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Heartbreaker


注册日期: Nov 2001
来  自: Baldur's Gate
发贴数量: 252

NWN无冬之夜的DM-FAQ,我自己译的呀,大家拍我吧

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1、Ok, so I can design small modules all the way up to large sessions. It still sounds like a large endeavor. Could I, say, divide the work amongst two or three Dungeon Masters and let them work on separate areas of the entire module? How would I put them all together for the final complete module?
Yes, you will be able to separate the work up into DM workable projects as it were. One DM could work on placing the tilesets and designing the look and feel of the module. Another DM could work on the task of creating the various encounters for the story line. When each was finished with their respective areas the whole module would be assembled and as a lead DM you could edit it as it were so it held fast to your world vision. You would then convert it into a module for people to play.
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2、Wow this all sounds great! I cannot wait to design a massive adventure that takes place on the sixth plane of nirvana and has polka dotted camels flying upside down. Can this be done?
Although the plot of this module could be created, you will not be able to create your own tilesets. At this time you can only use the tilesets that came with the Aurora Toolset.
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3、You mean that all of my modules that I create will have the same tilesets? So, in other words, after a while my modules will start to look like each other?
At first glance you would think so. However, keep in mind that you will be able to choose from a variety of tilesets to start with. Think of a tileset as a group of tiles that all have a common trait, be it a grassland feel or a dark dungeon look. There will be many different uses for each tileset. For instance, lets take the grasslands tiles and look at them closely. First, you would have a set of tiles that represented your basic grassland look, flat green grassy tiles. Then you might have some tiles with rocks in them. The set might include village tiles that represented, say, a small town situated in a grassland environment. Here is a partial listing of some of the tilesets that will be included in the Aurora Toolset when it is released.
Generic Tilesets
Grassland
Deep Forest
Urban Tilesets (each urban tileset includes curtain walls, defensive walls, buildings, docks, water channels, bridges, etc.):
Neverwinter
Luskan
Castle Tilesets (each castle tileset includes interior and exterior tiles, with numerous variations on a general architectural theme - library, throne room, personal chambers, guard room, etc. Castle tilesets can also double as subterranean tilesets)
Good Castle
Evil Castle
Subterranean Tilesets (each subterranean tileset includes a variety of passable and impassable tiles suitable to its theme.)
Sewers
Caverns / Mines
Dungeons
Crypts
So you see, the possibilities are almost limitless as to the areas that you will be able to design for you module.
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4、Ok I have one more question about tilesets and designing areas for the modules. Let’s say that I have a module designed and I plan that when the PC’s enter a dungeon and return to the town it has been attacked by a massive Orc army and they’ve leveled the town. I read that we will not be able to change the tilesets of a module when it is running. How would I portray the razzed town to the players?
Yes you are correct in that you will not be able to change the tilesets during a live session. However, you can take the town, make a copy of it, and make the necessary changes to the copy of your original town. The PC’s would enter the dungeon, and when the PC’s return to the town you could run a cuts-scene, fade to black, while the "new" town was loading. When the area was loaded the PC’s would see the razzed town.
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5、Alright, I have my module created and it’s about ready to go. I have playtested it as a single player to check that all of my scripts are working and everything is in order. I start to run a group of PC’s through it, and all of a sudden, the evil aligned group proceeds to kill every NPC villager on which they can lay their hands. Can I impose any sort of rules or even town laws that the PC’s have to abide by?
Well, first off, you can put some PC filters on your module to begin with. Let’s say that the module that you have designed is for a small group of about 4 players, with at least one cleric amongst them because they will encounter a lot of undead in the adventure. What you would do is apply some filters to the module so when players were searching for a module to play, yours would pop up with the required listed criteria. Although you could not restrict your module to all good aligned PC’s you could add an author’s note stating that this module is designed for certain alignments. In the module itself you could impose a set of "laws" that citizens must follow. For example, let us say that in your town the public casting of magic is forbidden due to safety reasons. You could add a script to all of the NPC’s in the town that if magic was cast in a certain proximity of them they would call the guards and the guards would either arrest you or escort you out of town.
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6、That’s great! Its gives me a way to try to keep the players in check. I was thinking back to the question on module design. I have seen all the screen shots and even the demo movie. The actual game is done in a 3D mode and I am worried because I know nothing about 3D programming. How will I be able to create those spectacular scenes like the ones on the demo movie?
The actual module designing process will take place in a 2D environment. Think of it as designing a dungeon the old way by drawing it out on a piece of graph paper. You would draw walls, pits, caves etc. out and flesh it out as you went, adding more details. Overland areas will be done the same way. You are not manipulating the individual polygons; rather, you will be using a drag and drop method of placing complete tiles. The tiles will align themselves to a gridwork so all you will need to do is decide what you want to put where. In fact, it will aid you considerably if you take a sheet of graph paper and sketch out an idea of where you want everything to go. That way, when you fire up the Toolset, you can begin by laying down the central areas of a town and adding on the outer lying areas; in the case of a dungeon, you can start at the entrance and work inwards. Although you will be designing your areas in a 2D editor, when played, the module will appear to the players and yourself as a 3D rendered environment.
7、Will the NWN systems allow me to create my own cut-scenes or will I have to use some generic canned ones?
Yes, the Aurora Toolset will allow you to script your own cut-scenes by basically setting the camera to record, and then having your NPC’s "act" out a scene or have some effects go off. Then you would stop filming as it were. Now let me show you how this really shines. Let’s say that your players finally make to the center of the evil temple after chasing the head priest. You want the head priest to summon his evil master just as the party enters and you want some form of scripted dialog to occur between the priest and the summoned creature. But you want this scene to occur and the creature summoned before the party is allowed to attack or run. You definitely don’t want the party to interrupt the summoning. What you can do is script the scene, record it centering on the head priest and the summoning, then take that .AVI file and script an encounter that is triggered when the party steps on the inner sanctum’s entryway tile. That way, when a party member steps on the tile the .AVI file is activated, all the party members see this scene and after it is played they are returned to the action.
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8、The following example was posted to the DM board on BioWare’s site. I am including it to show the possibilities you may discover while running a campaign.

"Ok we had a party consisting of:

A Barbarian (with enough HPs to survive re-entry into the earth’s atmosphere)
A Necromancer
A Mage/Thief
And me, a custom character that was sort of a chaotic good paladin who worshipped the Phoenix
and of course the usual clerical NPCs (two)

We needed to bust into a large keep out in the wilderness (not sure why, it was something we did after the Temple of Elemental Evil). We got close enough to see that it was guarded by Hobgoblins on the battlements with bows. Hobgoblins having infravision prevented the night attack. The keep had (from sketchy memory) towers and battlements around an outer gate (open) a huge courtyard and then inner gates. All in all, it seemed pretty impregnable. The barbarian (CN alignment) wandered off on his own and came to a river. He had a brain wave and covered himself with the thick mud and came back. The elven mage thief confirmed for us that it prevented infravision (the DM was relying a little more on the movie Predator here than the actual rulebook). The barbarian’s idea, a frontal night assault. After a little discussion we decided to try a little plan of mine.

We covered ourselves in mud and filled bags of mud as well. We went to the keep and penetrated the outer towers (which I think had some sort of undead in them). After recovering we took either a door or a table and managed to slip out. We moved around to the walls of the keep, in about the middle. We covered the top of the table with mud and held it up over the necromancers head who then cast polymorph self and transformed into an Umber Hulk. We''d discussed this with the DM already and he decided that the Umber Hulk’s burrowing ability was a natural attribute and didn''t involve any magical or special powers (some DMs wouldn''t agree, but who cares - ours did). The cleric then cast silence 15’ radius. The Umber Hulk was too big for us to be covered with mud (we didn''t have much left) but he was fine standing under the table. The digging through the walls of the castle would have been quite noisy, but not with silence. And that was how we penetrated the core of the keep completely undetected.

If BioWare can even come close to allowing this sort of thinking outside the square I will be truly impressed."

A. Here is the reply from Rob Bartel, Lead Writer of NeverWinter Nights:

"Sounds great! It may require a little suspension of disbelief but here is how I would approach such a scenario as a NWN DM:
The paladin has a brain wave down by the stream and petitions me to see if I''ll allow him to be covered in imaginary mud that blocks infravision. I decide that it''s a creative enough solution and agree to allow it, as long as he''s willing to change his flashy silver paladin colors for something a little more brown. He and the rest of the party complies and it''s a deal. I turn off the infravision on all my hobgoblin archers (or just give them clubs and swords instead). When I''m ready, I trigger the coming of night and the game begins again in earnest.

As the players had told me that they were bringing along some of the imaginary mud in some bags they had on them, I can''t really argue when they want to spread mud all over their polymorphed mage. Still, I don''t like where this is going, so I make the argument that they don''t have enough. Defiant, my players suggest the table idea and I decide, what the heck, if they already have imaginary mud, they might as well have an imaginary table (as long as they can find a place that has a real one). When the Umber Hulk starts ''digging'' I just teleport the party into the core of the keep. As for the ingenious use of ''silence,'' I concede defeat and let the remaining guards sleep in peace (though, if I so chose, I could possess a guard, have him stumble upon the player''s nefarious deeds, and then run like heck for reinforcements, shouting bloody murder all the way).

So, yes, it would require a little bit of suspension of disbelief and the players might have to wait around a little bit to allow me to work my magic but, when all has been said and done, the game session would have played out in a way that very closely resembles your pen and paper experience.

Thanks for giving me a concrete example with which to strut NWN''s stuff. I''m getting goosebumps just thinking about it."


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9、Ok that was a neat example. I have a question about player characters straying off of the prescribed plot path, as it were. Let’s say I have a group that is supposed to come across a caravan that is being attacked by brigands and they are supposed to save the leader of the caravan for he has a lead in to the next quest. The party kills or drives off the marauders and the old man tells them that he was taking his daughter to the prince to be wed and they were waylaid by the brigands and made off with her just before the party arrived. He tells them that the brigands went in the direction of North with his daughter. He also hints that the prince is wealthy and would offer a reward. All of the sudden the party thanks the man for a bit of fun and goes off in a southern direction. Great, the module is designed to continue North to the mountains and I have nothing planned for them in the South. What will I do?
Well actually the Toolset will help you somewhat but primarily this issue is handled by planning ahead. Let me expound upon this concept. One of the neat things about the Toolset will be the wizards. When you are sitting around and have nothing to do, jot down some ideas for small, scripted encounters. Say for instance mini quests, like a run in with another group of adventurers, travelling gypsies, pretty much anything you can think of. Take those generic encounters, script them using the wizards and keep them in the idea bank as it were. When the party sets off in another direction you can toss these small encounters in their way and with a little bit of old DM possession I’m sure you can, AHEM, convince the party that they would be better off following the Brigands. Personally I would script a roaming troop of the prince’s men to mistake the party as the brigands and give the party no other choice but to pursue the real brigands to clear their names.
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10、"I was thinking of a type of public key on the CD would be great for identify characters and accounts. Not only would this help with Banning people (I simply create a new character and log in). Since my IP is DHCP I get a new IP every time I log in. By placing a type of public key on the CD, whenever a character is created it gets this key. This would allow a few different things. First targeting a character would get not only the name info, but also the key. Thus in the bounty hunter case they can be ID''d properly, not just creating a character with same name and killing them for their scalp." (See other thread.)
(The reply from Trent Oster, Producer of NWN at BioWare)
"When you ban a player, you not only ban the character, you ban the CD key from your server."

11、Ok what about the issue of PKs and alignment?
I have asked this question in order to post a thread that was in BioWare’s Dev board. It touches on some areas that we as DMs will sooner or later encounter and some resolutions to the problems that would ensue.
First post:

"Besides the NPCs, I think that having some PCs be given the mission to track down an evil PC would be awesome also, and would be even better if the ''evil'' PC would turn out being not really that ''evil'' after, but actually just misunderstood, or it could be a case of mistaken identity, or the ''evil'' PC could just be really charismatic. Back on to the NPC bounty hunters, what''s to stop the player from just killing the bounty hunter? I mean, assume that Wild Billy Entrail-Eater kills somebody for lookin'' at him ornery-like. Then the sheriff sends a lvl.2 bounty hunter after Billy and Billy kills the hunter. So the king sends a lvl. 3 bounty hunter, etc. You can see where this is going. It could keep going forever if you script it that way, right? So, I think that when people start implementing bounty hunters that this is something to be avoided. I think that a good solution would be to make the killing of a bounty hunter a greater offense. Like, if Billy kills the level 2 bounty hunter, then the sheriff realizes that Billy''s out of control and sends out an entire detachment of guards (about 5 3rd level warriors) to take Billy down. If he comes quietly, then he''ll just get the normal sentence. If not, they try to kill Billy. Obviously, Billy, the PC is going to think of running before these guys catch up with him. Still, I think that this kind of stuff would help to put some kind of real threat to the character''s life. Sorry about my thinking out loud here. Here''s a question though: What kind of punishments (other than death) will there be possible? For instance: will there be cells that PCs can be placed in, so that if the player tries to play that character for a set period of time, they have to either just sit in a cell, or provided that they figure it out, break out and then be a fugitive. Will there be stockades or any other kinds of imprisonment? Also, on a very dark note, what about torture devices?"

Reply from Trent Oster:

"If Billy goes on a killing spree and murders a few innocents, Billy''s fame goes through the roof and his epithet is set to murderer. This causes the guards to go hostile to Billy and the local bounty hunter to emerge in pursuit. If Billy changes his ways and lays low for a while, his fame will decrease and the guards and bounty hunter may forget about him. If Billy kills the guards and the bounty hunter, his fame (Billy''s) goes even higher. So high in fact a certain do-gooder organization in the Forgotten Realms may hear about Billy and dispatch a high level party to dispose of such a threat to the order of the realms. When Billy dies, his fame is set lower and his epithet is reduced, allowing him to benefit from the schooling he just received."

Second Post:

"In a ''PK'' server, where anyone is allowed to kill anyone else, is it possible to have guards in certain areas (their jurisdiction basically) who will attack a violent PC as soon as they become violent? (I''m guessing that this one is a definite ’Yes.’) But after that, if a PC is continually killing other PCs, is it possible for bounty hunters to suddenly appear and start hunting down said players? I reckon that the thought of a level 30 ranger hunting you if you go on a killing spree would make a pretty good deterrent to Player-Killers not to go overboard, whilst still allowing a role-playing aspect impossible in UO where guards magically appear out of the air to squish you, or a PK doesn''t get caught for any kind of mass-murder.

Also, depending on how many people the player has killed, could the bounty hunters vary in toughness? i.e.: If I were playing a mad-psychopath and killed someone in a tavern because they gave me a funny look, I would have a lvl 2 bounty hunter looking for me. If I followed this murder up by razing an entire village to the ground and killing 50 innocent people, then a level 20 bounty hunter is looking for me, as well as the level 2.

The main thing is, will the bounty hunters be able to cross areas, and will they remember who they''re hunting etc. even if the player logs off and then back on? This way, you could have one bounty hunter hunting several people at once."


Reply from Cord, Dev board moderator:

"We are supporting evil alignments as a viable mode of gameplay. The system will work as follows: You have an alignment, this determines your outlook and influences what those who have heard of you think. You also have fame, which decreases with time and increases with certain actions. An evil character is best served by having a low fame, allowing him/her to deal with good merchants and not be troubled by guards. An evil character with a high fame may not be served by good-aligned shopkeeps, but the local thieves guild will give him/her great prices. Mass murdering is what breaks any reputation system. If you go around randomly killing townsfolk, the game quickly falls apart, all the people who could tell you about quests are quickly gone and the town is effectively broken for all players. To get around this we are going to add a tag to players who murder innocents, setting them up for pursuit by guards and bounty hunters."

The "tag file" will save to the server right along with the rest of the PCs info, so logging out wont save them. Also, they, and indeed all NPCs and monsters can chase you across areas (zones). I would assume that setting the degree of "toughness" for the guards/bounty hunters spawned would be as simple as setting it for any other spawn. I''d be surprised if we wont be able to have the "posse" appear at the local jail to begin their pursuit as opposed to the "suddenly over your shoulder insta-guards" of UO fame....
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12、Will NWScript include the ability to generate DM alerts on the DM console? For example, you might want to be alerted on the whenever a player asks a certain NPC about a key plot element so that you don''t miss it and can take over the NPC at that point. You could apply this to waypoints, objects, etc. Also, will you be able to find an object''s current location?
You are referring to "hot spot" flags. Here''s a past BioWare post about it:
"Tour guides and text pop-ups are already in the plans. We intend to implement a flag system whereby the module designer can drop down DM-visible flags anywhere on the map. DMs can use them as hotspots to jump to and they can be referred to in scripting as well. They''re there, so use them however you wish (waypoints for patrolling guards, tour guide triggers, party location warnings for the DM, whatever)."

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13Can you make it so that an entrance to one area can actually take you to one of multiple possible areas? Such as if I enter a certain place in a forest, there could be a script that could take me to a place with an outpost? Or one with no outpost at all?
You can have transitions load to a specific area, to a random area, or can script it to load to an area only accessible if certain criteria are met, like if the PC is carrying a special item or the PC has killed a certain NPC.
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14、I am wondering if the spell Teleport will be included in the Neverwinter Nights gaming system?
Sadly no. However, do not fret because it can be added (sort of). Let''s say that your DM tells you that you can have the spell Teleport. What you will have to do is to add it to your character sheet (maybe in a notes section or something). In order to use the spell you would then query or pass a electronic note to your DM saying I want to use the Teleport spell in a such and so way. Your DM would then mentally calculate the operation assign appropriate dice roll and just teleport your character to the decided spot using his DM tools. Voila! a way to implement the Teleport spell.
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15、What will happen to the players on my server if the server goes down unexpectedly in the middle of a session?
If the server goes down unexpectedly one of two resolutions will occur.
1. If you are playing with a local character (one that has been created on your local hard drive and stored there as well) you will lose the experience points and items you gained since you joined the server and you will be free to journey elsewhere. Or you could wait until the server came back up and resume your adventure at the time index of the last game server backup.

2. You are playing with a server only character (a character that has been created and resides only on the server itself), the server comes back up and you rejoin or if the server is part of a shared vault world you can resume play on another server which shares the character database.
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16、Let''s say that I am running two or more servers and the party finishes the module on server #1, would I be able to send any information to the other servers to load the party into the next module?
The ideas BioWare has behind passing parameters between servers is to make it possible for one module to pass a parameter when the current module ends, telling the server which module to load and detailing any special starting conditions in effect. They have stated that this system could be extended to work with multiple servers. One server is running a town while the other servers are in an idle state. In this situation party A enters building B, which is a portal (transitional link) to another server. When the PC''s enter the portal, the other server can be parsed the information of which module to load/run and any starting criteria if you wish. One possible problem comes if you want to portal to a server pool where one server accepts players until full and then supplants another server in its place. A way around this would be to have some scripting associated with the portals where a portal is displayed while it is active and when the server is full it will close the active portal and open up another portal to a server that has room for PC''s.
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17、When I am designing my server and setting up some parameters, will I be able to tell the server which port to listen to?
When designing your server setup, the port that the server listens to will be a setting that you can choose. It doesn''t choose a random port. Initially it will be setup with a default port, but will be easy to change. All network traffic for that protocol will go through that port. If you want to have multiple servers running, you should be able to run them by specifying different ports for different servers in your LAN setup.
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18、Ok, I have a question, I have my computer all setup and start to play against my friend. The only major difference between our two computers is he has a cable modem and I am connecting via a 56k modem, will he be able to react faster and "out-click" me in a fair fight?
BioWare has stated "Ping times will not be as central to playing NWN. While everything takes place in real time, there''s still a turn-based structure lying just beneath the surface (that''s how we get all the Dungeon and Dragons rules to work correctly in the first place). Faster clicking will not help you, nor will a ping time of the gods, because, just like everyone else, you have to wait for your current turn to end and your next one to begin before you can launch that powerful Meteor Swarm. In other words, our combat is more tactical than action-oriented. You''re always planning ''what am I going to do next?'' rather than ''what am I going to do now?''"
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19、Many people have written in asking how would they go about planning modules for the Neverwinter Nights system before hand, so when the game was released they could have most of the development work already done. To that end I am re-posting a thread that was put forth by the gang at Bioware describing the implementation plan template that they might use.
Blank implementation plan templates: The actual overview is pretty short so I can type it in right here, actually. The sheer size of the full implementation plan comes about because each of these individual components are applied to multiple cases. For instance, ''Plot Point'' is only listed once here, though there will clearly be plenty of plot points in any given module. But here goes:
PRELIMINARY INFO
Module Title
Recommended Levels
Treasure per Player Target
XP per Player Target
Playtime Target
Approximate Time of Day
Special Notes

STORY
Plot Outline
Plot Breakdown
-Plot Point
--Creatures
--Encounter Creatures
--Items
--Traps
--Text Pop-Ups
--Journal Entries
--Fame, Reputation, and XP

TEXT
Important Keywords
Promotional Blurb (displayed on matching service)
Introductory Text
Concluding Text

SCRIPTING
Campaign-Specific
Environment-Specific
Module-Specific
Area-Specific
Miscellaneous

LOCATIONS
Interiors
Overland & Subterranean
-Maps

Remember that this is just they way we''re organizing our implementation plans (and is subject to change, of course). You may find that different types of plans work better for your modules or for your personal approach to design.

Just for clarity, Creatures, Encounter Creatures, Items, Traps, Text Pop-Ups, Journal Entries, and Fame/Reputation/XP are all subsets of the ''Plot Point'' category which, in turn, is a subset of ''Plot Breakdown.'' Further down, ''Maps'' is a subset of ''Overland & Subterranean.''

20、What are the plans for PvPing for Neverwinter? What is BioWare''s view on pking?
Response from Rob_Bartel: "Our view is that PvP and PKing are issues that individual DMs and Server Ops should decide for themselves. We''ll be providing a variety of server setting you can choose from and custom scripting is also an option."
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21、Can multiple NWN stand alone servers be run on one machine, if that machine is powerful enough to handle them?
Response from Don_BioWare: "Haven''t tested it in awhile, but It should work."
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22、BioWare said that they''d have a report for us on the status of user importable content (textures, models, sounds, avi''s, etc) in the fall. It''s now November. What can BioWare tell us about how things are going on that front?
Response from GregZ_BioWare: "We''ve just re-started discussions regarding importable content - mainly background tiles and similar objects. There isn''t too much to report yet, except from a technical perspective we''re designing the system such that it can support imported content if we choose to do it. Also - thanks for the tidings!"
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23、How close is the Macintosh version keeping up with the code at this point, and are you expecting to provide a public beta for Mac at the same time as the Windows beta?

Response from Don_BioWare: "Howard is keeping the code up to date on a weekly basis. No plans yet for beta."

Response from Rob_Bartel: "The Mac port is coming along nicely, as are the BeOs and Linux versions. We''re aiming for a simultaneous, single-box release. Can''t promise a beta of any sort at this point, though."
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24、In terms of scripting, would it be possible to create NPCs with complex dialogue? Is there a limit as to the number of NPCs or amount of scripting? I would like to create entire towns and cities that players could explore without my direct intervention.
Response from Aidan_BioWare:"You can make the dialogue as complex as you want to make it. As long you script it NW can handle it."

Response from Rob_Bartel: "Yes and we intend to do just that. There will be no hard cap on numbers of NPCs or amount of scripts. Whatever your server can handle."
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25、What testing is planned for such hardware as broadband routers and home firewalls, the inexpensive types rather than the larger more expensive types?
Response from Don_BioWare: "As well as our internal testing, this is something a public beta will help with. We want to do this, just no definite plans yet."
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26、I assume that this has already been answered in one way or another, but when there are 7+ people on a server, how will casters get back their spells? In other words, with real-time passing for one group, how can another group rest for 8 hours to allow spells to refresh?
Response from Rob_Bartel: "For gameplay reasons, we''re making resting instantaneous. We''ll limit that, however, by putting in a limit on how often you can rest within a given period of time. Also, we''re considering adding in an adrenaline factor - if you''ve just been fighting, you need to calm down a bit before you can get some sleep. The details are a little complex for a chat but we''ll be explaining it in more detail later. Thanks."
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27、Hello, scripting question, there was talk about releasing documentation about the syntax for the NWScript language prior to release of the game so people can start playing with it... so a) is this still the plan? and b) how soon can we expect to see some of this documentation?
Response from ScottG_BioWare: "As far as scripting documentation, we are still planning on posting this before we ship. The basic syntax is C but I think you are more interested in the AI events and commands. Noel is currently busily adding commands and events on a daily basis and is preparing documentation as he goes. Right Noel? Anyway Rob and the other designers will make it, ahem, readable by humans before we release it."
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28、After watching the demo from E3, I noticed that as a PC transitions to another area it seems to "spawn" a server process to handle the character. Will the amount of "spawns" be dependant upon RAM or processing power?
Response from Tobyn_BioWare: "What you saw from the E3 demo was merely a load time for the new area. All the areas of a module run at exactly the same time... Characters would travel immediately then if the game didn''t have to load the new tiles."
Response from Don_BioWare: "Yes, the load time is client side, not server side."
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29、Everyone is talking about modules and campaigns, what type of areas will I be able to create?
First some terms need to be clarified.
Area: A collection of tiles from a tileset creating a single environment. The largest size of an area will be approximately 32 x 32 tiles; this size may be smaller.

Module: A collection of one or more areas that are connected together and are currently active on a server. At this time there is no limit to the number of areas in a module. This actual physical limit will probably be determined during play and by experimentation at first.

Campaign: A series of related modules. Think of this in the terms of the Pencil and Paper modules for the tabletop games. When the group has satisfied all of the victory conditions of one module they will then be able to begin on the next module.

With these terms in mind you will be able to create everything from the single session adventure located in a mad wizards tower of a few levels to the world encompassing campaign that spans literally years of adventuring and design.
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1、现在我有多种方法可以设计小的模组以组成大的战役了,还过这听起来还是很费力,不知可不
可以由多个DM各自独立地设计模组?并且在他们完成之后我如何将这些组合成最终的完整模式
?

可以,你可以将这项工作分给几个不同的DM,其中一个可以专职安置素材和设计模组的外观
;另一个则可以专职设计游戏进程中的多样的触发情节。他们的工作完成之后,就可以组合成
为完整的模式了,而作为总DM,你可以以你的原来设想进一步对其进行编辑,之后就可以将它
变成人们可以在其中进行游戏的模组了。

2、这听起来很棒,我现在已经迫不及待地想要设计一个冒险模式了,它发生在天空的六个位面
之中,四处飘浮着点缀有美丽图案的飞艇。我可以这样做吗?

你可以设计这种情节,不过你无法引入你自己想要的素材,你的工作必须基于 Aurora Tool
set素材库。

3、你是说我的模组必须基于相同的素材?也就是说我所有的设计会渐渐看起来一样?

可能一开始你会有这种印象。但是记住你可以自由的选择和组合多种已有的素材:你可以把
它们设计得看起来象草地或象一片黑暗的地牢。每种素材都有多种不同的用途:比如,我们选
择组成草地的素材并仔细地分析一下,道先你采用构成绿地的素材来构成你心目中的平坦草地
,之后你可以在其上用有关石头的素材来点缀它,你还可以在上边加一座小镇,也就是说你有
了一个绿草环绕的小镇。以下就是你可以选择的外观列表(在Aurora Toolset素材库中所列)
:

所有素材
牧草地
茂密的森林
都市的素材( 包括围墙,城墙,建筑物,码头,水渠,桥等):
Neverwinter
Luskan

有关城堡的素材:
城堡 Tilesets( 包括内部和外部素材, 由建筑用途的不同而有很多变化 -图书馆,主人的房
间, 私人房间和守卫的房间等。如果你加入一个地下城的话这个结构就成为双层的了。)
正义城堡
邪恶城堡
地下素材:(根据它的阵营有多种可选或不可选的素材)
下水道
洞穴/矿道
地牢
土窖

由此可见,你在设计你的模组时几乎享有无限的自由度。



4、我还有一些关于素材与模组设计的问题,关于我设计的一个游戏模组,当我的游戏者们进入
一个已被半兽人大军夷为平地的地下城或城镇时,如前所述,我们无法自由地改变模组的素材
,那我如何对游戏者们描述这些可怜的地区的状况呢?

是的,你不能在战役进行期间更换素材。但是你可以做一个这个城镇的副本,当然要包括你
提到的那些突然的变化。你可以在你的游戏者们进入新的区域时切换画面,如采用一些淡入淡
出的效果表明正在读取新的区域,之后他们就可以看到这些地区的悲惨遭遇了。

5、我已经搞好了我的模组而且准备运行了,我用一个单人游戏来测试我的设计是否能正常地运
作,我走过一个场景,可是我突然发现邪恶的生物一开始就杀死了城镇中的所有NPC,我能否
制订一些条例或城镇法规并让每个玩家都遵行它?

可以,你可以在模组开始的时候加进一个成员过滤器。比如你设计了一个供四个人的小型队
伍冒险的模组。其中有一个是牧师,因为他们在冒险中会遇到大量的不死生物。你所要做的
就
是加入这们一个过滤器,当玩家进入你的模组开始游戏时,它(过滤器)可以列出参与的一
系
列标准。虽然你不能制订出限制玩家必须为善良阵营,但你可以帖出一个通告来说明你的模
组
是为某些特定的阵营设计的。在模组中你可以制订一系列的公民必须遵行的法规。比如在城
镇中出于安全原因不得在公开场合施法。你可以对NPC加入这样的描述,有人在他们的附近施
法时他们会报告守卫,守卫会将游戏者逮捕或将其逐出城镇。

6、太棒了,这样我就有了控制游戏者的办法了。我想回到模组设计的问题上来,我看过了所有
的游戏截图包括预告片,游戏是3D模式的,可是我对这方面的程序知之甚少,我如何设计出如
同预告片展示给我们的那样引人入胜的场景呢?

实际上的模组设计是在2D的模式下进行的,把这项工作想象为以住在纸上画一个地下城就可
以了。你可以画出城墙、深坑、地穴等并根据你的设想用生动的细节去充实它。地表世界可以
用同样的方法去设计。你不必费心去对单个的多边形进行操作,你可以通过拖曳来在地图上放
置完整的素材。这些素材会自支占据方格,你所要做的就是决定将在何处放置他们。如果你能
画一张设什草图的话这会非常有助于你的工作。当你开始进行设计的时候,你可以先放置你的
城镇的框架然后再在其中加入其它的区域。如果是地下城你可以先设计好入口再加入细节。尽
管你是在2D模式下设计你的模组的,但是当游戏开始之后,展示在玩家与你面前的将会是3D的
场景。

7、NWN系统允许我使用自己的切换画面还是我必须使用已有的成品?

是的,Aurora Toolset 素材库支持使用自定画面的功能,如果你能采集到记录的话,你的N
PC可以在场景中有自己的行为,可以干一些什么。你可以因此而改便以往的形式。现在来让我
告诉你这具体是如何的。比如你的玩家在K掉为首的牧师之后进入一座邪恶的寺院,你想让这
个牧师在玩家队伍进入时召唤出他邪恶的主人并想设计一段他与这个邪恶生物的对话。但是你
想让这个场景在队伍攻击发动或逃走之前产生并且已经完成召唤怪物,你应该设计不让这个队
伍打断这次召唤。那么你在设计这个场景的时候应该以这个牧师和召唤怪物为中心,并在这个
队伍到达密室外的通道时加入一段此时触发的视频动画,这样,队伍中的一个队员到达通道时
,就会播出这段动画,完毕后就又会回到游戏。

8、下面这些例子是BioWare网站的公告板上发布的,它可以告诉大家你在战役中会遇到的可能的
情况。

我有一个队伍,组成如下:
野蛮人(有非常高的HP,因此可以来到地球)
亡灵巫师
盗贼/法师
还有我,一个混乱善良阵营的圣武士,信奉凤凰之神
当然,还有两个NPC牧师
我们想进入一个在荒原中矗立的堡垒,(不要问为什么,我们在离开邪恶元素之神殿后就想
来这里),我们接近后发现在垛口有拿着弓箭的地精把守,他们有防备夜间被攻击的夜视能力
。这个堡垒有塔楼、垛口,外城与内城的城门之间还有一片空地。总之看起来这是一个几乎无
法被攻占的堡垒,野蛮人(阵营叛逆中立)信步走到河边,他用厚厚的泥浆把自己裹起来然后
回来,精灵法师/盗贼解释说这可以躲开夜视(这里DM参考了影片《掠夺者》而不是完全忠实
于规则手册),野蛮人的意思是我们可以发动一次夜间的突然袭击,经过一番简短的商讨我们
决定试行我的计划。
我们都用泥浆涂满了身体,往包中也装了泥浆,我们接近了城堡并穿越了外层的了望塔(我
想那里面有一些不死生物),休息了一下之后,我们搞到了一扇门或一张桌子来帮助我们,我
们沿着城墙行进,头上是桌面涂满了泥浆的桌子。亡灵巫师施放了一个形体转换术把自己变成
了一个恐爪怪。我们和DM讨论过这个,他决定把恐爪怪的掘洞术看成是天然属性,与魔法和特
殊技能无关(有的DM不认为是这样,但我们不管这个了)。随后牧师施放了一个十五尺内沉默
术。恐爪怪太大了,我们无法给它全身涂上泥浆(我们没余下多少)。但是让它站在桌子下边
就可以了。在城墙上挖洞本来是噪声极大的,但是有了沉默术,嘻嘻。这就是我们如何在不被
发现的情况下进入了城堡的中心重地。

如果BioWare 能接受这些看法,会让人兴奋不已。

A、这是罗伯特-巴特尔的回答,他是NWN的首席作者
这听起来太棒了,尽管一开始会使人有些怀疑,不过我想这启发了我对NWN新战役的设计。圣
武士在河边时产生了一个想法并向我询问道他是否可以在身上涂上假想的泥浆来防止被夜视发
现。我同意这个设想,因为它非常有创意,他可以这么做,只要它不介意圣武士闪亮的盔甲被
泥浆盖上。他和他的队友同意并且执行了,我关掉了我的地精箭手的夜视功能(或只给他们装
备上棍子或剑等武器)。我做好这一切后,我让夜幕降临了,紧张的游戏开始了。当游戏者们
告知我他们在口袋中带来了一些想象中的泥浆时,我无法反对他们将泥浆涂在施展了变形术的
法师身上。但我不想让这种情况发生,因此我提出他们所带的不够。玩家又提出用泥浆涂上桌
子的方案,既然他们可以把它涂在身上,那么涂在桌子上也不是不可以(只要他们能找到桌子
)。恐爪怪开始掘洞时我就把他们传送进入了堡垒的中心。至于他们对沉默术的聪明使用,我
承认了守卫的失败并让他们安静地睡去了(虽然我这样选择时还可以设计有一个守卫偶然发现
了玩家的阴险意图而后跑去加固防御或大喊有入侵者等)。
一开始由于我在权衡因些玩家需要聚在一起等一会儿让我施放出魔法,不过这一切完成之后
实际的游戏你会发现如以往在纸上冒险一样地流畅。
感谢玩家给了我一个关于NWN如些丰富具体的素材,我一想到它就会兴奋不已。

9、这是一个非常好的例子,我还有一个关于游戏者在地图上迷路的问题。让我们假设一个商
队正在试图通过一个沙漠这时他们遭到了匪徒的袭击,不过他们要让这个商队的首领存活下来
以引入下一个任务。队伍驱逐或杀死了强盗,这时老人(首领)告知我们他是护送他的女儿去
和王子成婚,不过由于遇上了强盗而耽搁了,并且他女儿也在队伍赶到之前就被劫走了。他说
强盗带他的女儿朝北方逃走了。他还提到王子非常有钱可以给一些报酬。队伍用一些玩笑安慰
了受惊的老人并向南方出发了。好吧,现在的问题是,我让故事在北方继续,并未给他们往南
方行进安排任何剧情,我该怎么办?

好吧,无疑我们的素材可以帮你些忙,不过这主要还由一开始的设计而定。下面是我的解除
:素材可以成为指导,你无事可干的时候可以记下一些小的任务。比如跑到别的冒险队伍中去
,吉卜赛人中去或做你想到的任何事。引导他们完成这些任务,接着,当队伍改变方向时你可
以加入一些小的事件或引入一些旧有的任务,我想你能做到这一点。说服队伍他们如果追赶那
些强盗的话会更有利。我个人会这么做,安排一些四处游荡的王子的人,让队伍误认为他们是
强盗,让队伍除努力搞清这些强盗的身份外别无选择。

10、我想如果有群体的CD KEY的话会非常有助于验证角色与帐号。不仅仅是只能限制人们(
我通常会创造一个角色并登录服务器)。由于我的IP是DHIP?我第次登录都会有一个新的IP,
如果有了群体CD KEY的话,每一次登录都会得到这个KEY。这会产生很大的不同,首先一个角
色不但可以得到他的姓名还可以得到他的KEY。这样的话比如赏金猎人的任务他们的身份就能
被确认了。而不是简单地创造一个与目标同名的人物然后杀死他并剥掉头皮就可以领赏了。

Trent Oster的回答,Producer of NWN at BioWare
你在限定一个玩家时,你不但限定了他的名字并且也在服务器上限定了他的KEY。




11、好吧,关于PK和联盟的规定呢?
我在BioWare的公告板上提这个问题是想为大家提供一些信息,它涉及到了作为DM迟早会遇到
的一结情况各随之而来的一些问题的解决方案。

一、除了NPC之外,我还想要有一些角色身上担负有追杀加一些邪恶的NPC的任务,最终这个
邪恶的NPC被证明并非“邪恶”,而是因为有误会、认错了人或这个“邪恶”的角色本身具有
超凡的魅力,这样就更好了。这样,如何才能阻止玩家杀掉一个赏金猎人呢?也就是说比如W
ild Billy Entrail-Eater 因为有人发现了他可憎的模样而杀了一些人,地方官员派出了一个
二级的赏金猎人在Wild Billy Entrail-Eater 杀人后去猎杀他。同样地,国王派出了一个三
级的赏金猎人。你可以看到会发生什么。如果你这样设计的话事件会一直进行下去。这就是人
们在创建赏金猎人时应该避免的。我想一个好的办法就是严厉打击杀害赏金猎人的行为,比如
Wild Billy Entrail-Eater 杀死了一个二级的赏金猎人,地方官意识到Wild Billy Entrail
-Eater 已要失控因此派出一个小分队(由五个三级的士兵组成)去杀死Wild Billy Entrail
-Eater,如果它听话就范的话就将它带回来接受惩处,如果它反抗就将它杀死。很明显Wild
Billy Entrail-Eater 会逃走以免被捉。我想这样的话会无疑地危及角色的生命。这里的问题
是,什么样的惩处(除了死亡)可能在这里被使用?比如有没有可以囚禁角色的笼子,这样玩
家想继续游戏就必须的囚笼中呆一些时候或假设他们会打破牢笼逃走而成为逃亡者?可以有栅
栏或其它的囚禁所吗?另,(坏笑),有没有可以用来拷问犯人的刑具?

来自 Trent Oster 的答复:
如果Wild Billy Entrail-Eater以屠杀为乐并杀死了一些无罪的人,它就会非常出名而且被
冠以谋杀犯的名号。这样就会使守卫与Wild Billy Entrail-Eater为敌和使本地的赏金猎人非
常热中于杀死Wild Billy Entrail-Eater,如果Wild Billy Entrail-Eater收敛一段时间的话
它的名声就会下降那样守卫和猎人就会忘掉它。如果Wild Billy Entrail-Eater杀死了守卫或
赏金猎人,它的名声会更高,高到被遗忘的国度中的某个专行善事的组织会派出一个等级很高
的分队来对付这个对国度的威胁。Wild Billy Entrail-Eater死后,它的名声会急降,绰号也
会消失,只能从书本上了解他的名号了,象它以往学习的那样。

二、在PK服务器中,一个人被允许杀任何人,那么在特定地区会有守卫吗(他们有这样的基本权力),他们在玩家做出暴力行为时会攻击他们?(我想肯定是这样的。)那么如果有的玩家不断地PK别的玩家,会不会突然有赏金猎人出现并猎杀这些玩家呢?我想如果你以屠杀为乐时会有一个三十级的游侠来消灭你的话会对随意的PK产生震慑作用。好象在《创世纪》中守卫会以魔法突然出现来消灭你或你不能无限制地PK。

另,随着玩家杀人数量的增加,赏金猎人会不会相应地变强?比如我是一个精神病人,我在一个酒馆杀了一些人,只为他们用取笑的眼光看我,这时就会有一个二级的赏金猎人来搜索我。如果我继续我的暴行,把一个小村庄夷为平地而且杀了五十余人,那么会有一个二十级的赏金猎人来搜索我,相对于那个二级的赏金猎人。

问题是,赏金猎人能不能独立地穿梭于地区之间并且明了他们的目标?甚至于在玩家退出登录又回来之后?这样就可以用一个赏金猎人同时追杀几个人。

答复:
我们提供了邪恶阵营为游戏的一个模式。这个系统是这样运作的:你有一个特定的阵营,它会决定你处理问题的方式。你还拥有一个声望值,它随着时间的推移而降低,又随着你的行为而升高。邪恶的角色最好有较低的声望,这样他可以和正直的商人交易并且不会有守卫来批扰你了。有较高声望的邪恶角色不能享受善良阵营的商人的服务。但本地的盗贼公会会给他一个很高的价钱。屠杀是不顾任何声誉系统的行为。如果你在四处随意杀死居民,那这个游戏就会分解,所有人都在传言要逃走,对所有玩家来说,这个城镇就全毁了。针对这个我们会给滥杀无辜的人加上标签,将他样置于守卫与赏金猎人的追捕之下。

标签文件会同玩家信息一同储存在服务器中,因此登出并不能挽回。而且,所有的NPC和怪物都会在特定的区域对你展开追杀。我会考虚设定守卫与赏金猎人的强度。如果我们不设监狱来惩治你的话我无法想象结果会是如何地混乱。

12、NWC的设计系统包括让DM在主控台发出警告的功能吗?可以给必须与玩家对话以发展关键情节的NPC设置标记吗?

你是指在地面上的标志吧,这是答复:
地图与日志已经在计划内了,我们打算设计一个设计系统,这样DM可以在地图上设立只有自己可见的标记。DM可以把它们做为地区构造的基础。你可以放心使用它们,构成巡逻队的路线,旅行中的触发事件和DM在队伍行进中的警告等。

13、可以设计这样的出口吗?在离开一个区域后可以选择进入不同的区域?如果我要进入森林的话可以选择进入有守卫的也可以进入没有守卫的?

可以,你可以设计进入特定的区域,随机的区域,或满足某种条件才能进入的区域(如玩家拿到了某种特殊物品,或杀掉了某个特定的NPC)。

14、我想知道NWN的系统中是否会有传送术这个法术?

很抱歉没有,不过你可以加上它。如果DM告知你可以拥有传送术,那你所要做的就是在你的角色能力表中加入它(或在记录模块中)。如果你想用这个法术,你可以发电子邮件给DM说你在某种情况下想使用它。DM就会在权衡之后掷出骰子然后把你的角色传送到特定的地点,这不就可以了?

15、如果在任务进行中我的服务器突然关闭了,我的玩家的命运会如何?

服务器突然关闭会产生以下两个可能的结果:
1、如果你用一个本地角色进行游戏,并且之前他的角色数据已经存在本地的硬盘上了,那你只会失去这次登陆服务器后所得的经验与物品,你可以自由地离开一会儿了,或者你可以等服务器正常后重新在以往的服务器记录的基础上继续偿的冒险。

2、你的角色只在服务器上,这样你可以在服务器重新开放之后继续游戏,如果这个服务器只是一个分支,你可以换一台服务器继续游戏。

16、这个问题是:我在两台以上的服务器上进行游戏,那么在我的队伍在一台服务器上完成了所有的模组之后我可不可以把数据转到另一台之上?

这个设想已经包含在Bioware的参量转移的设计中了。这样就使在两台服务器之间传输参数成为可能(在一个模组完成之后),并且可以决定应载入那一个模组并设计详细的开始细节。他们还规定了这个系统可以扩展到多服务器上。一个服务器在运行城镇的模组而另一台处于空闲之中,在这种情况下,队伍A进入建筑物B的话就会转移到另一台服务器上。当玩家进入入口之后另一台服务器就会分析该运行哪一个模组并决定你想要开始的一些细节。在你想要加入的服务器满这时就会挤占别的服务器的空间而产生问题,一个解决方法是加入对入口若悬河的一些描述,当一个入口可用时就显示它的信息,而满了之后就关闭它开启另一个能容纳玩家的服务器的入口。

17、我在设计我的服务器并设置参数的时候我能否询问服务器应打开哪一个接收端口呢?

当你设置服务器时,接收端口的设计是一个方面,你可以选择如何做。选取并不是随机的。首先会产生一个默认端口,不过很容易对其修改。所有网络协议将通过这个端口进行通迅。你果你想运行多服务器系统,那么你可以尝试在局域网中为每个服务器设置不同的端口。

18、问题:我和我的朋友都设置好电脑准备进行对战了,我们电脑的不同是他的有一个电缆调制解调器而我则通过56k modem 连接到网络,这样他在战斗中会不会占便宜?

Bioware规定连接时间在游戏中并不起决定作用,因为所有的一切都是实时发生的,而且在其中还包含着回合制战斗系统(这就是我们如何在所有游戏中严格遵行规则)。能够快速点击对你没多大帮助,连接时间也是这样,因为你必须等待一个回合结束你才能在下一回合展开攻击。也就是说战斗是由你的策略而不是动作决定的。你应该时常思考我下一步该做什么?而不是我现在该做什么?

19、许多人询问该如何在动手之前先设计NWN的模组?在游戏成形后他们会发现许多事情已经做好了,在这里我再提供一些思路:

空白设计模板:这个预览极为简单,因此我可以在这里打出来,至于详细的设计就要看具体的要求了。如在这里只简单地列出了“标记”,而针对不同的模组可以有多种标记的形式,如:

基本信息

模组名称
推荐等级
每玩家目标宝物
每玩家目标 XP
游戏时间目标
大约的每日游戏时间
特别的记录

故事

情节大纲
详细情节
-情节点
--生物
--遭遇的生物
--道具
--陷阱
--文本要点
--日志
--名望,名誉和 XP

文本
重要的关键字
详细说明,针对于特定设施
介绍的文本
总结文本

描述
战斗细节
环境细节
组件细节
区域细节
其它

区域
内部
地上的 &地下的
-地图

记住这只是我们的初步设计(会随情况而有变化),你可以根据自己的意图与设想自由地选择方案。

要弄清楚
--生物
--遭遇的生物
--道具
--陷阱
--文本要点
--日志
--名望,名誉和 XP这些都是从属于大纲要点,也从属于详细情节。另外地图从属于地上的 &地下的

20、Bioware对于对战及PK的看法是什么样的?

来自 Rob_Bartel 的回应:

我们认为这些看法应由各个DM和服务器管理人员自行决定。我们将提供多变的设计可能,你也可以采取自创的设定方案。

21、一台电脑可以作为多个NWN的服务器吗?如果它足够强劲?

来自 Don_BioWare 的回应: 没有测度过,不过应该可以。

22、BioWare说他们在这个秋季有一个可以被用户应用的内容(结构,类型,声音,模型)发布,现在已经是秋天了,能否告诉我们现在BioWare在做什么工作?

来自 GregZ_BioWare 的回应:
我们只是在重新讨论一些背景的素材和常见的项目,没有多少可说的。不过我们有一个设想就是把系统设计为可以吸取我们选择的一些具体设计。

23、现在基于Macintosh的设计代码进展如何?你们是否会在推出WINDOWS测试版的同时推出Macintosh测试版?

来自 Don_BioWare 的回应: "Howard 正在继续编码,每周都在干。 不过没有推出测试版的计划。

来自 Rob_Bartel 的回应: "Mac 的开发正在很好地进展 , 如同是 BeOs 和 Linux 版本。 我们准备集中精力同时搞好这一切。 但是,我们不能许诺为任一个系统提供测试版。

24、在设计脚本中能否为NPC加入复杂的对话?对脚本以及NPC数量有限制吗?我想创建独立的城镇或城市,并且玩家可以不受我干涉地独立在其中冒险。

来自 Aidan_BioWare 的回应:对话可以设计地如所愿地复杂,只要在NWN的脚本支持之内。

来自 Rob_Bartel 的回应:我们正是那样做的,对NPC与脚本的数量并没有严格限制,只要你的服务器能承受。

25、对这些硬件如宽带连结设备和防火墙的测试要求是什么?是廉价的就可以还是要价格昂贵的才行?

来自 Don_BioWare 的回应: 我们现在正在进行内部测试,这会有助于公开版本的测试,只不过现在没有具体的方案。

26、当服务器上有七个以上的玩家时,施法者如何回复他已施放的法术?也就是说一个队伍在进行实时游戏时,另一个队伍如何休息八小时以重新记忆法术?

来自 Rob_Bartel 的回应:
出于游戏考虑,我们设计了瞬间休息。我们只是对你在一定时期内的休息次数作了限制。另外,我没还考虑到了肾上腺素因素的因素,你在激烈的战斗后要平净一下才能休息。这个细节这时说起来有些复杂,今后我们会提供一些具体的说明。

27、关于脚本的问题:据说会在游戏发布之前先发布脚本设计语法,这样就可以玩儿了,计划没有变化吗?我们得等多久才能得到它?

来自 ScottG_BioWare 的回应:

脚本文件的发行还是据原计划,基础语言是C,但是我想你们会对AI命令更为感兴趣,NOEL正在天天工作尝试在其中加入多样的命令与事件。总之ROB和我们大家都在努力工作以使它早日面世。

28、在E3上看演示时我发现当玩家进入一个区域的时候会有一段服务器读取角色的时间,这段时间是否与内存及CPU有关?

来自 Tobyn_BioWare 的回应:
你在E3上看到的是读取区域的时间,实际了角色在进入区域后可以立即开始游戏,因为不需要读取新的素材。

来自 Don_BioWare 的回应: 是的,这是客户端用的时间,不是服务器方面的。

29、所有人都在谈论战役与模组,那么我可以创建什么样的区域呢?

首先一些术语需要被澄清:

区域:从素材库中提取的一些素材构成的独立环境,最大的区域是32X32个素材,当然可以小一些。

模组:由几个区域组成的,并结合成整体在同一个服务器上被使用。此时构成模组的区域没有限制。实际的数量要由游戏进程和实际情况决定了。


战役:由一系列相关的模组构成,设想一下纸上的游戏,当一支队伍满足了一个模组胜利的所有条件,他们就可以进入下一个模组的游戏。

明了了这些术语你就可以设计任何你想要的任务了,


__________________
Every valley shall be exalted, and every mountain and hill shall be made low: and the crooked shall be made straight, and the rough places plain: And the glory of the LORD shall be revealed, and all flesh shall see it together: for the mouth of the LORD hath spoken it.
The voice said, Cry. And he said, What shall I cry? All flesh is grass,and all the goodliness thereof is as the flower of the field: The grass withereth, the flower fadeth: because the spirit of the LORD bloweth upon it: surely the people is grass.
The grass withereth, the flower fadeth: but the word of our God shall stand for ever.

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