Knights Templar NWN
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Knights Templar NWN

A forum for the Knights Templar mod for Neverwinter Nights
 
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Ivan the Terrible
Rom
Duncrief McCleave
DarkSky
GPharaoh
Zandelf
pugz
Sarah the DM
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: New Module   New Module Icon_minitimeSat Apr 25 2009, 00:25

I'm planning to write a new module that combines some of the features of KT and DX2. Are there any dungeons in either of them that are particularly good? Giants (D5) in DX2 comes to mind as being particularly fun. If you don't have a specific favorite, how about one you despise and why?

Are there any aspects of KT or DX2 that you really enjoy?

What parts of KT do you dislike?
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pugz

pugz


Posts : 86
Join date : 2008-09-12
Age : 39
Location : MICHIGAN

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PostSubject: Re: New Module   New Module Icon_minitimeSat Apr 25 2009, 04:09

with kt i really think knights should be not so uber. and its taken advantage of. alot
i dont really like the class custom scritp. like the pale master having to use death pots instead of heals
should osha charm work in combat.
i really like kt... lotts of fun. i enjoy the gameplay and figuring out all the monsters ( i was thought it was cool when u took away the eximine list of buffs and stuff.) dx2 was very fun with the pvp capibilites better pvp instead of the knight winning 80% of them. (there ab isnt all that gr8 and some of them dex based builds ac is over 100) so its a draw.
i really liked how in dx2 how a heal pot didnt require skill points in heal. the crazy gameplay due to some of the players (i died.... alot but it was fun)
And the blob isnt the blob n e more... hes a puddle lol

just my thoughts. that for asking sarah
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Zandelf




Posts : 21
Join date : 2008-11-17

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PostSubject: Re: New Module   New Module Icon_minitimeSat Apr 25 2009, 04:55

Just bring the good old dx2 back, please. I really miss the server, it felt like a home.
Knights in dx were pretty powerful, but you had to farm a lot to get enough money for the full set (took about 3 weeks for me to get money for full crimson set). And I bet that dx2 would have more players than kt.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeSat Apr 25 2009, 09:07

I agree about the healing potions and PvP action in DX2. I really want to eliminate guilds altogether and give people the ability to create whatever they want without being drawn to a particular set of rules.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeSat Apr 25 2009, 09:10

Sorry, but I think KT has much better scripting than DX2. It's just that some of the concepts are too strict.
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GPharaoh

GPharaoh


Posts : 148
Join date : 2008-09-23
Age : 36
Location : NYC-Brooklyn

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PostSubject: Re: New Module   New Module Icon_minitimeSat Apr 25 2009, 14:37

Well, I also feel the same way you do about the KT having better scripting than Dx2. But, if you plan on making it more pvp oriented my advice would be not adding restoration pots and restoration on the items because it breaks pvp. Why? you know well that builds have debuffs such as curse song or word of faith.

There's only one thing i dislike. That you're adding these bonuses to items: critical immunity, true seeing, sneak immunity, lvl ability drain immunity, [b]potion of heroism[/], chunk of meteorite, knockdown immunity.

My favorite dungeon is D16. That's given:) I like monsters there and how everything works there. D5, D7, D13-15 aren't bad as well
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DarkSky

DarkSky


Posts : 294
Join date : 2008-09-06
Location : Georgia

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PostSubject: Re: New Module   New Module Icon_minitimeWed Apr 29 2009, 12:18

I like the new ideas that you have come up with, I feel that players will be happy being able to play the classs/alignments they like and not have to worry about messing up party. I also love playing Giants and running around the block so to speak and who can forget about that bad boy Karl just waiting to get a piece of who ever step foot into his place. Just little things like this means the world to alot of players old and new. Having a piece of KT and DX together will make one hell of a place. NO matter what you do it will be the best as always. cheers

DarkSky
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Duncrief McCleave




Posts : 1
Join date : 2008-12-26

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PostSubject: Favorite Dungeon   New Module Icon_minitimeMon May 04 2009, 09:44

The most hated but most revered is Medusa. Everyone learns to hate the dispelling powers of the beholder and the random transports. It is one of your best works by far in my opinion.
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Rom




Posts : 52
Join date : 2009-04-30

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PostSubject: Re: New Module   New Module Icon_minitimeMon May 04 2009, 16:13

I think KT is very good. The dungeons are aesthetically beautiful, each well stocked with a variety (classes) of mosters. And the server is much more stabler than DX2. What dungeon would I like to see added to KT? A bad monk infested dungeon like Zero Wing of DX2 will be fun.

On small treaks of KT: 1. I'd like to see the max enhancement on weapons lowered to +15 and the spell Greater Magic Weapon scaled to +20. And even "Magic Vestment" scaled up to better than the items can offer. Also make the Keen Stone more rare. This can promote quests with more a balanced party (e.g., a balanced party with a minimum of one melee char and one caster). 2. Add more "farmer's quest" type of quest. A Keen Stone can be a good reward for the quest, for example. 3. Add more class specific quests. I really like the staff quest for mages. The other classes need help and can benefit from similar types of quests are cleric/druid/paladin. Can you make a "humble cloak" quest for the cleric, or a "prayer beads" quest for the paladin (to increase the number of smite evil use per-day and extend the duration of divine might/shield), for example.
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Ivan the Terrible




Posts : 18
Join date : 2008-11-30

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PostSubject: Re: New Module   New Module Icon_minitimeMon May 04 2009, 18:49

I would like to see more quests. Class specific prefered. Also, I would like a less linear world. On most other servers, you can go anywhere you want but you where you'll live long and where you'll die fast. The only real quest here is to kill the boss at the end, get his key and be able to move on. Can be very board game like in that aspect.
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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: New Dungeon   New Module Icon_minitimeSat May 09 2009, 20:06

What I suggest, (and I'm sure I know the answer) is one
make each individual toon earn there own loot, what I meen is this do not allow transfers form one toon to another... lol!

now for comments sunny

My next suggestion is this:

Make a new area of the cave one that promots pvp , capture the flag w/ no pick pocketing Very Happy

But realy your doing a great job more quest is nice... you start out strong @ lvl one w/ the doll quest lol then the farmer and notta...

ok one more suggestion while I'm here can you make it so the monsters will pick pocket players I think that whould be funny... Twisted Evil
Anyway God bless,
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeSat May 09 2009, 22:17

Great ideas all. I would definitely like to add some more quests. Specific ideas?
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Ivan the Terrible




Posts : 18
Join date : 2008-11-30

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PostSubject: Re: New Module   New Module Icon_minitimeSun May 10 2009, 11:40

Class specific quests. ie. an Assassin has a local regent to remove from power. A good Wizard must clear a tower of an evil wizard. Of course Paladins or good Clerics have to clear a dungeon with a portal to Hell, etc. The ideas are easy, putting them into service is the hard part. I used to write a lot of class quests in the pen & paper D&D but no one plays anymore. I love the NWN, Baldur's Gates and Icewind Dale's but everyone just goes for the Diablo hack -n- slash over real adventuring and character building.
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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: Rescue the Noob..!   New Module Icon_minitimeSun May 10 2009, 16:18

I have wanted to see more rescue quest if you can get it to work where they spawn in w/ monsters. (to give the effect they are being held/killed).
Having a waypoint @ a portal and have them acting like noob's getting into fights along the way, even with specil spawns that will only trigger when you are on escort quest... affraid

Giving them a random treasure drop for completing the quest so it is fresh each time(making sure it is a worthy reward for saving there life NOT just a potion!)... And have the rescue quest in every dungeon... cheers

And make it random elswise you will get people just memorizing them...

Thank you for you Time and effort, God bless U Like a Star @ heaven
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Nuli




Posts : 98
Join date : 2008-09-10
Age : 49
Location : Pittsburgh, Pa

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PostSubject: Re: New Module   New Module Icon_minitimeMon May 11 2009, 00:39

[quote="Ivan the Terrible"] I used to write a lot of class quests in the pen & paper D&D but no one plays anymore

I still play pen n paper every other Sunday Razz

Nuli
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 13 2009, 12:24

I just wanted to note that I'm very hard at work on the revised KT. I sure hope enough players stick around to make it worth my while.
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Warchief

Warchief


Posts : 102
Join date : 2009-02-09

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 13 2009, 14:10

I know I wrote in the props thread that I had left KT to go back to 12 Dark Secrets, which is true but I have been able to get on the Far East server lately so I have also been playing a bit there and have enjoyed the new look and the new challenges the Far East server has supplied. I am interested in seeing what new changes will be made to the new KT and will probably play on the site if time permits(since right now I am playing with friends and family on 12 Dark Secrets) so when they are not on 12 Dark Secrets you will find me on KT striving to bring my original(and the only one that actually worked for me) Knight Templar(even though Knights have been taken out) to 60th and bring him back to the butcher he was(since the ammy did not affect his ability in combat).
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DarkSky

DarkSky


Posts : 294
Join date : 2008-09-06
Location : Georgia

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 13 2009, 14:26

Well you know that I will be around, after playing other servers over time this is my in game home and will be until I can't click the mouse anymore. lol! Take your time and don't over do yourself we are NOT going any where (well I'm NOT)..... And welcome back warchief. cheers

DarkSky
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harmjustice

harmjustice


Posts : 76
Join date : 2009-04-18
Location : Earth

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 13 2009, 17:15

Very Happy I am happy to be back @ KT/Dx , Thank you for you hard work and I will be around for some time again.
I did leave nwn for some time and am back now,( I do not want to explain why I left).
Looking forward to seeing the changes you are making...
God bless you in Jesus name...
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fossil101

fossil101


Posts : 63
Join date : 2008-10-07
Age : 75
Location : MICHIGAN

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PostSubject: Re: New Module   New Module Icon_minitimeThu May 14 2009, 17:53

I will never leave KT it is my home. Thanks for all the hard work and many hours you have put into this server not to mention the cost. Far East has been a challenge starting from scratch after having it all, but who doesn't like a challenge. I like the new looks so far and look forward to all the new challenges coming our way.
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DarkSky

DarkSky


Posts : 294
Join date : 2008-09-06
Location : Georgia

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PostSubject: Re: New Module   New Module Icon_minitimeFri May 15 2009, 09:46

cheers Gramma and welcome back Harm.

NO matter where we go we always come back home, we all know a good thing when we see/play it. Very Happy

DarkSky
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeFri May 15 2009, 11:06

My IP address: 219.109.227.16

This is the permanent IP for the Far East Knights Templar. All module changes will happen there. The USA server may or may not be updated.
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Zandelf




Posts : 21
Join date : 2008-11-17

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 20 2009, 09:26

What do you think about upgrading monks Perfect self's damage reduction?
20 monk -> 20/+5
30 monk -> 20/+7
40 monk -> 20/+12
50 monk -> 20/+15
60 monk -> 20/+20
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 20 2009, 09:39

I'm pretty sure that's hard coded into the game. There are workarounds for most things, but monks do pretty well already.
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Sarah the DM




Posts : 695
Join date : 2008-09-04

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PostSubject: Re: New Module   New Module Icon_minitimeWed May 20 2009, 09:44

Update on KT II: I'm currently working on potion, wand, and scroll crafting. I'm replicating and rewriting Bioware's crafting functions to streamline and customize the coding. I'm also in the middle or reworking dungeons to shrink some of the more expansive areas and add new features.
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