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Author Topic: M2E NPC generator  (Read 42848 times)
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Deus_Miseratur
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« on: September 03, 2006, 03:39:02 PM »

Wow, I'm AFK for a couple of months and everything has changed around here!
I'm re-opening this thread in the new AtS forums, since the attachments from the old forum don't work anymore. I've made little progress in the M2E generator, but I have managed to add an option that saves the NPCs in an easy-to-print RTF. This RTF is hardcoded to be called "output.rtf" in the same folder as the generator. If you use this feature (it's in the configure popup) it will attach all new NPCs generated to the existing ones in the output.rtf.

For new people around here, this project is a conversion of Jamis Buck's NPC generator for the 2nd Edition Midnight Campaign Setting, adding a lot of new features as well as a smarter generation process. In the configure popup you can change the output of your NPCs and customize some parts of the generation process. For further info about this project, the link to the old forum's thread is dead.  Cry
« Last Edit: February 12, 2007, 01:23:28 AM by Deus_Miseratur » Logged

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Nifelhein
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« Reply #1 on: September 03, 2006, 04:35:31 PM »

Well, a few months under the shadow and we give you a new world order. Wink

I would also like to point out that this one guy was the one behidn the 1st edition NPC generator you can find here or on the old site downloads sections. We all hope we will be seeignt he final version of this sometime soon. Wink
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Deus_Miseratur
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« Reply #2 on: September 27, 2006, 09:20:17 AM »

Just as an FYI, the project is not dead. It has been through a slow phase after the BETA release, though, so I'm trying to catch up now).
It's true that the more configuration options I add, the more times people will have to click before getting what they want. It would be very handy if the configuration options did not reset every time the Generator is fired up. So this new version saves the configuration settings (every time someone presses "OK" on the Customize Generator popup window) to a file called "config" in the same folder as the program. If you delete this file, the configuration options will be reset to default. I also added a Reset button that will do the same thing (on a sidenote, the Reset button will only reset the configuration options and not the feat/spell sources. The feat/spell sources are saved in the config file too, though).

I'm also playing with the equipment generator. And the choice of words is far from poor. I only added weapons and armor (and books and tools, recently) and am still wondering about my "weights" for each. I also have only vague ideas about to the limits of posessions carried. I am finally leaning towards an encumbrance system like that of a 2nd edition player's option (skills & powers ?). Tiny items are 1 point, small 2, medium 4, large 8, huge 16. Limit will be 10+strength score. This will be used in conjunction with other limits, of course, like the usual lbs carried, as well as something about items that need to be carried in containers (unlike weapons and shields, that you can hopefully strap on your back or belt). Anyway, this is becoming a rant since I have not made up my mind on it.

This new version only features the addition of the "saved" configuration, no equipment generation yet.

edit: The spell sources pop-up window doesn't seem to work in this version. It was some minor mistype from my part, I just add this note to show that I am aware of this bug, and that it's not persistent. The next version will have this matter resolved.
« Last Edit: February 12, 2007, 01:24:13 AM by Deus_Miseratur » Logged
Nifelhein
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« Reply #3 on: September 27, 2006, 09:39:29 AM »

You could use the system from AD&D indeed, but then, it could also make the generator picka  mule if he goes beyond the limit, so he can carry everything else. This could involve a lot of work though. Wink
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Deus_Miseratur
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« Reply #4 on: September 27, 2006, 10:46:18 AM »

Mounts are not outside the scope of the generator. Also, containers (bags/sacks) will add to the maximum encumbrance capacity (especially useful for items that can't be directly "equipped", like food, tools and baubles).

This is all just in theory for the moment, though. One step at a time.
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Glacialis
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« Reply #5 on: September 28, 2006, 06:59:38 PM »

What you have is still awesome. Grin
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Glacialis
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« Reply #6 on: September 30, 2006, 09:47:45 AM »

Male Dorn Any Good Ftr 16. Asked it to not use non-Midnight exotics, kept getting heavy repeating crossbows and a few other weapons. Also, didn't it used to generate full stat blocks? Probably not, but I swear it did attack and damage with weapons.

*mutter* Just wanted a big guy with a greatsword. Didn't see a greatsword once!
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« Reply #7 on: September 30, 2006, 09:51:39 AM »

I still love my retarded orc siege engineer.
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Deus_Miseratur
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« Reply #8 on: October 02, 2006, 06:07:43 AM »

Male Dorn Any Good Ftr 16. Asked it to not use non-Midnight exotics, kept getting heavy repeating crossbows and a few other weapons. Also, didn't it used to generate full stat blocks? Probably not, but I swear it did attack and damage with weapons.

*mutter* Just wanted a big guy with a greatsword. Didn't see a greatsword once!

Shuriken, bolas, two-bladed sword, dire flail, spiked chain, double axe, siangham, sai, nunchaku, kama, kukri are labeled as non-midnight-specific exotics. Don't repeating crossbows exist in Aryth? I had assumed otherwise... I don't know.

I actually mass-generated 40 Dorns Ftr16... And only one picked greatsword for their various weapon-specific feats. Funny thing is, greatsword is among the "common" weapons, which means it has double the chance of being picked from other weapons (even for Halflings!). I'll figure something out, but... I don't get it either. Smiley

There never was a full stat block. Did you see this, perhaps?

Quote from: M2E NPC generator
Alcαno Witchwhisper
male elf (Caransil) Ftr8

Hit Dice:       8d10+16 (HP 56)
Initiative:       +2 (+2 Dex);
Speed:       30 ft.
Armor Class:    15, 12 Touch (+2 Dex, +3 Armor)
Attack:       +12/+7 [1d4+4] punching dagger and +11 [1d4+2] punching dagger
      +13/+8 [1d8+4] longsword
      +10/+5 [1d8] longbow
Saves:       Fort +8, Ref +4, Will +1
Alignment:    CG
Abilities:       Str 18, Dex 15, Con 14, Int 18, Wis 8, Cha 13
Size:       Medium (154cm, 44kg)
CR:       8

Languages:    Colonial (pidgin, literate), Courtier (basic), High elven (basic), Jungle mouth (pidgin), Norther (pidgin), Trader's tongue (pidgin, literate).
Feats:      Combat expertise, Dodge, Improved disarm, Improved feint, Improved trip, [Innate magic (Intelligence: Open/Close, Flare, Light, Dancing Lights)], Two-weapon defense, Two-weapon fighting, Weapon focus (longsword), Weapon focus (punching dagger).

Class Abilities: Ftr:   Bonus feat (any fighting) (x5), Survivor, Bonus feat (survivor).

Skills:      Balance +6 (+5 Rank, +2 Dex, -1 Check Penalty), *Climb +14 (+11 Rank, +4 Str, -1 Check Penalty), *Craft (painting) +10 (+6 Rank, +4 Int), Disable device +7 (+3.5 Rank, +4 Int), Forgery +6 (+2.5 Rank, +4 Int), *Handle animal +12 (+11 Rank, +1 Cha), Hide +5 (+4 Rank, +2 Dex, -1 Check Penalty), *Intimidate +12 (+11 Rank, +1 Cha), *Jump +7 (+4 Rank, +4 Str, -1 Check Penalty), Listen +1 (-1 Wis, +2 Racial), Move silently +1 (+2 Dex, -1 Check Penalty), *Ride +15 (+11 Rank, +2 Dex, +2 synergy(Handle animal)), Search +7 (+1 Rank, +4 Int, +2 Racial), Spot +1 (-1 Wis, +2 Racial), *Swim +14 (+10 Rank, +4 Str), Use rope +4 (+2 Rank, +2 Dex)

Possessions:   punching dagger, punching dagger (masterwork), longsword, longbow (40 arrows), studded leather (covenant), climber's kit, flint and steel, rope (25 feet), waterskin, winter blanket
Weight carried:   92lbs
Encumbrance:   27

But that is highly unlikely, this is just a demo run with the equipment generator running. Tabbing is all wrong, of course, HTML doesn't support it. (Equipment is not finished, much more is needed, found some bugs while rolling this guy anyway Tongue).
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Glacialis
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« Reply #9 on: October 02, 2006, 07:46:59 AM »

Didn't see attacks mentioning specific weapons and thus, no damage either.

Dorns like the big weapons, and even without weighting anything towards them I expected to see more swords and great clubs and such. I'm pretty sure I saw spiked chain quite a bit, but that may have been before I found the exotics checkbox.
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sinbad
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« Reply #10 on: November 08, 2006, 08:32:58 AM »

I must say this has moved on leaps and bounds since I was last on the board.

my suggestion for the weighting of exotic, uncommon and common items it that there is an 85% of a common weapon being picked, a 11% chance of an uncommon item, 3% for a rare item and 1% for an exotic item. If you check the 'exotic' box, then the weighting would change to 50% common, 20% uncommon, 15% rare and 15% exotic

The vast majorotiy of people will then end up picking the usual weapons unless you deliberately change the proportions (I'm hoping now that my memory is serving me correct and that there is actually 4 categories of weapons...)


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Deus_Miseratur
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« Reply #11 on: November 15, 2006, 04:30:46 AM »

Thanks.

I've been busy for a while now, so I haven't been able to keep up with this project.

It's a good suggestion, but I'm not sure if it can be done, the way this program is constructed. Even if it could be added (without a serious redesign of the process), it might require some further loopbacks which would make the program slower. I'll keep it in mind, though.
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sinbad
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« Reply #12 on: November 15, 2006, 05:21:42 AM »

The last programming I did was Fortran, in 1992, so I really don't have much of a clue as to how it works. I'll leave that on your capable hands and carry on giving difficult suggestions ;-)



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Arkanoth
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« Reply #13 on: January 08, 2007, 12:11:14 AM »

Happy Holidays!!!

I just want to congratulate you on the M2E NPC Generator.  The last time I was here (which as a long time ago) it was only in the planning stages, but I am amazed by the work that you have done.  Thanks for your dedication and hard work for the Midnight setting we all love. Keep it up, we're all rooting for you!!!!


Cheers,

Jorge Rodriguez
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Glacialis
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« Reply #14 on: January 31, 2007, 03:18:45 PM »

Deus, hope you're doing well and the holidays haven't destroyed you utterly. Smiley

How difficult would it be to add in the goblinoid races to the generator? Goblin, Sniffer, Hobgoblin, Bugbear. Except for the Sniffer, they're standard SRD.

Are there any other races that should be added?
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Nifelhein
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« Reply #15 on: January 31, 2007, 07:22:00 PM »

Oruk from the errata for 2nd edition comes to mind as well.
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Glacialis
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« Reply #16 on: January 31, 2007, 08:29:39 PM »

Indeed, that too. Smiley
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Deus_Miseratur
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« Reply #17 on: February 01, 2007, 08:41:13 AM »

Yes, I wanted to add the goblin and oruk for quite a while now (it's in the TODO list of the About page Tongue).
Unless I have forgotten how this thing works it should be really easy to add new races.

I got caught up in stuff (and will be AFK for a whole year very soon).
If I can manage to make something in the next week I'll be sure to post it.
After that, I'll have to serve in the army for 12 months so I will have larger problems to worry about. Grin

If you can direct me towards the Oruk and Sniffer stats/skills etc I'd be most grateful.

P.S: Thank you for your kind words Arkanoth.
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Nifelhein
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« Reply #18 on: February 01, 2007, 08:50:00 AM »

Oruk taken from the latest errata:

Oruks as Characters
— +8 Strength, +4 Constitution, –2 Intelligence, –2
Charisma.
— Large size
— Space/Reach: 10 ft./10 ft.
— Darkvision out to 60 ft.
— Racial Hit Dice: An oruk begins with three levels of
giant, which provide 3d8 Hit Dice, a base attack bonus of
+2, and base saving throw bonuses of Fort +3, Ref +1, and
Will +1.
— Racial Skills: An oruk’s giant levels give it skill points
equal to 7 x (2 + Int modifier, minimum 1). Its class skills
are Climb, Knowledge (northern reaches), Listen, Speak
Language, and Spot.
— Racial Feats: An oruk’s giant levels give it 1 feat.
— Weapon and Armor Proficiency: An oruk is automatically
proficient with simple and martial weapons, with light and
medium armor, and wish shields. Oruks also gain weapon
familiarity with all vardatch variations.
— +2 natural armor bonus.
—Automatic Languages: Black Tongue and Orcish. Bonus
Languages: High Elven, Erenlander, Norther, Old Dwarven.
— Favored Class: Fighter.
— Level adjustment: +2

And Sniffers from Midnight 2nd edition:

Sniffers are Small humanoids with the goblinoid subtype and the following racial traits.
— –4 Strength, +2 Dexterity, +2 Wisdom, –2 Charisma.
— Small size.
— Base land speed of 30 ft.
— Darkvision out to 60 feet and scent.
— +2 racial bonus on Spot, Listen, and Survival checks.
— Favored Region: Northern Marches.
— Automatic Languages: Black Tongue. Bonus Languages: Erenlander, Orc, Norther.
— Favored Class: Wildlander.

And I wish you well with the army thing. Grin
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Glacialis
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« Reply #19 on: February 01, 2007, 09:08:18 AM »

Continued work on a resource such as this gains you brownie points with the good guys and rotten brownies from the bad guys. +1 each. Grin

I wish you the best of luck in the army. Whichever country it is, military service is one of the most honest professions out there.
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Deus_Miseratur
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« Reply #20 on: February 03, 2007, 11:32:37 PM »

OK, I've added the 5 new races except for the whole (2+int)x7 Racial Skills for the Oruk, which continues to baffle me.
At least the bugbear has already alloted its skills from extra HD.

Also, although the goblinoids are SRD there are some questions I need to ask (and again, I have to apologize but since I'm a player I don't want to have access to spoiler-books). Do they have any "racial weapons" or do they favor one weapon over another? Also, are they all loyal troops to the Shadow? What are their "signature skills", the ones they are good at? Do they keep livestock or mounts (handle animal/ride skills)?

Also, my goblin names are based on 7th Sanctum name generator which might be unpronouncable and/or funny (but I think it has a good grasp of goblin linguistics, at least in vanilla D&D).

There is a good chance I'll hand out some community work in terms of skills for the various races, because I think my current tables on the matter lack the right perspective. It's a simple thing really, just adding weight (EXCELLENT, GOOD, NORMAL, BAD, MEDIOCRE) to all the skills for each race. More on that later though, I'll give out the table and ask to fill in the gaps or something.
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Glacialis
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« Reply #21 on: February 04, 2007, 01:43:04 PM »

I know that Hand of Shadow has extra rules, such as language assignmens and the Goblin Scourge. But I don't have it. Sad
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Nifelhein
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« Reply #22 on: February 04, 2007, 06:11:27 PM »

Make an oruk class for the oruk only, he has HD levels in it, mandatory, that is how you should deal with it. Wink

I do not own hand too, but nearly all goblinoids are going to be loyal to the shadow, they are better as troopers in that army than as targets for the orcs, they have no racial weapon that I know of but tend to use javelins and swords, imo, they also like shields. Skills would depend on class, really, but I would tend toward intimidate (for the larger races) and craft (for the smaller ones), all of them should have some degree of competence with survival, they do keep livestocks, specially for mount (and rangers get animal companions).

Dividing the skills by group could make it possible for you to leave the specifics on each race and skill weight for the time the NPC is generated. Wink
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Deus_Miseratur
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« Reply #23 on: February 06, 2007, 04:42:10 AM »

Dividing the skills by group could make it possible for you to leave the specifics on each race and skill weight for the time the NPC is generated. Wink

Actually, IMO skill groups are too generic. After all, even the most obvious groups (i.e. craft or profession skills) wouldn't work: Orcs for example are relatively good craftsmen for weapons and armor, but terrible at craft(locksmithing) or craft(trapmaking). So except for obvious skill pairs (like spot/listen, hide/move silently etc.) I do not believe skill grouping would be wise.

Anyway, I found that Darkness Falls has added a page for Shadow races. Their stats are significantly different from what Nif posted, and the vanilla goblinoids in DMG. I assume LeaderDesslok knows best, so I'm using his stats instead Wink (bets are they're from Hand).

Seems the only choice is indeed to add a monster class for each of the races with extra Hit Dice, so you are correct in your approach, Nif. Amazingly, it doesn't seem to crash the generator that much, but I do have a question:
Ogre Characters start with 4 levels in giant. Will an Ogre Bbn2 gain one more feat due to total level (6)? Or are monster levels ignored in that aspect, and characters progress as "normal" characters?
Followup: Racial Feats: An ogre's giant levels give it two feats. Ogres start with 2 feats (that's what I understand) or 3 feats (1 feat like all characters and 2 extra)?
« Last Edit: February 06, 2007, 04:47:31 AM by Deus_Miseratur » Logged
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« Reply #24 on: February 06, 2007, 05:35:22 AM »

The Ogre would get one from his first "level" and another at "3rd", for a total of 2 with its basic 4 HD.  Adding 2 Barbarian levels give it a grand total of 3 feats.  Humanoid levels count same as any other kind, I believe.

I have Hand, if you would like some info.  There are a large number of sample shadow minions (goblin sniffers, goblin soldiers, yada yada) if you need some examples of equipment or skill distribution.  Not sure if any of this info is Open Content, but we could get around that by communicating directly through e-mail Smiley.
« Last Edit: February 06, 2007, 05:40:48 AM by Radovarl » Logged

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