2/07/2005

NWN: Engine

This thread is intended to be used for General NWN v1.x questions and discussions.

7 comments:

Chip said...

Pop said:
The following is not posted to the blog.

I think Chris asked this question last week. I looked
for it in my saved emails and on the blog, but
couldn't find it. I think Chip answered the question,
but I want more clarification. I apologize for asking
it again.

The question was about saving a game, modifying the
module, and resuming the game.

I gathered from the exchange that a game couldn't be
resumed after a module had been modified. Is this true?



Chip said:
It is toward the bottom of the Castle thread.

http://wyrm-raiders-of-the-blood-moon.blogspot.com/2005/01/blood-moon-castle-module-test.html

Chip said...

More specifically, here is the permalink to the comment:
http://wyrm-raiders-of-the-blood-moon.blogspot.com/2005/01/blood-moon-castle-module-test.html#110737677991229462

Chip said...

----------------
Here are some good multiple server instance discussions:

NWN: Multiple Servers QuestionNWN: Multiple Servers on 1 BoxNWN: Multiple Servers on 1 IP. Gamespy Listing Issue.-----------------
Design tips for scaling to multiple servers:

NWN: How To Scale, Multiple Servers?

Chip said...

Daniel asked earlier about the location of the recommended sizes of created areas in our modules. I believe this forum contains a lot of good info about that subject:

http://nwn.bioware.com/forums/viewtopic.html?topic=350798&forum=56

Chip said...

Check this out!!!! Infinite Dungeons, multiplayer, too...

http://nwn.bioware.com/premium/module_infinitedungeons.html

Unknown said...

Ok...I downloaded both Pirates of the Sward Coast and Infinite Dungeons. The Sword Coast adventure is something I had to get becasue i love pirates. I played around in the Dungeon generator and...IT IS GOOD. I creats complete little dungeons in the setting of the Undermountain and plugs little quests into them...as you crawl throught them you can return to the surface to customize them according to your class...or you can order it to regenerate the dungeon on the other side of the entrance as you see fit. Lots of flexability but quick also...allowing weenies like us to have a good fun quick dungeon crawl up and running in moments. The Pirates mod is seperate and you don't have to get it to have the dungeon generator. i created a new character to run through the instant dungeon generator with and started at level 5...it was quite fun...I told it to customize the dungeon for a fighter type so it was throwing treasure at me that was perfectly suited to my class...nice little feature. Anyhow...its onbly liek $8.00 so its totally worth the expense and it will give lots more playing time when we get together for the holidays...wont spend so much time trying to find a mod to play that Collin hasn't already completely conquered.

Chip said...

That sounds cool. I'm going to have to get it. I have been intending to download the other Premium Modules they have available, too. I think you can get just about all the premium stuff for about $20 or so. I just wanted to finish the Original Campaign and the Shadows or Undrentide and the Hordes of Underdark or whatever they are called before I paid for more. But, the Infinite Dungeons module looks like something I should probably get now. Have you figured out if you can create a dungeon and then all of us can play with you thru multiplay in it, or do we all have to somehow purchase the Infinite Dungeon maker? I'm wondering how the multiplayer stuff is enforced.