way, but the only problem I've found is, the name must be excatly the same lenght as the pre-existing name. I'm going to mess around with more (been very busy with thanksgiving) and hopefully find a solution to avoid this problem.  |
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Barrrt New member
Joined: 12 Aug 2005 Posts: 12
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Posted: Thu Feb 16, 2006 11:44 pm Post subject: |
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Nice you made a mod with diminished bow ranges.
I am going to try it as soon as I finish my current game. |
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dom New member
Joined: 09 Feb 2006 Posts: 7
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Posted: Mon Feb 20, 2006 1:26 pm Post subject: |
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| try and add in a auction house for unique weapons (magical ones), where you bid against other clans like the mercanary camp. |
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Paul_G Member
Joined: 12 Feb 2006 Posts: 17
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Posted: Mon Feb 27, 2006 9:53 pm Post subject: |
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Has anyone else tried increasing the speed of melee types?
Because even if you reduce bow ranges, it still doesn't make melee types effective because they still have to run so far. It increases the strength of spellcasters.
I've increased fighter speed and decreased the starting distance in battles and it seems to work quite well so far... though I'm only in Div. 8 right now with this game. The average fighter (a knight) wearing light armor now moves at 10 on average, and a barbarian moves at 15.
This makes characters expensive, but to offset that I've made certain classes specialize in certain weapons only. A black knight for example tends to be good with long swords and axes... and no other weapons. It also gives characters more personality IMO.
I'm sure there are weaknesses to this, but I'll play a few more seasons and see what I have here. I want to see how things are once I get to the mid to high level phase of the game and people start getting Taulmerit bows with high ranged skills. |
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