Hearkenwold Beta

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Re: Hearkenwold Beta

Postby Dorateen » Mon May 08, 2017 5:51 pm

Thanks, Pongo!

youngneil1 wrote:
Thanks, youngneil1. I will have to test making an area dark and leaving the torches as a source of light. I've seen those settings in the toolset, but have not touched them yet. I'll let you know how it goes.


Awesome, keep the feedback coming :) .


I meant to ask, next to the calendar information on the screen, there is a 0. I have been trying to set the World Time to 1295. Is that number too big or invalid? I have it set in the module properties, but in game still shows the 0 next to the date and month.
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Re: Hearkenwold Beta

Postby youngneil1 » Mon May 08, 2017 7:24 pm

Ah, good question there :) . The world time is measured in minutes, so the number is too small to move the year counter. A single year eg is 483840. Or better for more info:

a. worldTime: Free choice. The starting time of your adventure in minutes. A day has 1440 minutes, a month 40320 (always 28 days a month) and a year 483840 (always 12 months a year). As this is an int number in c# (2.7 billions) you have about 4000 years of history to draw from. In other words, don't go too close to 4000 years with your start start date. The calendar will set up itself automatically based on this number and your info about weekday and month names (see below). Also note that you can set up for each area individually how many minutes a single turn/step consumes (see also below).


From viewtopic.php?f=56&t=507 (with more inof on many properties in the lower sections - it's rather overwhelming, unfortunately, I know).

Edit: For the year 1295 try setting world time to 626572800 (minutes).
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Re: Hearkenwold Beta

Postby Dorateen » Wed May 17, 2017 7:35 pm

When I created the map leading up to Fortress Relmfur, approaching from the north, I added some stone outcroppings along the exterior kind of like little alcoves. This also gives an illusion of crenellated battlements. It has a ramp that rises toward the entrance and the walls have been height adjusted.

I like how this looked, giving more depth to the structure. I went back to the first outdoor area leaving Castle Hearkenwold, and also placed additional outcropping stonework and increased the height. This map will be getting some new content, including a fast travel system to take a coach/horses to the city of Khyn. But it will cost 50 gold, so starting characters will likely pass on this option.

hearkoutdoorB1.jpg
hearkoutdoorB1.jpg (160.96 KiB) Viewed 50 times


On another note, I finished all the maps linking to Relmfur and Skardale. The rest of this month, I will go back to filling in some of the previous areas.

edit: Here is a screenshot of outside Fortress Relmfur, for comparison.

hearkrelmfurwall.jpg
hearkrelmfurwall.jpg (180.15 KiB) Viewed 48 times
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Re: Hearkenwold Beta

Postby youngneil1 » Wed May 17, 2017 8:46 pm

Masterful use of the height sytem, Dorateen :) ! The broad ramp and crenellations look excellent, they add lots of sense of place :) .

I am also looking forward to the fast travel sytem - for a campaign as large as Hearkenwold it's an invalubale addition, especially with an open world design.

Btw, did setting the year 1295 work out in the end?
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Re: Hearkenwold Beta

Postby Dorateen » Thu May 18, 2017 1:09 pm

youngneil1 wrote:Btw, did setting the year 1295 work out in the end?


The large number did not seem to do the trick. I want to try to put in the value for one year, and see if I can at least get a value of 1 to show up there.
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Re: Hearkenwold Beta

Postby youngneil1 » Thu May 18, 2017 2:39 pm

Ah, sad to hear. I will double check where things went wrong in the code...
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Re: Hearkenwold Beta

Postby youngneil1 » Thu May 18, 2017 2:59 pm

Looks like internally these minutes are turned into seconds, multiplying the number with 60. So the highest working minute number would be like 37.791.394.

This is not ideal as I like year numbers encompasing at least 30th century or such, too. Seconds are not really needed on world map. I will look at the time related code and see if I can scale things up...
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