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Mod ideas wanted

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Anonymous
April 19, 2005 6:30:22 PM

Archived from groups: alt.games.diablo2 (More info?)

Since Comcasts' recent problems have made online play an exercise if
frustration, I've started started tinkering with the mod files to fix
some of my pet peeves. I'm making good progress on overhauling the
Necromancer, but am drawing a complete blank on the other classes.

So I'm looking for ideas: spell adjustments, equipment modifications,
new class items, modified class items, etc. Any favorite adjustment
from another mod is also fair game. :) 

A taste of what's happened to the necro so far:
- Skeletons are now mini-golems.
- No wands. Daggers now gain poison damage and necro skills.
- Unique wands are now unique daggers.
- No shrunken heads. Bone Helms now gain necro skills.
- Unique totems are now unique bone helms.
- Poison Dagger also works with Scythes.
- Scythes now gain poison damage and necro skills.

Other adjustments:
- Exceptional and Elite versions of set items added.
- Gem and Rune effects increased (a la Gemstone).

Help from someone with map-making skills would be much appreciated.
(The Bunny Level is one of them - where the hell is Saber?)
--
Zamboni

More about : mod ideas wanted

April 19, 2005 10:46:50 PM

Archived from groups: alt.games.diablo2 (More info?)

look through my mod stuff, if ya want any of it, just take it and use it.
if ya want more stuff than what i did, i can help out with ideas.
btw... y am isuddenly popular again? i just decided to read 2postsfor the
heck of it, and i was mentioned in both. i feel special. :) 

--
The Popular Saber
"Zamboni" <thezambonis@gmail.com> wrote in message
news:1113946222.440828.174550@f14g2000cwb.googlegroups.com...
> Since Comcasts' recent problems have made online play an exercise if
> frustration, I've started started tinkering with the mod files to fix
> some of my pet peeves. I'm making good progress on overhauling the
> Necromancer, but am drawing a complete blank on the other classes.
>
> So I'm looking for ideas: spell adjustments, equipment modifications,
> new class items, modified class items, etc. Any favorite adjustment
> from another mod is also fair game. :) 
>
> A taste of what's happened to the necro so far:
> - Skeletons are now mini-golems.
> - No wands. Daggers now gain poison damage and necro skills.
> - Unique wands are now unique daggers.
> - No shrunken heads. Bone Helms now gain necro skills.
> - Unique totems are now unique bone helms.
> - Poison Dagger also works with Scythes.
> - Scythes now gain poison damage and necro skills.
>
> Other adjustments:
> - Exceptional and Elite versions of set items added.
> - Gem and Rune effects increased (a la Gemstone).
>
> Help from someone with map-making skills would be much appreciated.
> (The Bunny Level is one of them - where the hell is Saber?)
> --
> Zamboni
>
April 20, 2005 5:16:38 AM

Archived from groups: alt.games.diablo2 (More info?)

"Zamboni" <thezambonis@gmail.com> wrote in message news:<1113946222.440828.174550@f14g2000cwb.googlegroups.com>...
> Since Comcasts' recent problems have made online play an exercise if
> frustration, I've started started tinkering with the mod files to fix
> some of my pet peeves. I'm making good progress on overhauling the
> Necromancer, but am drawing a complete blank on the other classes.
>
> So I'm looking for ideas: spell adjustments, equipment modifications,
> new class items, modified class items, etc. Any favorite adjustment
> from another mod is also fair game. :) 
>
> A taste of what's happened to the necro so far:
> - Skeletons are now mini-golems.
> - No wands. Daggers now gain poison damage and necro skills.
> - Unique wands are now unique daggers.
> - No shrunken heads. Bone Helms now gain necro skills.
> - Unique totems are now unique bone helms.
> - Poison Dagger also works with Scythes.
> - Scythes now gain poison damage and necro skills.
>
> Other adjustments:
> - Exceptional and Elite versions of set items added.
> - Gem and Rune effects increased (a la Gemstone).
>
> Help from someone with map-making skills would be much appreciated.
> (The Bunny Level is one of them - where the hell is Saber?)

I was thinking about this the other day because of getting into
an old RPG Id not finished - What about changing item rewards
into yet another quest item so that you could do more complex
quest follow throughs.For instance change Charsis hammer into
magic dust and have Akara give it you for completing a quest
she set you then you give Charsi the Magic dust to imbue an
item.Im not sure its possible or even relevent to what your
looking for but it might make quests more interesting.
Related resources
Anonymous
April 20, 2005 7:42:09 AM

Archived from groups: alt.games.diablo2 (More info?)

On 19 Apr 2005, "Zamboni" <thezambonis@gmail.com> wrote:

>> Since Comcasts' recent problems have made online play an exercise if
>> frustration, I've started started tinkering with the mod files to fix
>> some of my pet peeves. I'm making good progress on overhauling the
>> Necromancer, but am drawing a complete blank on the other classes.
>>
>> So I'm looking for ideas:

Play the CE mod for a while, it's chock full of truly nifty ideas.


--

USEast HC Ladder: Rockstomper
Anonymous
April 20, 2005 9:53:42 PM

Archived from groups: alt.games.diablo2 (More info?)

"Zamboni" <thezambonis@gmail.com> wrote in message
news:1113946222.440828.174550@f14g2000cwb.googlegroups.com...
> Since Comcasts' recent problems have made online play an exercise if
> frustration, I've started started tinkering with the mod files to fix
> some of my pet peeves. I'm making good progress on overhauling the
> Necromancer, but am drawing a complete blank on the other classes.
>
> So I'm looking for ideas: spell adjustments, equipment modifications,
> new class items, modified class items, etc. Any favorite adjustment
> from another mod is also fair game. :) 
>
> A taste of what's happened to the necro so far:
> - Skeletons are now mini-golems.
> - No wands. Daggers now gain poison damage and necro skills.
> - Unique wands are now unique daggers.
> - No shrunken heads. Bone Helms now gain necro skills.
> - Unique totems are now unique bone helms.
> - Poison Dagger also works with Scythes.
> - Scythes now gain poison damage and necro skills.
>
> Other adjustments:
> - Exceptional and Elite versions of set items added.
> - Gem and Rune effects increased (a la Gemstone).
>
> Help from someone with map-making skills would be much appreciated.
> (The Bunny Level is one of them - where the hell is Saber?)

One item I have wished for is a rune (obviously more rare than zod) that
adds +1 skill. Physical damage types get all sorts of openwounds, knockback,
elemental damage etc, but casters who live and die by their casting lvl
don't get squat.
Anonymous
April 20, 2005 11:26:51 PM

Archived from groups: alt.games.diablo2 (More info?)

"Saber" <saber1@IEATSPAMMERSoptonline.net> wrote in message
news:XpidnTlYgr97FPjfRVn-qw@giganews.com...
> look through my mod stuff, if ya want any of it, just take it and use it.
> if ya want more stuff than what i did, i can help out with ideas.
> btw... y am isuddenly popular again? i just decided to read 2postsfor the
> heck of it, and i was mentioned in both. i feel special. :) 
>
Thanks, I've lifted most of the 1.08 cube recipes. That version had some
serious potential before it was taken out back and shot.

I have ideas on the map and plot changes I need to make, I'm just stumped on
what changes to the equipment and skills people would like for the other
classes. The necro's being completely rebuilt, but the others I've just
poked at around the edges. I still haven't figured out where to move the
bunny level, probably somewhere in Act 5. Then I need to add some tunnels to
Tristram, and make the Act 4 Cathedral permanent (and add some tunnels),
and...

Just remember, it's all Cain's fault...
--
Zamboni
Anonymous
April 20, 2005 11:37:38 PM

Archived from groups: alt.games.diablo2 (More info?)

"john graesser" <graesser@tca.net> wrote in message
news:116dn42ieemc3cd@corp.supernews.com...
>
> One item I have wished for is a rune (obviously more rare than zod) that
> adds +1 skill. Physical damage types get all sorts of openwounds,
> knockback,
> elemental damage etc, but casters who live and die by their casting lvl
> don't get squat.
>
Noted. I've been charting the low- and mid-level spells to see which needs
to be tweaked. Since the mod will be basically be set at players-8, casters
could be vulnerable to falling behind the curve. Rather than a rune, I'm
almost thinking of new level of gem above perfect (Unreal? Immense?). Such a
ruby could add +1 to fire skills if set in a weapons, for example. However,
increased monster density means area-of-effect spells are even more
efficient - and the melee are that much less.
--
Zamboni
Anonymous
April 20, 2005 11:57:51 PM

Archived from groups: alt.games.diablo2 (More info?)

"Brian Brunner" <brian.brunner@verizon.net.prophet> wrote in message
news:D sjb611vsf6hhdqs9qdjd2965r9kt7hs1d@4ax.com...
> On 19 Apr 2005, "Zamboni" <thezambonis@gmail.com> wrote:
>
>>> Since Comcasts' recent problems have made online play an exercise if
>>> frustration, I've started started tinkering with the mod files to fix
>>> some of my pet peeves. I'm making good progress on overhauling the
>>> Necromancer, but am drawing a complete blank on the other classes.
>>>
>>> So I'm looking for ideas:
>
> Play the CE mod for a while, it's chock full of truly nifty ideas.
>
>
I've played through most of CE. I've been able to reproduce just about
everything except for the doll stash (which I can do without anyway). The CE
developer also used dummy txt files in their mpq, so I've had to clean room
reverse engineer their changes (unless someone knows how to un-bin the bin
files).
--
Zamboni
April 21, 2005 3:20:01 AM

Archived from groups: alt.games.diablo2 (More info?)

"Zamboni" <zamboni@nospam.com> wrote in message
news:-L-dna30gbtqi_rfRVn-oQ@comcast.com...
>
> "Saber" <saber1@IEATSPAMMERSoptonline.net> wrote in message
> news:XpidnTlYgr97FPjfRVn-qw@giganews.com...
> > look through my mod stuff, if ya want any of it, just take it and use
it.
> > if ya want more stuff than what i did, i can help out with ideas.
> > btw... y am isuddenly popular again? i just decided to read 2postsfor
the
> > heck of it, and i was mentioned in both. i feel special. :) 
> >
> Thanks, I've lifted most of the 1.08 cube recipes. That version had some
> serious potential before it was taken out back and shot.

i really missed them, so i was like, ok, y not add them in again. along
witha few things that werent in it before *cough*bunnies*cough*

> I have ideas on the map and plot changes I need to make, I'm just stumped
on
> what changes to the equipment and skills people would like for the other
> classes. The necro's being completely rebuilt, but the others I've just
> poked at around the edges. I still haven't figured out where to move the
> bunny level, probably somewhere in Act 5. Then I need to add some tunnels
to
> Tristram, and make the Act 4 Cathedral permanent (and add some tunnels),
> and...

id help ya with that stuff, but i never played 1.10, so i dunno where to
start. heh.

> Just remember, it's all Cain's fault...

did i miss something? how is it his fault?

--
The Slightly Confused Saber
Anonymous
April 21, 2005 10:15:15 PM

Archived from groups: alt.games.diablo2 (More info?)

Saber wrote:
>
> > Just remember, it's all Cain's fault...
>
> did i miss something? how is it his fault?
>
> --
> The Slightly Confused Saber

Who else steals money from your stash when you die?

Short version: After releasing Diablo into the world, Cain is
imprisoned in Tristram, guarded by Griswald. Of course, Cain's
mercenaries release him, allowing him to travel to Lut Gholien to free
his co-conspiritor, Tyreal (Baal). Once they get to Harragath, Cain's
mercenaries defeat the Ancients and enter the Keep. The death of the
last Horadric Guardian, Lister, leaves Baal free to enter the Chamber
and destroy the Worldstone, opening the gates of Hell and destroying
the world. Good job.
--
Zamboni
April 22, 2005 3:39:13 AM

Archived from groups: alt.games.diablo2 (More info?)

"Zamboni" <thezambonis@gmail.com> wrote in message
news:1114132515.006485.29150@g14g2000cwa.googlegroups.com...
> Saber wrote:
> >
> > > Just remember, it's all Cain's fault...
> >
> > did i miss something? how is it his fault?
> >
> > --
> > The Slightly Confused Saber
>
> Who else steals money from your stash when you die?
>
> Short version: After releasing Diablo into the world, Cain is
> imprisoned in Tristram, guarded by Griswald. Of course, Cain's
> mercenaries release him, allowing him to travel to Lut Gholien to free
> his co-conspiritor, Tyreal (Baal). Once they get to Harragath, Cain's
> mercenaries defeat the Ancients and enter the Keep. The death of the
> last Horadric Guardian, Lister, leaves Baal free to enter the Chamber
> and destroy the Worldstone, opening the gates of Hell and destroying
> the world. Good job.

ya know, i never looked at it like that....
damn, i was the bad guy...

--
The Evil Saber
!