Sean Maxhell Town Simulator
I finally uploaded an updated version, and it's right now to write a description for it!
What is this town simulator?
This project offers you two gigantic areas, one on the surface and one underground, in which you can build a village or a city as you please.
The world around you is very dynamic, friendly and hostile creatures will cross the lands of your kingdom.
The character races are all customized in a casual but sensible way, creating an excellent distinction between surface dwellers from underground dwellers, resulting in nearly a hundred characters with different races and classes.
All the original creatures of the game are integrated, plus some variations of them.
The crafting system is that of the original game.
The buildings you will build will have specific purposes of different kinds:
-Worker buildings, will call up characters able to collect raw materials for you.
- Citizen buildings, where your citizens will live.
-Buildings of merchants, characters to buy and sell goods with.
-Special buildings to attract special characters.
-Buildings belonging to your character, which you can enter and furnish.
- Urban furniture with different utilities.
The game has no end, your character starts from the first level and develops together with the city and the surrounding world up to the thirtieth level, where you can continue to manage everything.
Will you be able to make your kingdom prosper? Or will you succumb to the hordes of the undead? Or maybe it will be the trolls? Dragons maybe?
Updates from the first version:
-Fixed all the bugs found in the previous version. (Obviously.)
-Added more than twenty new creatures, designed for the endgame.
-Added some furnishings for the interior of the mansion.
-Added a collection box where the remains of the corpses scattered around the kingdom will be automatically collected.
-Now you can get rid of useless objects by throwing them in the lava. (I know a waste bin would have been much more functional, but do you want to make yourself feel like Frodo every time you want to get rid of something?)
-Added a secret zone, reachable only if you find the map left by a creature. (For now it's only one)
-Adventurers recalled from the inn can now be recruited into your party. (I like this a lot)
-Now the Djinni who come out of the planar breaches are merchants who bring their wares to sell.-Fixed an issue not assigning xp when your men defeated creatures.
-Now you can have the same number of workers both on the surface and underground, this also applies to adventurers who can therefore be a total of 20. But only a maximum of 10 can be recruited.
-Adventurers now level with the player.
-Now merchants are more likely not to disappear.
-Added new creatures.
-Changed the worker system, each shack will now produce a maximum of two workers, but more shacks can be created.
-Subdivided and made resource zones more specific.
-Added alternative appearances to some buildings.
-Balanced the costs of some items.
-Restored the maximum number of recruitable adventurers at a time to 5.
-Obviously fixed all the bugs found.
-Added several secret areas and dungeons.
-Added new units for your population.
-Redistributed the recipes for the creation of the buildings on different characters.
-Replaced the collection box with a secret scavenger unit.
-Added secret units and secret buildings, rewards for completing dungeons and quests.
-Added special secret items dropped by specific enemies.
-Added new events and threats.
-Reduced the number of recruitable adventurers from the Inn to three.
-Corrected and expanded many and many dialogues.
Latest Updates:
-Now you can change the spawn rate of creatures from the object manager.
Gameplay:
1 single player from level 1 to 30.
You can start a game with any of your characters of any level you want, but I only recommend it if you have mastered the threats in the kingdom.
This Is the link to the forum thread:
https://forum.neverwintervault.org/t/sean-maxhell-town-simulator-preview...
Installation:
Unzip the module file in the modules folder.
Unzip the zipped folder Sean Maxhell TownSimulator in your campaigns folder.
Start new campaign to play.
Remember to overwrite the campaign folder as well.
Attachment | Size |
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Does this module have ending or hostile creatures will keep spawning on map?
No, the game has no end.
You can continue playing and managing your village, city, for as long as you like.
Monsters will continue to spawn at regular intervals.
Have you already tried it?
You like?
What level have you reached?
Do you need any advice or clarification?
Did you find it intuitive enough?
I'm playing it. I like it. Level? Since there was no level restriction in description, I've used my main level 30 character. What I don't like are merchants wandering off from their location. Also, can mining shacks work underground or I need to build some other buildings (started on surface).
Sorry, I didn't put a level restriction on it, but playing it with a NOT new character isn't optimal.
I think you miss all the taste of progression.
You should try a new level 1 character.
You can call Merchants clicking on their shop.
For underground miners I dont' remember, but I think you have to build a Miner's Shak in the underground.
I've started new game with new character. Is vagrant merchant only source of metal ingots or I can build shop who sells it? Maybe it would be nice to ofer metal and not just molds in "buy menu".
There are different ways to get Ingot:
-Mining (It is the primary source.)
-Vagrant Merchant
-Merchant Stall (I don't remember the exact name, I think it costs 2000 gold, or maybe 4000. I haven't worked on it for a long time.)
I don't think there are any other ways to get bars. Perhaps perhaps by destroying golems. I do not remember.
Can I ask you why you are looking for metal?
Armor crafting and making money. :)
:)
Um, best way to make money?
I build the shacks of the woodcutters, miners and hunters, and sell everything they recover, the same for the monster hunters.
And then the citizens' taxes.
Crafting stuff is another good method, but I guess it pays more when it comes to crafting magical items, rather than just armor.
Merchants should not wander off from their shops or at least not too much. Loading game just because merchants think it is good idea to go into fight is really frustrating.
You have to protect them, with professional guards.
You can call them clicking on their store.
You can gather all commons with the alarm bell.
Maybe you should reduce spawning of friendly and good creatures.
It's something I've noticed too.
The overpopulation of friendly creatures is however due to good land management and constant threat control.
Basically, if there are a lot of friendly creatures on the map, it means that you are playing well and that you have managed to create a peaceful and prosperous territory.
During some games, where I was lacking in guard production and where monster hunters weren't as effective, my city was literally razed to the ground by a horde of undead and trolls.
This module is not to be considered a game, but more understandably a kind of simulation.
I mean, I didn't conceive it to have a story, missions, progression. But to be literally a management system.
It's a kind of test.
Who knows, someone might even take a cue and do something more with it.
From the version you own, I've made just a couple of changes, the most important of which is to be able to recruit adventurers who come to town attracted by the inn to your party.
If you are interested I can upload it.
Anyway, thank you very much for your comments and for the consideration you are giving to my little work.
Nice. Regarding tavern I could try it but I've imported wizard from Adventurer's portal altough he is just following me and craft essences.
You could also maybe make specialized miner's shed for underground which would maybe cost gold to operate since good ore veins are infinite with expensive gems.
In any case I'm interested in continue playing newer version. I'm player with obessed hoarding habbit if I can can own house in game. :D
I think resource shop should have crafting supplies (metal, essences, monster body parts, ...) because waiting for vagrant merhant to have what I want can be really annoying.
For metal you have to mine a lot.
For essence probably the herbalist sell them, and tools to extract them.
For body part you have to hunt monsters.
It is a harvesting game, it is a non-sense if you can buy everything.
I've built miner's shed in underground but no miners shows up? Is is because I've chosen surface at module start?
There is a max of three/four Workers.
You have to kill some miner in the surface to get new miners underground.
Probably remove the miner's shed.
Done that and they have appeared in underground. But they don't mine ore veins.
Did you try to put the shed near a vein? Maybe they don't recognize the path in the underground.
No and when I did that they were able to mine it. However, I didn't know that rich ore vein is destructible. :(
I didn't know it too!!!
The veins underground should all be inexhaustible.
As soon as I have some time, I'll go check this thing out.
Unfortunately one believes that he has done things one way, and then there is always something wrong.
Probably related to amount of damage it receives during certain period of time.
It have 9999hp and it get heal everytime it is damaged. So I don't know how you could destroy it.
I've destroyed it using two additional high level fighters.
I've noticed that portals can appear underground if I am undergound. Is it by design?
Portals? Yes, it is by design.
Of course underground can be invaded by external too.
Is it normal for nobles to teleport at my location when I'm undergound?
Only if they are underground people and you are calling them clicking on their house.
You are still playing this module a lot.
You should try to make me a list of things that you would add, not change, add.
They weren't underground people (house is on surface) but I noticed that it happened after paying "taxes"
What I would add?
- creatures/monsters remains collectors (monster hunter's don't pick up gold for example) with daily gold cost
- possibility to have specialized underground miners and monster hunters for certain daily fee
- limit on spawned creatures number and number of items in merchant inventories because save is now taking a lot of time to load especially underground area loading.
- resource shop with infinite crafting materials (metal ingots, creature parts) for higher prices (maybe 2000gp for adamantine ingot) than they are in vagrant merchant shop.
This thing about the common people moving is strange to me, it shouldn't be possible.
-Creatures remains collectors, Yeah, that's something I was thinking about too.
-Do you mean recruit them? How were they henchman? For what? In the next version I have already set up the possibility to recruit adventurers.
-The limit is there, even if it is very high.
If you are worried about the quantity of items in the stores, and you think you will not do anything with them, you can remove and put the store back, so that the store empties and resets.
-Stop ganking this idea because it will never resurrect.
I will never put up a resource store when the whole world is set to go and farm resources.
What I meant is to have Underground Monster Hunter Totem which will attract Underground Monster Hunters who will hunt creatures underground (or surface depending on start region) for daily fee.
You asked what I wanted to add so don't complain :P
Anyway, maybe you could add infinite ore veins on surface (like in underground) which would be ignored by miners and require "manual mining".
FPS became too much low especially in underground. Cause is probably poorly written NWN2 engine and fact I've spent too much time underground after I've built almost everything above. was so close. :(
I guess I will start new game with a different town layout, try again to make Rich House of Moria's Depths without venturing to underground.
I'm pretty sure there are monsters hunters underground too.
But even for those there is a limit. As with miners, you should clear some of them on the surface to make sure they also appear underground.
Every building attract monsters.
You say you have built a lot on the surface, but nothing prevents you from disassembling all or part of it to move it underground, or simply to lighten what you have built.
You don't need to start over. You can create another save, unmount everything, and rebuild.
They are underground if I built totem underground and wait until some hunters die on surface. But, loading game tkaes up to 10 minutes on i5-6600K and NWN2 can utilize only one core. :/
I've tried with moving certain parts of village to underground but no avail. :(
I hope that Beamdog or Obsidian will remaster NWN2 with retaing full compatibility with current fanmade content. I will keep you informed with situation with my new rig with Ryzen 7 5800X.
I'm sorry you have these performance problems, me with my ryzen 5 or 6, I don't remember, I've never had any kind of problem.
But not even with the previous processor, which I seem to remember was a 6-8 core.
I have no memory for these things.
Are Solars supposed to do friendly fire with their spells? They destroy my town much quicker than spawned demons and dragons.
EDIT: I've also noticed that merchant stalls and vagrant merchant often have adamantine armors in much higher numbers than mithral ones and if they do it's only breastplates, chainmails, chainshirts and scalemails. Is there any specific reason why they don't have mithral full plates, half plates, banded mails, ... like adamantine ones?
Merchants' items all have an equal chance of being put up for sale. It's all tied to chance.
As for area-of-effect spells, I think I've set it to do area damage to anyone.
In fact, it may happen that between the Solar and the Guards some brawl breaks out that it is good to quell manually.
Solars also become hostile if guards, hunters or me kills monsters they put dominate/charm spell on it. That should be fixed.
Cap for neutral/friendly creatures should be 150-200. FPS gets low after 5-10 minutes game loading. I've tried Client Extension but no avail. :(
And vagrant merchant spawned in my rich house. :D
YOu know what happens when merchant inventories get full. They will drop items to ground which makes loading games a lot of slower.
Why don't you just delete and rebuild the Merchant?
I'm doing it already but items still remains on ground which forces me to take advantage and pick them up. Problem is that creature remains and items on ground don't dissappear after some time and that makes save game and area loading painfully slow even on Ryzen 7 5800X when player go underground to mine and don't clean surface regulary. Solution would be if you would make those creature remains and items on ground disappear after certain period of time like in official campaigns and other modules. If NWN2 can utilize more CPU cores it wouldn't be problem but with only one core it is problem in long run.
Is there any way to reduce number of Solars without getting my character to evil side?
One more suggestion: it would be nice to have trashbin where we can put items worth 0 gp and which will automatically delete those items.
There's no other way to reduce solar.
Thrash bin could be usefull.
In case you are still reading this.
Heroes portal should be removed from module because I think that importing additional character messed up creature number limits.
These two things are totally unrelated.
Are you really still playing this module of mine?
Damn, have you tried anything else?
Second try was suffering from low FPS because Solars were present in high numbers in town. If not for other imported character it might be due to large numbers of merchant stalls or my character reaching level 30. Or it might be just buggy NWN2 in the end.
And I've started new game but in underground (with some mining colony in mind) this time and without importing another character using heroes portal. So far no FPS drops. I will see later on if FPS will start to drop and save/load times get too much long.
Also few thing I've noticed but not sure if you designed it that way.
Mithril Full Plate can only be bought from armor smith, never from vagrant merchant or merchant stalls. Mithril Ingot drop rate is less than adamantine when mining good mineral veins.
Uao, you really like it so much.
So, mithral ingots have the same drop rate as adamantium ingots. Both begin to be present from the good mineral vein up. But of course the statistic does a little bit what it wants.
As for the heavy mithral armor, which would then be medium, there was an error that I do not explain, but it was not included in the item pool.
I'll fix it, and sooner or later I'll reload the updated module.
Well, to be honest, it will allows me to do something I couldn't do in modules I've played before. In module called "Wulverheim" it would be possible but it would take a lot of time. And if possible, nerf Solars because they are too strong and makes professional guards unnecessary (putting friendly fire aside).
Have you ever seen a death knight or a demilich?
Killed deathknights and liches. I've never encountered demiliches. But, I play as paladin because of bless weapon and holy sword so undeads are not problem when used with Harbinger King +3 with strength 36.
In last game, I've used longsword dropped from monster hunters which had +5, 2 fire damage, 15 critical damage and 1d8 magical vs evil.
Also, getting killed should reulst in penalty, either gold or exp.
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