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Found 8 results

  1. Dear all, this thread would serve to talk about my grandiose plan to make a total conversion mod for Geneforge 5. The mod will take place in a big island, 4-5 years after the Rebellion started and every zone will be new. The Kian's Modding Suite tool in combination with my own tools (made in matlab) make the design of completely new zones easy enough for me to take this undertaking. The task is anything but simple. Anyone that has followed my modding work would realize that if mods expanding on the existing content of GF5 took me close to a year each, this one will take longer. Even including the work I've already put towards the mod (modified creations and items can be tested here) I expect the project to take me quite some time since I won't work full time. The first target for release is early 2020 (subject to change). I will release a small demo, containing the first couple of zones earlier. So, why do I bother you all so early? Because while I have a vision for this mod (a couple of you are aware of some details) I would like to discuss some of my plans and later to see if I can trick entice any volunteers. What I have decided so far (opinions, suggestions and constructive criticism welcome): The scope of the game will be smaller than the full games. My plan is for the game to feel in size and power progression similar to Mera Tev and early Storm Plains. The area will be an island of moderate size (about the size of Lesbos or Mauritius), with one city, two small towns and several villages. The area will contain 18-22 zones (not 80 like the full games). The Rebellion has reached this island less than a year ago and the land is divided between the Shapers and various factions of the Rebellion. The Shapers of this island have seen their numbers reduced as the council draw from their numbers to support the war effort. There are less than 20 shapers (including apprentices and prospectives) remaining. The Rebellion lacks coordination between the factions and has no true central command. The level range will be 18 to about 35. However, the plan is for level 35 to feel closer to 26-27 level in power; you will be powerful but not able to take on whole armies. The power of the enemies will be mostly static. A rank-and-file soldier encountered at the beginning will have the same stats as a rank-and-file soldier encountered at the end. Some enemies will increase in power as they gain more battle experience or access to more canisters, better equipment, magic etc. There will be no named characters from the other games directly involved. There will be rumors about Alwan fighting in Ilya province or word that Greta\Litalia\Ghaldring sent canisters\reinforcements but you will not see them in the game. Speaking of canisters, they will be rare and more powerful. Unless there is a reason for it, there won't be a canister in a wrecked house. Not all creations will be possible to be made in the game. Knowledge to make Kyshaaks hasn't reached that island yet for example and war-tralls and wingbolts are rare. What I would specifically like input on I was thinking to start working on the "Character is at the side of the Rebellion" questline first since I prefer the Rebels. However, I realized there's an easier path: Player being a trakovite. But not a Trakovite "follower" that gets his orders or even suggestions from someone. The Player could be the first Trakovite to set foot on that area, moving around the embattled island trying to convince people to become Trakovites trying to balance expanding their numbers (and power) against drawing attention. Then, depending on who the player has convinced to join (and assuming those have not been exposed by the Shapers \ hardcore rebels and executed) he or she may attempt a coup. Or exact promises from either side to step back somewhat from Shaping in exchange for the now-powerful Trakovite faction joining them and lesser punishments for captured Trakovites. The player would be severely hampered on Shaping (even if he or she picks up a bit of it) and would have to rely on hirelings and personal power to survive. This idea is not fully developed yet. I am not sure that's the direction I would want for this. Do you think that I should focus on the "traditional" Rebel \ Shaper fight and perhaps later put in the Trakovite path? Or 3 full games on Rebels \ Shapers and Trakovites being crushed underfoot is enough to justify a short game about a Trakovite trying to get some power?
  2. Academically, I was trying to think of non-Drakon Lifecrafters in GF4-5. Perhaps make a list. Some like Jared are clearly Lifecrafters. Others... I am not sure if they count. The clear ones: - Jared (GF4) - Greta (GF4-5) - Shaila (GF4) - Burkes (GF4) And the perhaps-they-count ones: - Sage Olipha (GF5). Not a Shaper, not geneforged, studies on how to Shape creations, has canisters. I would call him more of a unaligned shaper-wannabe than a Lifecrafter personally. - Footracer (GF5). A Servile with a control tool that allows her to Shape. Supposedly fights for the Rebellion although she and her bunch are more like bandits connected with the Drakons through mutual dislike of the Shapers than actually allied with the Rebellion. Not sure if she counts because the control tool allows her to Shape. - Litalia (GF4-5). Well, she was a Shaper and Shaper-trained, but has gone canister-junky. I think she counts as a lifecrafter. - Bennhold (GF5). He doesn't Shape in combat but he has a ton of creations in his lair that don't hurt him so... perhaps he is a Lifecrafter after all? Personally I would put him in the same category as Olipha even if he could Shape. - Talis-Eye (GF5) (perhaps I have the name wrong). Non Drakon but not human either. Still, it can Shape and is\was a rebel. - The Rogue Mind in Control Core B (GF5). Well, it can Shape and it is against the Shapers... I would count it as a traitor Shaper though and not a Lifecrafter. - Monarch (GF4). Shaper trained because of his age but against the Shapers (and the Rebellion). Still, he makes the "perhaps he counts" list. I probably forget some. Anyone willing to help?
  3. [GF5] Arena mod. v2

    Welcome to the Arena modification for Geneforge 5. As the name of the mod implies, this is a mod where you pit your character against an assortment of enemies. The Arena mod, while fun, is not a full gameplay mod. There are no quests, there are no deep NPCs etc. It started as an effort to test the various changes I make as I work on the "Total Conversion Mod". However, new battle scripts and changes in items and creations give this mod an air of freshness. The premise of this mod, is that your character is in a dream. It requires you to start a new game. You start at 18th level, in a large room. A Drakon Lifecrafter nearby can boost your level, abilities, spells etc. A Shaper can create enemies and allies for you. There are 4 chests with equipment of different tiers for you to choose. Once ready and you have told the Shaper to bring in the enemies, proceed to the next room. There's a signpost there. Read it and start the fight. DOWNLOAD LINKS: Link 1: https://gamefront.online/files/30000779/ArenaGF5.rar Link 2: http://www.mediafire.com/file/km52qxbj3pvq1gy/ArenaGF5.rar INSTALLATION: To install: - Backup your "Geneforge 5" folder. - Copy and paste the folder "Geneforge 5" to your Geneforge folder (where all the Geneforge games are). You should be prompted that some files will be overwritten. Accept and the mod will be installed. To uninstall: Simply overwrite the Geneforge 5 folder with the original from your back up. The mod is tested and works with a clean installation of Geneforge 5 on Windows 10. It has not been tested for MAC. This mod is not compatible with your GF5 saves! Don't try to use it with your normal GF5. There is no wrong way to use this mod. If you want to make a character with 30 intelligence at 18th lvl so you can have a bazillion of top creations at full modifications, all the power to you. If you want to give your character Battle Shaping 15 and Shape Clawbug 15 to make 45 lvl clawbugs, so be it. If on the other hand want something more reasonable, like a lvl 23 character with mid-early equipment and 3-4 tier 2 creations and see how you fare against moderate enemies, so much the better. And of course, if you want to see how a pair of Battle Alphas fares against a rotgroth, all you have to do is Shape those Alphas and have them fight the Rotgroth without you interfering. As said, no wrong way to use this mod. Changes from the normal combat gameplay of GF5: - The levels of most creations is different with a larger gap in power between the various creations. - Some items have changed - There are new NPC types (Batoneers, conscripts, Shocktroopers, Lifecrafters, Prospectives etc) - There are a couple new Creations - Some enemies have more complicated scripts What you should be aware of: - Not all creation types are available for the Player to Shape; I have put in only the creations that would be present in the total conversion mod. - The scope of the total conversion mod is to be from levels 18-35 or so. However the intention is to make the world of the total conversion as such, that a level 35 character doesn't have immense power able to stomp everything underfoot. - The chests are in "tiers". Beginning, mid-early, mid-late, end-game. - There is an option to activate a "Healing field". This may periodically heal a few of your enemies every turn. - In one of the chests are "sanity crystals". Having them in your equipment would be a great boon when fighting a Dementor. - Therions are slightly overpowered compared to their essence cost compared to other Tier 2 creations. This is intentional because in the actual game learning to Shape them will require more effort.
  4. After a lot of work, I can finally present to all you Geneforge fans a new modification for GF5. The mod expands the content of GF5 without altering existing quests\endings\content by adding a new, large, quest chain for Shapers \ Lifecrafters (only for those). It adds choices, it doesn't remove any existing ones. The content is combat-light... unless you decide otherwise. The only assumption this mod makes aside of the game is...the identity of the amnesiac protagonist, that he discovers bit by bit. As such the quest chain can be completely ignored without any effect on GF5 game. Or... you can follow it, discover clues of who you are, choose to ignore or believe them, set up a research laboratory like so many NPCs have, discover amazing (but not game-breaking) powers and perhaps settle some old scores with past enemies. To be clear, the protagonist doesn't discover any concrete proof to confirm the theory on his identity. You even have the choice to reject the conclusion at the end of the identity quest as false. But if you do, you won't get the idea to build up the laboratory. I believe the mod increases the replay-value of GF5, since not only it adds exiting features and quests in certain locations, but you'll keep an eye open for the now much-coveted research notes in areas not affected by the mod. At the end of the quest chain you manage to do something most people considered impossible. Both people in the game and gamers that play the game alike. You can find the mod (V1.1) here: http://gamefront.onl.../GF5Origins.rar Installation instructions Clarifications EDIT: I'm working on a new mod for Warriors and Guardians. You take command of a Rebel outpost. See post 19 for more details. About my motives: Why I decided to spend that much time on a mod. Changes from V1.0
  5. In the course of GF5, there are two examples of Ghaldring failing to act against someone or delaying to act, for no real apparent reason and in both cases there is the theory he does it out of sentimentality. SPOILERS AHEAD ***************************** The first is of course, Litalia. Ghaldring prevents Drakons from acting against her. According to Saakash, a lifecrafter working on new Unbound in the lab, Ghaldring nearly attacked Saakash once she cast doubt on Litalia. And if you kill Litalia for Saakash, he says that Ghaldring will understand, but she will inform him with a message because she doesn't want to be there when Ghaldring gets the news of his former ally's death. The second is a bit more puzzling. Tholoss, the Drakon inside some ruins. Ghaldring says that Tholoss would be useful and that he is respected. Tholoss himself though, says that according to Drakon custom, he should be dead since he challenged Ghaldring and that Ghaldring loses faces since Tholoss is alive. He doesn't know why Ghaldring doesn't kill him and theorizes it may be out of sentimentality. And yet, Ghaldring doesn't want Tholoss dead, just brought back. So... any thoughts on those?
  6. Help requested

    Dear all, I would like to request some help. My Warrior\Guardian mod (+Gamerman's artifacts mod) is going well enough meaning that I have to just add a couple of things more, alpha-test it, find someone to beta-test it and release. It is much more ambitious than the Shaper\Lifecrafter mod and I have improved a lot in scripting and editing the files. Which brings me to the next project which I would require some help at: I plan a total conversion mod within the world of Geneforge. Probably taking place between GF3 and 4 but using GF5 engine. What does this mean? It means I will delete everything and make 10-20 zones from scratch, add scripts and dialogue etc. Consider it a free "expansion" of GF5. Now, this may seem difficult and a large undertaking. It is very difficult and a huge undertaking. Frankly, so far it takes me like a year to add 5-10 hours of gameplay in already existing zones. Thank every entity you worship for Gamerman's help that "easily" (i.e. easy for me) added depth and gameplay time to the Warrior mod. So... I would require help if this is to see the light of day before we all die from old age. Don't be intimidated by the scope of the undertaking! Even someone that can't find the time to write dialogue can help by providing quest ideas! Since I am pre-planning stage, here's what would help: The "easy, non coding at all parts". - Help for the first step: Ideas for Storylines \ quests \ interesting people. Yes. Even "Hey, I thought of this Lifecrafter!" would help. - Help for the Second step: After we choose what will go in the mod: Dialogue and description writers. All you need is notepad; I can incorporate description and dialogue into the code. Frankly those are what I require the most help at! The "not so easy" parts. - Scripting the dialogue\descriptions. If, after we decide what will go in the mod, we have to put it in. Also, we need the generic script for areas (the making it hostile etc). - Lore. I don't know much about the world. Many people here know way more. Advice of "No, in X game it is mentioned doors work that way!" is not only welcome, it is required! The "quite hard" parts. - Scripting the quests, flags, behavior of bosses in a fight and the complicated stuff. The "actually hard and boring" parts. - Using the Geneforge editor to make - remake zones. That means adding in every creation, broken piece of furniture, wall, rock, chest etc and make sure they are connected to the right scripts. That's long, boring and complicated. The mod will get the get go for volunteers after I have managed to make 2 zones to be sure, to be absolutely sure, that I can do it and know what I can do before wasting anyone's time. The mod will be free. Completely free and with no "this is my account if you want to support me!" things attached. If you agree to put some time to help me in this mod, that would be our mod, I would request you do it out of your free time and from the goodness of your heart.
  7. GF5 Artifact Baton Mod!

    Hello Geneforge fans! It is with great pleasure that I present to everyone my first mod for GF5. This mod implements new items into the game, namely, Artifact Batons. These highly modified thorn batons are designed around the idea of implementing artifact weapons into the game alongside the artifact armors that players can get over the course of the game. These batons function like regular batons, but with a few cool twists: - No reloading needed. These batons come with infinite ammo, meaning that players won't have to worry about running out of thorns mid-battle. - Powerful custom attacks. Each of the higher level batons have their own unique attacks, which can be easily modified in the scripts. One baton for example is capable of inflicting the Searing Lightning status effect on enemies. - Stat buffs. Much like artifacts, these batons increase your stats, depending on which baton you choose to craft. In order to make these batons, you need to gather the materials you need to make these batons, which you then have to visit the smithy in Mera in order to get these made for you. You will have to do a little bit of work to obtain these rare batons, but you will find that the reward is worth the effort. The mod is here (Version 1.1): https://www.dropbox.com/s/pesxxvq9t2aeuv8/ArtifactBatons%281.1%29.zip?dl=0 To install this mod: All you have to do is simply replace the appropriate script files with the files found in the zipped folder. Don't forget to backup your original scripts. Why did I make this mod? Well, first, I was having fun modifying the scripts, and I had the idea of adding artifact weapons into the game, especially considering that no game in the entire Geneforge series to my knowledge has any artifact weapons, only artifact armors. This is sorta to show how it can be implemented. Second, I wanted to release a mod that would help players that struggle to use combat oriented classes like Warriors, Guardians, and Shock Troopers. Weapons don't really scale as well as magic or creations in the Geneforge series, and this mod is sorta a way to fix that problem. Feedback and bug reports are welcome. EDIT: CHANGES IN 1.1. - Optimized the Scripts. For modders, that means that the script takes less lines of code, which frees up space if you're one of those people adding custom items or creations to the game. - Bugfix: Properly made it so that you can't obtain these artifact batons unless you have the money to pay for them (previously, you could get away with having no money, but still be able to get the batons as long as you have the materials. This is no longer the case). - Added two new batons: Commander's Baton and Physician's Baton. The readme has the recipes and what they do exactly. - Buffed the Ether Onyx Baton's Stun and Energy Resistance boost from +20% to +30%. Hopefully that makes the baton a little more competitive.
  8. What do you guys think about the Presence in the opening of GF5? When I started playing, I thought that would be the big theme of GF5 or something. What could literally make or break the Rebellion once it became more conscious or procreated or moved away. Do we ever find out how it started? Which Litalia\Moseh loonatic\visionary made it? Or if it was really an accident? On the surface, it's a weapon I would totally want the Rebellion to get. Giving conscience to creations, break their bonds to the Shapers. Of course, it could very well backfire. But it's IMO half the point of the Rebellion. I really wish there was a faction that went for the Presence and released it in Shaper forts. Not cities, mind you, forts. That could well have led to an apocalypse. It could also have led to serviles breaking their chains. What do you guys think about the probably greatest invention in the GF series, surpassing in power and potential even the GForges?
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