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Interview NWN Premium Module: Pirates of the Sword Coast Interview

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Well.. we don't know how it works in this new mod. There might be somehting of a slowdown. That said, I won't find out personally. Heh.
 

Ellester

Liturgist
Joined
Dec 27, 2004
Messages
162
Location
ohio
Shagnak said:
module_piratesoftheswordcoast_02_350x277.jpg


Im a sucker for games with underwater bits in it. Especially the bits in Wiz8 and W&W.

I seem to remember another NWN module with underwater stuff in it.
One of the Adam Miller ones perhaps?
I'm curious as to why something is on fire in the background?
 

Fez

Erudite
Joined
May 18, 2004
Messages
7,954
You have people defying all physical and biological sense, and you are worried about a bit of fire? Just list it under "magic" with all the rest.
 

Ellester

Liturgist
Joined
Dec 27, 2004
Messages
162
Location
ohio
Fez said:
You have people defying all physical and biological sense, and you are worried about a bit of fire? Just list it under "magic" with all the rest.
Hell at least in Wiz 8 you couldn't cast from the fire realm of magic while underwater. Oh well, different rules for Bio I guess...
 

Diogo Ribeiro

Erudite
Joined
Jun 23, 2003
Messages
5,706
Location
Lisboa, Portugal
Ellester said:
Hell at least in Wiz 8 you couldn't cast from the fire realm of magic while underwater.

Or use any fire-based Bard song or Gadgeteer contraption, or even general fire-related items such as explosives.
 

Sarvis

Erudite
Joined
Aug 5, 2004
Messages
5,050
Location
Buffalo, NY
Role-Player said:
Ellester said:
Hell at least in Wiz 8 you couldn't cast from the fire realm of magic while underwater.

Or use any fire-based Bard song or Gadgeteer contraption, or even general fire-related items such as explosives.

Because we all know nothing could explode or burn underwater, which is why torpedos, depth charges, under water welding and volcanos are all so very ineffective...
 

Diogo Ribeiro

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Jun 23, 2003
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5,706
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Lisboa, Portugal
Actually it's because we know using fire-based spells, summons or items against Water-based creatures would make the water segments of Wizardry 8 easier.
 

Ellester

Liturgist
Joined
Dec 27, 2004
Messages
162
Location
ohio
Sarvis said:
Role-Player said:
Ellester said:
Hell at least in Wiz 8 you couldn't cast from the fire realm of magic while underwater.

Or use any fire-based Bard song or Gadgeteer contraption, or even general fire-related items such as explosives.

Because we all know nothing could explode or burn underwater, which is why torpedos, depth charges, under water welding and volcanos are all so very ineffective...
Well those are all pretty damn powerful examples. If you look closely it looks like it’s one of the ship masts that is burning, and it seems to be in full flame while underwater. A big difference and pretty impossible, unless the ship has been submerged for 1 second when they took the screen shot. But like Fez said, just say its magic, this is a fantasy world, why bother trying to find realism in the game.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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Messages
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"Well those are all pretty damn powerful examples."

Well... magic is supposed to be powerful. That said, D&D rulez make it real ahrd to get fire spells to work underwater. Until the situation of the screenshot is learned; there's not much to comment about it. Not that any of us will find out first hand...
 

Sarvis

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Aug 5, 2004
Messages
5,050
Location
Buffalo, NY
Ellester said:
Sarvis said:
Role-Player said:
Ellester said:
Hell at least in Wiz 8 you couldn't cast from the fire realm of magic while underwater.

Or use any fire-based Bard song or Gadgeteer contraption, or even general fire-related items such as explosives.

Because we all know nothing could explode or burn underwater, which is why torpedos, depth charges, under water welding and volcanos are all so very ineffective...
Well those are all pretty damn powerful examples. If you look closely it looks like it’s one of the ship masts that is burning, and it seems to be in full flame while underwater. A big difference and pretty impossible, unless the ship has been submerged for 1 second when they took the screen shot. But like Fez said, just say its magic, this is a fantasy world, why bother trying to find realism in the game.


I was responding specifically to not having any kind of general fire-related stuff work underwater in Wiz 8. He specifically stated explosives wouldn't work, so I put two explosives examples in that SHOULD work underwater... this has absolutely nothing to do with the NWN module.

<b>Volourn</b>

I will find out eventually, but right now I'm practically broke and hopelessly addicted to Guild Wars and the Battlefield 2 demo...
 

Dgaider

Liturgist
Developer
Joined
Feb 21, 2004
Messages
316
Just FYI:

- You are slowed down when you are underwater. It's not as much as when you were underwater in KotOR, but it's certainly not like running around in the open air.

- there is a visual effect for air bubbles.

- the light you see in the screenshot is not something on fire in the background. I believe something is happening in the background that the shot got taken in the middle of. Whether or not torches and fire spells are useable while underwater, though, I'm really not sure.
 

Avin

Liturgist
Joined
May 8, 2004
Messages
377
Location
brasil
why kobold when you can kill a shark?

i'd rather play the witch's wake...
 

AlanC9

Liturgist
Joined
Aug 12, 2003
Messages
505
Sarvis said:
Well... sort of. Some of the people making these mods WERE the amateurs who made the free ones. Not Rob, obviously, but Stefan Gagne is working on a premium module and I think a couple others are. Some people even got hired by Bioware...

So essentially you've got the same people making them, but making money on it now. ;)

Of course I'm fine with that, since Stefan's modules rocked hardcore and he deserves it.

As it happens, Stefan isn't doing a Premium mod anymore. WotC vetoed "the HeX coda" for being too divergent from the FR. Hard to believe, since none of the first three mods work in the FR either, but I think WotC didn't like the premise -- hackers fighting an all-powerful corporation in an attempt to bring Open Source Magic to the masses.

On the plus side, that means he gets to release it free. 1.0 just went up on the Vault. I played the beta and thought it was great. Haven't heard it with the custom music yet.
 

Sarvis

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Joined
Aug 5, 2004
Messages
5,050
Location
Buffalo, NY
AlanC9 said:
As it happens, Stefan isn't doing a Premium mod anymore. WotC vetoed "the HeX coda" for being too divergent from the FR.

I knew that, but I had heard he was going to do a _different_ module for Bioware since they declined that one. Pretty sure I saw that in his blog thingy somewhere anyway...

On the plus side, that means he gets to release it free. 1.0 just went up on the Vault. I played the beta and thought it was great. Haven't heard it with the custom music yet.

Interesting... dammit I hate when there's too many games out that I want to play at the same time! Gaming would be so muhc easier if I didn't have to freakin work 8 hours a day... :(
 

AlanC9

Liturgist
Joined
Aug 12, 2003
Messages
505
Sarvis said:
I knew that, but I had heard he was going to do a _different_ module for Bioware since they declined that one. Pretty sure I saw that in his blog thingy somewhere anyway...

Yep, he's working on something else for Bio. Don't know how long that's going to take, or what that means for the rest of the heX trilogy.
 

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