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FOXWOOD: The Defence (CEP 2.71 EE module)

McLaineMcLaine Member Posts: 11
edited October 17 in NWN:EE Modules
Hi folks. Just creating a place to let you know about and take feedback on my module FOXWOOD. I'm currently hosting it for any to drop by when at a loose end. Use the ingame browser to find FOXWOOD server running the FOXWOOD module.
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FOXWOOD, a small riverside settlement, has found itself beset by many enemies. A small militia was formed, and a call put out for Adventurers, promising a quick path to fortune and glory.
Many have answered the call, and more do every day, but the enemies of FOXWOOD are numerous, and most of those adventurers, sadly, fall in battle.

Will you answer the call for aid, and quest against the enemies of FOXWOOD?

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Foxwood is an NWN:EE module with CEP 2.71, envisioned as a fast leveling Hack 'n' Slash fest that a group can play through in a single session. There is a win condition for you to try reach in the fastest time and at the lowest chr level, or you can play survival against the ever increasing AI spawns and see how many days you can last!

CUSTOM AI: The AI is constantly active, and a custom spawn system is used. You will be able to spy enemies from afar and observe their movements.
DYNAMIC TRAPS: The AI drops dynamic traps which can be disarmed and sold.
DYNAMIC TREASURE: The AI will drop chests at certain locations to hoard their treasure.
TERRITORY CONTROL: A flag system is implemented allowing PC and AI to take control of strategic points. Each has a strategic value affecting the AI spawn rate to a greater or lesser degree.
DM PRESSENCE: This is not being run as a persistent world, but there is very often DM pressence.
ACTIVE DEVELOPMENT: I'm currently actively developing this module, often in response to ideas or behavior of the players.

Thanks to all who have taken part so far, and hope to see some new faces in the future.

o/

Post edited by McLaine on

Comments

  • McLaineMcLaine Member Posts: 11
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  • McLaineMcLaine Member Posts: 11
    So, I discovered I'd set DM reserve incorrectly, effectively limiting the server to 2 player slots.

    This has now been corrected. :)

  • McLaineMcLaine Member Posts: 11
    Thanks to those who have played so far. It's been a big help finding the little obscure issues (and the big ones). Module is running sweet now, and I'm beginning to add further areas.

    Still, there's enough to get your teeth into, with 5 seperate tribes attacking Foxwood. Build up your experience and take on the toughest tribe to get the Unique Loot.

    If you're at a loose end or just fancy some hack n slash, It'd be great to see you.


  • QlippothQlippoth Member Posts: 14
    Is this still running somewhere?
  • McLaineMcLaine Member Posts: 11
    It's back up again for the winter months, and I will be continuing to tinker.

    I made the difficult decision to add CEP to the module, so you may need to download, made easy via Steam.
  • QlippothQlippoth Member Posts: 14
    edited October 4
    Sweet! I had a week off and was bummed it was down. Now I’m back to work, but I’ll check it out again soon! Last I recall you added an animated ship. There is a way to extend the sight of that ship to everyone in the area you might look into. Creatures is another matter, but a few placeables is no biggy.

    If you want hosting for nwsync so people don’t need to download CEP (which I realize any old timer would have by now) let me know. I think Niv (Neverwintervault) was going to host a generic CEP nwsync site as well, but it hasn’t happened. Anyway, it’s good to get new players not needing to find the haks and install them.

    EDIT: I created a CEP2 nwsync repo, contact me at my email address below for the nwsyncurl to add to your server script. It's on gigabit fiber, I host for a bunch of projects.

    Seanmjobrien@gmail.com
    Post edited by Qlippoth on
  • McLaineMcLaine Member Posts: 11
    Thanks for the consideration. Steam makes it easy enough for me at the moment.

    Orcs are currently ruling the roost.
  • QlippothQlippoth Member Posts: 14
    edited October 10
    Hmm, I can't get in, I have CEP2.71 already. Then I tried CEP2 from the Steam Workshop, but I still can't get in. And I don't find any Foxwood specific project on Steam Workshop.

    Are you using a special hak on top of CEP? Your server description only says CEP2.7
    Post edited by Qlippoth on
  • McLaineMcLaine Member Posts: 11
    edited October 17
    It's CEP 2.7 [Edit] 2.71, the original CEP, not the spin off.

    The server was unavailable for about a day last week, that may have been the issue. I am sorry.

    There have been players in the module since then. Hope you'll try again.
    Post edited by McLaine on
  • QlippothQlippoth Member Posts: 14
    edited October 14
    Looks like you have a custom cep2_add_skies2.hak, which isn't part of the official CEP2.7. Do you have a link to the version you subscribed to in Steam Workshop?

    Nevermind, looks like the Steam workshop "extra" hak is just the cep2_add_skies.hak added and renamed cep2_add_skies2.hak. I got in, but unless the player grabs the right CEP2.7 they can't get in.

    Do you train henchmen now? OR do they level up on their own with combat experience?
    NVM: You explained it had to do with the prosperity of the village
    Post edited by Qlippoth on
  • QlippothQlippoth Member Posts: 14
    edited October 14
    Sheriff is killing miners and the Horse Dealer.

    Gatekeepers can't always open the gates. They walk from a shallow angle, like along the same fence, and can't reach the spot to open the gate. And bashing the gate has halted my game. I did stop the Goblinoid and Gnoll incursions, though. Was starting on the Orcs.
    I was subsisting on my own without any henchmen, attacking the Orcs and hunting and cooking food. But you really need lots of troops to help, and Wardens who are enemies aren't very useful to someone outside the law.

    What happans when your horse dies? The Horse Trader kept getting killed by the guards and militia whenever a new one arrived.
    Post edited by Qlippoth on
  • McLaineMcLaine Member Posts: 11
    edited October 17
    Thanks for the feedback.
    Occasionaly when I fiddle with things, the factions go a bit screwy. They've stopped killing each other now. :D

    When your horse dies, you buy a new one. :D Granted, they shouldn't be getting killed randomly by the villagers, but if you step on the wrong side of the law, you'll need to go to jail and pay for your crimes. (Being killed by the Militia actually only results in respawning in Jail, and paying the token fine resets your faction status).
    Additionally, the traders are switched off if the Water Supply is lost. So no new Horse traders or other merchants will arrive whilst the Water Supply is not clean and held by Foxwood.

    Henchemen: I played it a few times myself with friends and found the training of henchmen to be a bit of a pain. Now, it's simply the level range of the adventurers that will arrive is a random spread, influenced by what you do in the module ... You've just got to be selective on who you hire.

    The gate issue was noticed, hopefully they are a bit more competent now.

    I will do a deeper look at the CEP thing. Last thing I want is for people to not be able to get in easily, but the standard CEP pack has too much to offer to pass it up. I intend it only be the latest version of the original CEP that is required. Thanks for this feedback tho, probs the most important! :D

    Finally, I have made the module semi-persistent, in that it no longer resets on being empty. Quite a few of you are higher level repeat runs now, so I'm moving to only resetting the module manually during inactive periods. This means the rooms in the tavern become more viable, and you all can have a crack at rescuing Foxwood from dire circumstances ....

    Thanks again.
    Post edited by McLaine on
  • McLaineMcLaine Member Posts: 11
    edited October 17
    For easy checking, these are the HAK packs in the module.
    As far as I am aware, these are all available in the CEP 2.71 + Hotfix download. If there is a difference between that download, and the latest CEP on steam, I don't know.

    Full list of haks in the Module:

    cep2_add_doors
    cep2_add_ee
    cep2_add_feats
    cep2_add_loads
    cep2_add_phenos1
    cep2_add_phenos2
    cep2_add_phenos3
    cep2_add_phenos4
    cep2_add_reforge
    cep2_add_skies
    cep2_ext_tilesEE
    cep2_ext_tiles
    cep2_add_tiles1
    cep2_add_tiles2
    cep2_add_tiles3
    cep2_add_tiles4
    cep2_build
    cep2_custom
    cep2_top_2_71
    cep2_core0
    cep2_core1
    cep2_core2
    cep2_core3
    cep2_core4
    cep2_core5
    cep2_core6
    cep2_core7

    ---

    cep2_add_sb_v1
    cep2_crp
    cep2_crp_s

    The last 3 are not included in the official hak order, but are included in the download and as far as I know, what you get from the Steam download also. They add a few things that I want, but if they end up being problematic for the Steam version of the CEP, then I can take them out.
    Post edited by McLaine on
  • QlippothQlippoth Member Posts: 14
    I removed the copy with skies2 and I can get in fine! Awesome!
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