FOXWOOD: The Defence (CEP 2.71 EE module)

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/
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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?
----
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
0
Comments
This has now been corrected.
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.
I made the difficult decision to add CEP to the module, so you may need to download, made easy via Steam.
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
Orcs are currently ruling the roost.
Are you using a special hak on top of CEP? Your server description only says CEP2.7
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.
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
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.
Occasionaly when I fiddle with things, the factions go a bit screwy. They've stopped killing each other now.
When your horse dies, you buy a new one.
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!
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.
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
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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.