I will post both the fireweapons script as well as a release 5 as soon as I can get. But you guys know how things get with school and life.
Stranf's World Starter Kit: Release V *1/18/07*
Nope, your script works great. when I updated FileAssociations.jse I forgot to copy over global.js. stupid me.
I noticed that when I couldn't get my fire weapons to work. The fire weapons are also included in my worldfile, but since this was a "hack" job to get it up quick, i don't have any updated .dfn files to take advantage of them.
I will post both the fireweapons script as well as a release 5 as soon as I can get. But you guys know how things get with school and life.
I will post both the fireweapons script as well as a release 5 as soon as I can get. But you guys know how things get with school and life.
Release V is up,
Included is my EMOTES and DM scripts from the script vault. More info in the first post. It's not fully updated, and may contain typo's. I'm sorry, but I have a quiz in 15 minutes and have to go back to studying.
Again, my apologies for taking so long to post an update, and I hope you enjoy it!
Included is my EMOTES and DM scripts from the script vault. More info in the first post. It's not fully updated, and may contain typo's. I'm sorry, but I have a quiz in 15 minutes and have to go back to studying.
Again, my apologies for taking so long to post an update, and I hope you enjoy it!
A quick set of newby questions for Stranf or anyone else who is relatively knowledgable. For background information, I have been tasked by a group of selfish friends
to setup a UO Server for there hunting and adventuring pleasure. It seems to me that the starter kit is the fastest way to give them a "complete" experience. Having said that, can anyone tell me:
1. I gather treasure hunting generally does not work in UOX3. Is this the case with a fresh install of your starter script?
2. I also gather that UOX3 has an issue with loot not working. Is this something that has been corrected within this script? If not, does anyone have a good starting loot script that they have shared?
3. Do moongates work (they appear to not be on). If not, how hard would it be to recreate them?
4. Given that we have a "custom" world here, has anyone mapped the thing and/or done any work towards a kind of Gazeteer, telling what is and is not differet?
Thanks to Stranf for all of his hard work; I am now able to stand on your shoulders and look tall without stretching!
Thanks!
1. I gather treasure hunting generally does not work in UOX3. Is this the case with a fresh install of your starter script?
2. I also gather that UOX3 has an issue with loot not working. Is this something that has been corrected within this script? If not, does anyone have a good starting loot script that they have shared?
3. Do moongates work (they appear to not be on). If not, how hard would it be to recreate them?
4. Given that we have a "custom" world here, has anyone mapped the thing and/or done any work towards a kind of Gazeteer, telling what is and is not differet?
Thanks to Stranf for all of his hard work; I am now able to stand on your shoulders and look tall without stretching!
Thanks erekose. I'm probably going to have to update my starter kit. Sorry I don't have it here. I believe my link has expired. (as you may have found out.)
Basically the only "new" contents are the custom houses of my PC which are scattered on the eastern mainland portion of skara brae. A GM with a wipe command can erase those perfectly.
The current mod includes monsters. I don't know what you mean by "loot" not working, but the monsters DO indeed spawn treasure.
There are various custom NPCs which may or may not be interested to a server on a hack-and-slash type shard. For example we have Lord British in the Throne room, and Dupre is over at BT castle. (Blackthrone's castle functions more as a guardpost on my shard.)
In anycase, it is a combination of my decorating, Xuri's decorating, Community spawn, and various other scripts. Giwo's taskmaster script is really fun for those who want to get right in and beat up monsters. The task giver is a knight in one of the towers as you enter lord british's castle. He is sitting at a desk (should be right after you cross the moat). Tell him task, and he will tell you to slay some monsters.
As for moongates, I'm not sure if they work or not. It used to be that they were invisible but you could still walk onto the spot and it would teleport you. I'm going to fix that, I want them to work like Ultima IV and will be adding that script as soon as my college course ends.
Hope your friends enjoy UO!
Basically the only "new" contents are the custom houses of my PC which are scattered on the eastern mainland portion of skara brae. A GM with a wipe command can erase those perfectly.
The current mod includes monsters. I don't know what you mean by "loot" not working, but the monsters DO indeed spawn treasure.
There are various custom NPCs which may or may not be interested to a server on a hack-and-slash type shard. For example we have Lord British in the Throne room, and Dupre is over at BT castle. (Blackthrone's castle functions more as a guardpost on my shard.)
In anycase, it is a combination of my decorating, Xuri's decorating, Community spawn, and various other scripts. Giwo's taskmaster script is really fun for those who want to get right in and beat up monsters. The task giver is a knight in one of the towers as you enter lord british's castle. He is sitting at a desk (should be right after you cross the moat). Tell him task, and he will tell you to slay some monsters.
As for moongates, I'm not sure if they work or not. It used to be that they were invisible but you could still walk onto the spot and it would teleport you. I'm going to fix that, I want them to work like Ultima IV and will be adding that script as soon as my college course ends.
Hope your friends enjoy UO!
Thanks Stranf
I found that the lich lords had some armor and weapons. However, they did not appear magical (but I might just not be used to seeing the new varitey of magical items). Moreover, as I take an initial look at the NPC files, it appears most creatures only spawn scrolls and gold.
So it appears I am going to have to maybe massage the spawn lists and definitely modify the spawn items for the various npcs.
I found that the lich lords had some armor and weapons. However, they did not appear magical (but I might just not be used to seeing the new varitey of magical items). Moreover, as I take an initial look at the NPC files, it appears most creatures only spawn scrolls and gold.
So it appears I am going to have to maybe massage the spawn lists and definitely modify the spawn items for the various npcs.
the magical weapons "broke" when UOx3 had a misbalance in combat a year ago. I haven't fully recovered since it was a lot of work, and in all honesty you will find the weapons and armours on my shard, to this day, balanced quite differently from the ones on the base Uox3.
I generally don't include most of my adjustments to the monsters in my worldfile, although I probably should.
if you look in the script vault you should find a list of my magic weapons.
I generally don't include most of my adjustments to the monsters in my worldfile, although I probably should.
if you look in the script vault you should find a list of my magic weapons.
I have another "in game" question about a Starter Kit deployed server...
We now have our server up and running. The connectivity is solid and everything seems to be working. But we have a few initial observations, most of which have to do with in game mechanics. And while I am going to be taking a look at all of these things organically, as time allows, I thought I might see if anyone else might have some insight into what we are dealing with.
Again, please keep in mind that this is Stranf's Starter kit here:
1. We are noticing significant "dead" areas. For example, south of the Cemetary in Moonglow, there are no animals. Is this standard, or did I do something bad to the spawn?
2. NPC Training does not seem to work. Again, is this something that is broken, or has never worked?
3. Difficulty seems high. My one beta tester is not able to find much in the way of "entry level" monsters
4. Combat seems broken. This same beta tester says that when he is close to killing something, it runs away. Once it does run away, he can't finish it off no matter what he does, almost as if the fighting stops.
5. Mages have no spells. That is, they are starting with little to no scrolls, and therefore arent productive spell casters. Ideally, they could find scrolls as loot, but how do they get said loot if they have no combat spells to cast? Is this intentional or is something wrong here?
I am sure we will have more questions as time goes on. Thanks in advance!
We now have our server up and running. The connectivity is solid and everything seems to be working. But we have a few initial observations, most of which have to do with in game mechanics. And while I am going to be taking a look at all of these things organically, as time allows, I thought I might see if anyone else might have some insight into what we are dealing with.
Again, please keep in mind that this is Stranf's Starter kit here:
1. We are noticing significant "dead" areas. For example, south of the Cemetary in Moonglow, there are no animals. Is this standard, or did I do something bad to the spawn?
2. NPC Training does not seem to work. Again, is this something that is broken, or has never worked?
3. Difficulty seems high. My one beta tester is not able to find much in the way of "entry level" monsters
4. Combat seems broken. This same beta tester says that when he is close to killing something, it runs away. Once it does run away, he can't finish it off no matter what he does, almost as if the fighting stops.
5. Mages have no spells. That is, they are starting with little to no scrolls, and therefore arent productive spell casters. Ideally, they could find scrolls as loot, but how do they get said loot if they have no combat spells to cast? Is this intentional or is something wrong here?
I am sure we will have more questions as time goes on. Thanks in advance!
- Xuri
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Try "<skillname> train" instead of "train <skillname>".erekose wrote:2. NPC Training does not seem to work. Again, is this something that is broken, or has never worked?
-= Ho Eyo He Hum =-
Sorry, been taking a final
Here is a stab at my kit. Don't give up on me, I'm still working on updates!
1. We are noticing significant "dead" areas. For example, south of the Cemetary in Moonglow, there are no animals. Is this standard, or did I do something bad to the spawn?
--Kit is a work in progress, I haven't been to moonglow much, and if the community spawn dosen't give them any animals, there won't be any. I took notice of this and will add some in a future release. As for now you will have to do it on you own. I can help you with this if you need some tricks on setting up spawns.
2. NPC Training does not seem to work. Again, is this something that is broken, or has never worked?
--Try Xuri's suggestion and get back to me, in all honesty I've never tested it.
3. Difficulty seems high. My one beta tester is not able to find much in the way of "entry level" monsters
--Difficulty IS high. I mentioned that (or if I didn't it is my fault) on one of the first few posts in this thread. The "starter kit" is a world file that was built for those running a small shard and is assumed that the GM would increase the skills (only some main ones of course) of the players up around 70. Monsters are balanced for a PC started value of 70, although obviously mages would need to take care since my GMs never give them 70 in combat skills. Generally I start my mages at 80 in spellcasting/inscription, and warriors at 80 in tactics/weapon of choice. And then some minor skills in the 50s range. Most of my players did NOT enjoy building up from 0. (We are all in college and we don't have very many time commitments, we are lucky to play 2-3 per week at best, 8-10 hours a month at worst). We generally like to spend our time running GM quests, not wood chopping (since it isn't a persistant server on my world). So basically my players voted it was more "fun" to start at around 80 on some main skills and 40-50 on some minor and build up from there. Monster abilities have changed to reflect this balance.
Quickest fix: overwrite the DFN files with the original DFN files from the experimental UOx3 builds. Monsters should be balanced according to current UOx3. I'll be sure to note that later.
4. Combat seems broken. This same beta tester says that when he is close to killing something, it runs away. Once it does run away, he can't finish it off no matter what he does, almost as if the fighting stops.
--Weird bug. I purposefully set my UOx3.ini up so that monsters need TWICE as much damage to run away than the normal UOx3 shard. This can be fixed in your Uox3.ini. In fact, most of the tweaks that your beta tester says is "hard" came from direct balances because the players on my shard were killing dragons one-on-one with viking swords with only 88 tactics 88swords and taking minimal damage.
I agree combat is broken, and I am working on that constantly for a "fun" enviroment for my players. (Most are in the 70s-80s in skills, so my shard will always run "harder" than a base-shard.) Just remember you can balance it how you want by simply adjusting the .dfns or copying the basic DFNs over my edited ones.
5. Mages have no spells. That is, they are starting with little to no scrolls, and therefore arent productive spell casters. Ideally, they could find scrolls as loot, but how do they get said loot if they have no combat spells to cast? Is this intentional or is something wrong here?
--Again, this might be because I don't have my Uox3.ini included? My original starter kit is set to give players 2500 gold. If he is frugal, he should be more than able to purchase reagents/spells to get him on his feet. My starting gold is more than what "vanilla" UOx3 gives. As for scrolls I don't know how to add them, so that is what all mages start with on UOx3.
Thanks for testing my starter kit. Originally I included the worldfile only (No monster tweaks, etc, just deocrations), but demand for my custom scripts arose so that I basically send an "image" of what my shard is at that time. (Essentially it is the backup of my shard at that date. For example, tell your beta tester to walk east on Skara Brae. There he will find my castle with lots of goodies!!!! (GMs can wipe this MUCH quicker than it is to decorate/populate a world!)
So basically, please keep your suggestions coming (I appreciate them), I will tell you why I did what I did, and also suggest how you can improve your shard to suit your needs. That is why I love UOx3, you can set it up to any play style. Enjoy!
Here is a stab at my kit. Don't give up on me, I'm still working on updates!
1. We are noticing significant "dead" areas. For example, south of the Cemetary in Moonglow, there are no animals. Is this standard, or did I do something bad to the spawn?
--Kit is a work in progress, I haven't been to moonglow much, and if the community spawn dosen't give them any animals, there won't be any. I took notice of this and will add some in a future release. As for now you will have to do it on you own. I can help you with this if you need some tricks on setting up spawns.
2. NPC Training does not seem to work. Again, is this something that is broken, or has never worked?
--Try Xuri's suggestion and get back to me, in all honesty I've never tested it.
3. Difficulty seems high. My one beta tester is not able to find much in the way of "entry level" monsters
--Difficulty IS high. I mentioned that (or if I didn't it is my fault) on one of the first few posts in this thread. The "starter kit" is a world file that was built for those running a small shard and is assumed that the GM would increase the skills (only some main ones of course) of the players up around 70. Monsters are balanced for a PC started value of 70, although obviously mages would need to take care since my GMs never give them 70 in combat skills. Generally I start my mages at 80 in spellcasting/inscription, and warriors at 80 in tactics/weapon of choice. And then some minor skills in the 50s range. Most of my players did NOT enjoy building up from 0. (We are all in college and we don't have very many time commitments, we are lucky to play 2-3 per week at best, 8-10 hours a month at worst). We generally like to spend our time running GM quests, not wood chopping (since it isn't a persistant server on my world). So basically my players voted it was more "fun" to start at around 80 on some main skills and 40-50 on some minor and build up from there. Monster abilities have changed to reflect this balance.
Quickest fix: overwrite the DFN files with the original DFN files from the experimental UOx3 builds. Monsters should be balanced according to current UOx3. I'll be sure to note that later.
4. Combat seems broken. This same beta tester says that when he is close to killing something, it runs away. Once it does run away, he can't finish it off no matter what he does, almost as if the fighting stops.
--Weird bug. I purposefully set my UOx3.ini up so that monsters need TWICE as much damage to run away than the normal UOx3 shard. This can be fixed in your Uox3.ini. In fact, most of the tweaks that your beta tester says is "hard" came from direct balances because the players on my shard were killing dragons one-on-one with viking swords with only 88 tactics 88swords and taking minimal damage.
I agree combat is broken, and I am working on that constantly for a "fun" enviroment for my players. (Most are in the 70s-80s in skills, so my shard will always run "harder" than a base-shard.) Just remember you can balance it how you want by simply adjusting the .dfns or copying the basic DFNs over my edited ones.
5. Mages have no spells. That is, they are starting with little to no scrolls, and therefore arent productive spell casters. Ideally, they could find scrolls as loot, but how do they get said loot if they have no combat spells to cast? Is this intentional or is something wrong here?
--Again, this might be because I don't have my Uox3.ini included? My original starter kit is set to give players 2500 gold. If he is frugal, he should be more than able to purchase reagents/spells to get him on his feet. My starting gold is more than what "vanilla" UOx3 gives. As for scrolls I don't know how to add them, so that is what all mages start with on UOx3.
Thanks for testing my starter kit. Originally I included the worldfile only (No monster tweaks, etc, just deocrations), but demand for my custom scripts arose so that I basically send an "image" of what my shard is at that time. (Essentially it is the backup of my shard at that date. For example, tell your beta tester to walk east on Skara Brae. There he will find my castle with lots of goodies!!!! (GMs can wipe this MUCH quicker than it is to decorate/populate a world!)
So basically, please keep your suggestions coming (I appreciate them), I will tell you why I did what I did, and also suggest how you can improve your shard to suit your needs. That is why I love UOx3, you can set it up to any play style. Enjoy!
-
Mindless Automaton
- UOX3 Apprentice
- Posts: 189
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Thanks, I'm going to update it shorty.
(hopefully I will actually have a real place to upload it instead of savefile.) In anycase, I got married, am doing school, and working. Not having the internet at my new apartment makes thing difficult.
I'll try to get it up as quick as I can, but that, unfortunatly, may be longer than you would like.
Don't give up on UOx3, and I'll get an update out for you shortly!
On a good note, the project is moving a long. And luckily for me (and possibly those who enjoy my worldfile), my wife enjoys decorating. We have added some new stuff in Occlo and are fixing up some homes in Britain that were missed by Xuri's fine work. So basically I will get another pretty good release out there.
(hopefully I will actually have a real place to upload it instead of savefile.) In anycase, I got married, am doing school, and working. Not having the internet at my new apartment makes thing difficult.
I'll try to get it up as quick as I can, but that, unfortunatly, may be longer than you would like.
Don't give up on UOx3, and I'll get an update out for you shortly!
On a good note, the project is moving a long. And luckily for me (and possibly those who enjoy my worldfile), my wife enjoys decorating. We have added some new stuff in Occlo and are fixing up some homes in Britain that were missed by Xuri's fine work. So basically I will get another pretty good release out there.
Sorry for the double post,
But I want to make clear to those interested that we are hard at work on release VI.
Some new things coming:
Lockpicking
Traps (and the ability to disarm them)
Fountains (Heal, Acid, poison, random)
and the ability to fill empty potion bottles from the fountains.
We are in debug mode and may take a week or so to get it "release" worthy. If you wish to have just the decorations/NPCs for your world, go ahead and PM ME YOUR EMAIL ADDRESS. I will try my best to email you at LEAST the world file so you can start playing.
Sorry for the inconvienence, but I actually don't have internet at home, and it will take a week or two to get it.
But I want to make clear to those interested that we are hard at work on release VI.
Some new things coming:
Lockpicking
Traps (and the ability to disarm them)
Fountains (Heal, Acid, poison, random)
and the ability to fill empty potion bottles from the fountains.
We are in debug mode and may take a week or so to get it "release" worthy. If you wish to have just the decorations/NPCs for your world, go ahead and PM ME YOUR EMAIL ADDRESS. I will try my best to email you at LEAST the world file so you can start playing.
Sorry for the inconvienence, but I actually don't have internet at home, and it will take a week or two to get it.
School and Real Life seem to be taking a lot of (as it should be) the free time of my development team. For those who may still be interested, here is a project update for Release VI:
Target release date: First of March
Location: Permanent location on Uox3 server. (no more rapidshare! Thanks Xuri!)
Lockpicking --> done
New weapon rebalance --> 50% completed (need to test)
Implementaiton of new armors (Mondain's legacy with different names) --> done
Traps and Fountains--> Implemented
Alternate Arms lore --> outline stage
Sextants and maps --> Implemented
Alternate skills --> (used mainly for my shard, but could come in handy for other shards)
New monster rebalance --> 100% (for OSI UO monsters and some AOS monsters)
Expanded GM and emote scripts ---> done
Parameteric special weapons (such as fire) --> outline stage
Magic Keys --> Implemented
Glass Swords (a la Ultima V and VI) --> Testing
Village of Paws --> Created and populated
Miscellanous houses (in britain and other places) decorations were expanded.
And the best reason to download:
Compact GM excel spreadsheet. With quick tabs and step-by-step directions on how to set up locks, traps, new weapons, armors, emotes, GM functions. Currently 75% complete.
------
The work on monster rebalancing was due to the comments of my players and myself. It might not be "balanced" for PvP combat, but PvM combat dynamics should be greatly improved with the new system. My players all report that they enjoy the changes made so far immensly.
As always, my "worldfile", or shard "mirror" is modular and you can only update those features that you wish to update.
Happy questing.
Target release date: First of March
Location: Permanent location on Uox3 server. (no more rapidshare! Thanks Xuri!)
Lockpicking --> done
New weapon rebalance --> 50% completed (need to test)
Implementaiton of new armors (Mondain's legacy with different names) --> done
Traps and Fountains--> Implemented
Alternate Arms lore --> outline stage
Sextants and maps --> Implemented
Alternate skills --> (used mainly for my shard, but could come in handy for other shards)
New monster rebalance --> 100% (for OSI UO monsters and some AOS monsters)
Expanded GM and emote scripts ---> done
Parameteric special weapons (such as fire) --> outline stage
Magic Keys --> Implemented
Glass Swords (a la Ultima V and VI) --> Testing
Village of Paws --> Created and populated
Miscellanous houses (in britain and other places) decorations were expanded.
And the best reason to download:
Compact GM excel spreadsheet. With quick tabs and step-by-step directions on how to set up locks, traps, new weapons, armors, emotes, GM functions. Currently 75% complete.
------
The work on monster rebalancing was due to the comments of my players and myself. It might not be "balanced" for PvP combat, but PvM combat dynamics should be greatly improved with the new system. My players all report that they enjoy the changes made so far immensly.
As always, my "worldfile", or shard "mirror" is modular and you can only update those features that you wish to update.
Happy questing.
-
Osprey
- UOX3 Neophyte
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After installing this I found that although I said no to overwriting accounts etc that I had to start chars again. So as usual I started in Yew, went to the moongate and started going through the various locations when I noticed a gump with moongates listed. Unfortunately, I had gone past that moongate and had to cycle through again. The menu had three main options Felucca, Trammel and Ilshenar - Cool - I'll go to Ilshenar! Picked Compassion because it's on top and I'd like to go see the Gargoyle City. Ran around noticed spawns - niiiiice - but couldn't get through passage to Gargoyle City - Can 'tele though. Except on the other side there are lots of glitches. Ok let's go look elsewhere, try a moongate - nothing, try another - nothing, OK back to Compassion! DOH! No moongate! Try 'tele outside map nope. Try various places from World Builder GMMenu Travel - nope not yet - any suggestions as to how I can get out?
This is like a year old, so I'm sure you've given up (I can't believe I missed this post!)
Basically the only way out would be to use the 'add menu and select a Britannian town, then log out and log back in.
I believe on my shard, on Ilshenarr, near the north center, is a moongate that will take you to Britanna. It would be kind of fun to find it.
If you are in britannia, the moongate to ilshenarr (that I set up), is located inside an ice cavern on the ice isle with the shrine of honesty.
You will see a bunch of iron ore lying around, since the quest began with the investigation of a meteroite impact that created the moongate.
On the south end of the island is the fortress and telescope used in the investigation. It most likely is looted though, as we completed the quest nearly two years ago. But the locations exist as a fun easter egg.
Basically the only way out would be to use the 'add menu and select a Britannian town, then log out and log back in.
I believe on my shard, on Ilshenarr, near the north center, is a moongate that will take you to Britanna. It would be kind of fun to find it.
If you are in britannia, the moongate to ilshenarr (that I set up), is located inside an ice cavern on the ice isle with the shrine of honesty.
You will see a bunch of iron ore lying around, since the quest began with the investigation of a meteroite impact that created the moongate.
On the south end of the island is the fortress and telescope used in the investigation. It most likely is looted though, as we completed the quest nearly two years ago. But the locations exist as a fun easter egg.
- Xuri
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Unstickied this thread, as the World Starter Kit is unfortunately starting to become outdated, and will be more so with the next UOX3 version (released soon(TM)).
-= Ho Eyo He Hum =-
ouch, you sure are a hard one to please.
But I guess, after 4 years it is a bit long in the tooth.
Actually, it is more of a testament to how far UOx3 has come than anything else. Truth be told, I haven't needed to do any critical balancing/decorating for the past 4 years, just playing and questing.
Looking forward to the new release though, there are going to be some useful features in it for sure.
But I guess, after 4 years it is a bit long in the tooth.
Actually, it is more of a testament to how far UOx3 has come than anything else. Truth be told, I haven't needed to do any critical balancing/decorating for the past 4 years, just playing and questing.
Looking forward to the new release though, there are going to be some useful features in it for sure.