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 Mods suggestion thread
Author: paulo (---.dsl.telepac.pt)
Date:   06-23-11 01:46

Yeah another one like this


I always thought that the idea of selling magic spells was dumbing down something that should take effort to achieve. If simulating study is too much (and i'm not sure it is, though it might be boring after knowing the solution), then alternatives (and a very nice ones) are obvious. Quests giving spells, exploration giving spells. Unobvious item interaction giving spells (say small puzzles in the quest for glory fashion of using spells to get new spells).

In fact, after black gate, serpent isle had a quite fun system for this, in the form of the transcribe spell and spell scrolls - if you had the willpower to restrain your use of the spell mongers (awful in morrowind too).
I can't help but think it would be a really cool mod to spread scrolls around the world of black gate (with higher circles being uncommon, just 3 examples or even two), and disabling spell sellers while the ether imbalance lasts. Think of the incentive to explore that that is.

(if you want to make some puzzles, like the many puzzle rooms in SI or something like quest for glory to get to some of the higher circles, even better).

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 Re: Mods suggestion thread
Author: paulo (---.dsl.telepac.pt)
Date:   06-23-11 01:48

It would work really good with the keyring mod and the spellcasting npcs too.

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 Re: Mods suggestion thread
Author: Korneluk (---.222-56-74.mc.videotron.ca)
Date:   06-25-11 18:58

I like that idea....but it reminds me of a greater problem w/U7 and that is that it's so very easy to get crazy powerful rather quickly and since the monsters never scale with you they quickly become a bore. Maybe many will argue that Ultima was never really combat oriented, more about the detailed conversations(in the later games) and world exploration any way you wanted to wander....

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 Re: Mods suggestion thread
Author: paulo (81.193.35.---)
Date:   06-25-11 20:41

Thing is, the SI system encourages exploration, but is made pointless if you know where the loot is.

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 Re: Mods suggestion thread
Author: Joe Lerno 
Date:   06-26-11 00:12

What would really be nice is to allow a random egg be placed that spawns the monsters and the loot so its not the same anywhere..

Also the level system has no real perks so i believe some kind of modifier attacking and defence mod would be great there.

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 Re: Mods suggestion thread
Author: alagner 
Date:   06-30-11 14:51

I'm against random loot. There's already too much loot to gather and a lot of places to explore. Really, when playing with a full party you don't have enough place for all the magic stuff that can be found if you really visit every cave possible.

A.M.Miera
vel. Alagner Dragon

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 Re: Mods suggestion thread
Author: paulo (---.net.novis.pt)
Date:   06-30-11 19:52

I'm also against random loot :)

I'd want a "new" transcribe spell in BG, and hand placed loot, and the spell sellers disabled.


Speaking of which, i just thought of a great mod idea. A translate spell (like SI again) in bg, for the runes.

I don't know about you, but i never bothered to translate them (or learn the alphabet) so i never knew what most of them say.

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 Re: Mods suggestion thread
Author: paulo (---.dsl.telepac.pt)
Date:   07-12-11 16:25

Also i think that a few instances of "quest flexibility" would be a good thing.

For instance, allow opening spinebreaker even if you didn't know where cantra went, or fix this:

"It's like that part in Serpent Isle where the only way to advance the plot at one point in Moonshade is to gossip with Lucia about Pothos the apothecary, but this option doesn't present itself until Pothos returns, and by then most players will have finished talking to Lucia and don't expect a new dialogue option to appear with her."

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 Re: Mods suggestion thread
Author: conner 
Date:   07-12-11 18:22

quest flexibility..

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 Re: Mods suggestion thread
Author: Blu3vib3 (---.neo.res.rr.com)
Date:   07-13-11 08:12

The "Everything is Meat" mod.

I miss the olden days when spiders occasionally had legs of "chicken" on them. There are far too many potentially edible enemies in Ultima VII whose corpses turn up empty. While SI's wolf meat made me hopeful that I might once more be able to sample a more exotic range of fleshy comestibles, I felt cheated that it only appeared on my totem animal.

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 Re: Mods suggestion thread
Author: paulo (---.dsl.telepac.pt)
Date:   07-13-11 15:34

:slowclap:

Go troll some other topic please.

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 Re: Mods suggestion thread
Author: paulo (---.dsl.telepac.pt)
Date:   07-13-11 15:35

Hey you're actually serious.
Spider meat? REALLY?

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 Re: Mods suggestion thread
Author: andar_b (---.hsd1.ca.comcast.net)
Date:   07-13-11 22:18

Rabbits spawn BEEF?! :) I always liked that BG drops all of the 'gear' that most enemies wear. Most of it is horrible compared to what the party already has, but nevertheless it is THERE. I really enjoyed my playthrough of Dragon Age Origins, but you can kill fully-armored enemies and they'll drop a dagger, or kill an unarmed mage and he'll drop an axe. :p

A little more variety wouldn't hurt tho, some ultra-rare hatchet of slaying would be fun to see on one of those insta-spawn dragons along with all the gems.

It also bothered me that you find (at least) an extra spellbook, but you can't copy one to the other and thus use all the combined spells.

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 Re: Mods suggestion thread
Author: modnewb 
Date:   07-13-11 22:44

That was one of the mods I was working towards. I wanted to give NPC cloths and other items that would make since for them to have. Just haven't gotten a response to my other post yet. Seem to keep having the same problem.

http://exult.sourceforge.net/forum/read.php?f=1&i=361311&t=361311

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