The Chaos Conspiracy has been released!
- the beavers1
- Assassin
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- Joined: 20 Feb 2011
- Location: Lil town in Oregon
Re: Questions
Castle Harmondale should still be safe..... But its been a while since Ive played, and I never needed a storage place lolDrAJ wrote:Just Love this MOD so far - just a quick question
= in TCC part 1 is there any place for safe storage
"Rot in Hell You Penny Pinching Miser!"
TCC is the MM6 mod. MM6 has no permanent containers, and TCC didn't change that fact.
The respawn rates are determined by difficulty, with the top mode having respawns as fast as 1 day.
That being said, under what circumstances do you need to store things for long periods of time? The reason they are useful in 7 is because training takes 8 days PER LEVEL, so you can easily run a couple years. In MM6, it is 8 days total no matter how many levels are trained.
Even when I played TCC the first time without any focus at all on game time, my final score was somewhere around 7 months.
The respawn rates are determined by difficulty, with the top mode having respawns as fast as 1 day.
That being said, under what circumstances do you need to store things for long periods of time? The reason they are useful in 7 is because training takes 8 days PER LEVEL, so you can easily run a couple years. In MM6, it is 8 days total no matter how many levels are trained.
Even when I played TCC the first time without any focus at all on game time, my final score was somewhere around 7 months.
Storage in MM6
Well I always used the 3 chests in Goblinwatch to store things - It never respawns in MM6 so is perfect.
- Salamandre
- Genie
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- the beavers1
- Assassin
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- Joined: 20 Feb 2011
- Location: Lil town in Oregon
if you are positive you opened the right chest, try opening it again, if there is a lot of loot (and that chest gets lots of loot) Then you will have to open it up more than once to get all the loot, staffs are big, so it is highly likely that you have to open it again.hauko wrote:The staff of Merlin isn't in the chest where it is supposed to be =(
Is there a way to get it via console or trainer?
Otherwise great mod everythign works fine
"Rot in Hell You Penny Pinching Miser!"
- Salamandre
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- Leprechaun
- Posts: 3
- Joined: 27 Jun 2015
- the beavers1
- Assassin
- Posts: 299
- Joined: 20 Feb 2011
- Location: Lil town in Oregon
idk much about that, but you can manually add in the blaster skill with an editorNeo-Lucifer wrote:Is it possible to end Part one with CSSS?
From what I read only Knight,Archer and Paladin get Blaster. And if there is a monster like the reactor in the original that needs to be defeated, than I have to start over it seems....
"Rot in Hell You Penny Pinching Miser!"
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- Leprechaun
- Posts: 3
- Joined: 27 Jun 2015
With the new group of PACM everything works great so far although I see sometimes that enemys seem to focus on a single character.
A CTD that I recently saw was by using grishnak's sword in the left hand. Other sword work though. It is just a bit sad that I can't so a spear Sword combo with it.
Edit: Okay it is called Right hand sword of Grishnak and can therefore only be used on the right hand. Still the CTD is a bit annoying. also true for the dagger found later on.
I have a tip to make some exploits useable only in the later parts:
Make the dark magic guild in Chernoburg only useable with master dark magic. Or make the expert in Jorgtown disappaer. with two dark magic user you can saefely use up to 12 or 16 armageddons and kill all range units in Port Sleigon and than hide behind the river for the soldiers of fortune or experience in that case.
A CTD that I recently saw was by using grishnak's sword in the left hand. Other sword work though. It is just a bit sad that I can't so a spear Sword combo with it.
Edit: Okay it is called Right hand sword of Grishnak and can therefore only be used on the right hand. Still the CTD is a bit annoying. also true for the dagger found later on.
I have a tip to make some exploits useable only in the later parts:
Make the dark magic guild in Chernoburg only useable with master dark magic. Or make the expert in Jorgtown disappaer. with two dark magic user you can saefely use up to 12 or 16 armageddons and kill all range units in Port Sleigon and than hide behind the river for the soldiers of fortune or experience in that case.
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- Leprechaun
- Posts: 3
- Joined: 27 Jun 2015
I also seem to have the Bell of summoning problem right now. got the quest after the clearing it and the Bell is not findable anymore. I already read that I should go to the seer for lost item, but the seer in Katan doesn't have the option. his options are only Pilgrimage and Dagda. Is there an other seer somewhere else?
Besides that I really liked the game and everything around it was made very good. I am right now on lvl 120 (hardest setting) and one of the most annoying parts was as usual castle Darkmoor with its dispelling and firelord lair with the paralyzing shooter. One of the hardest parts was the entry of Koschei. I only was able to make it after deciding that fireball is even usefull in melee combat.
On an other note: every other dungeon with condition like permament afraid, weakness or the like had it recast every minute or so. In Koschei you only get it at the beginning.
Besides that I really liked the game and everything around it was made very good. I am right now on lvl 120 (hardest setting) and one of the most annoying parts was as usual castle Darkmoor with its dispelling and firelord lair with the paralyzing shooter. One of the hardest parts was the entry of Koschei. I only was able to make it after deciding that fireball is even usefull in melee combat.
On an other note: every other dungeon with condition like permament afraid, weakness or the like had it recast every minute or so. In Koschei you only get it at the beginning.
- Salamandre
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- the beavers1
- Assassin
- Posts: 299
- Joined: 20 Feb 2011
- Location: Lil town in Oregon
There are some difficulty increasing mods, but nothing that increases the cost of food and healing so far as I am aware of.nub wrote:I am enjoying this mod. It looks pretty well balanced. But I think that healing, resting and food are just too cheap. I can beat some monsters, run away, heal or rest and beat them again. Repeat until location is cleared. It seems very casual and boring.
Expensive rest\healing would make game more tactical and less grinding, don't you think so? Are there any mod that adds such challenge?
"Rot in Hell You Penny Pinching Miser!"
Re: The Chaos Conspiracy has been released!
This link http://hosted.filefront.com/BigDaddyJim doesn't work anymore.
can someone post the file somewhere else for me please? I wanna give it a try too.
can someone post the file somewhere else for me please? I wanna give it a try too.
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