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Mud kills the Sleeper.
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RPGDot Forums > Gothic - Spoilers, Tips & Tricks

Author Thread
Wulf
The Shepherd
The Shepherd




Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England
Mud kills the Sleeper.
   

Never let it be said again that Mud is no good.

Mud has finally inserted the swords into the orc priests hearts and caused the sleeper to be sucked into the black hole. The 3 of us, Mud Shrat & me went from the start of the game to the end, never at anytime were we not together. After dealing with the transition scene problem, i knew there was nothing to hold us back.
There was a point where Shrat killed Mud and me, this was where Cor Boba was guarding the inner orc temple gate and and near to the sleeper where the novice fanatics were, this was because Shrat is (in the game code) affiliated to the templars/gurus. I opted not to kill Shrat but to freeze him for a moment whilst Mud killed all the fanatics and Cor Kalom.

Mud is a Gothic supreme champion and has proved it could bdone.
_________________
Forever aches my wretched soul, for Chromanin locked in that dark hole, though crypted key i've yet to learn, he knows one day i will return.
Post Wed Nov 12, 2003 9:49 pm
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MageofFire
Griller of Molerats




Joined: 03 Oct 2003
Posts: 1594
Location: Monastery of Innos
   

Is there any way to change Shrat's affiliation with the Sect? And wouldn't the Fanatical Templars be a guild of their own?
_________________
OMG! WTF?! MONKEYS!!!!
=Member of numerous usergroups=
=Active in none of them=

Mediocreties, I absolve you!
Post Thu Nov 13, 2003 3:16 am
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Wulf
The Shepherd
The Shepherd




Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England
   

As you know there are only 3 main guilds (camps) and in the storyline Cor Kalom breaks away (and his fanatic novices) from the sect camp to go his own mad way but they are all still derived from the guru's/baals/templers/novices - - sect camp.

This affiliation thing is very deep to break, its hard, but i can see why it would be helpful to your current project with the guards mercenary's "Battle".

As i have finished with the mud/shrat saga, i might just do some experimenting with this "Battle". It most probably involves some code juggling and i'm not red hot at this. will post if i get results.
_________________
Forever aches my wretched soul, for Chromanin locked in that dark hole, though crypted key i've yet to learn, he knows one day i will return.
Post Thu Nov 13, 2003 10:05 pm
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Neo_Genesis
The Assassin
The Assassin




Joined: 10 Aug 2003
Posts: 3050
Location: The Netherlands
   

yes, there is a way to change him.. (so that he won't attack you when you attackt eh swamp camp).

posses his body ('o') and go to the 'edit abilities'.
then type 'guild' and simply change the number.
_________________
Always wondering how it would be...
Post Fri Nov 14, 2003 10:35 am
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Wulf
The Shepherd
The Shepherd




Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England
   

Yes I tried all of that, I spent 2 days trying everything then i gave up, I think its like Zonk on this forum says, "need to alter a few lines in the source code and it can be done?
_________________
Forever aches my wretched soul, for Chromanin locked in that dark hole, though crypted key i've yet to learn, he knows one day i will return.
Post Fri Nov 14, 2003 7:25 pm
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mazu
Protector of the Realm
Protector of the Realm




Joined: 21 Nov 2004
Posts: 251
Location: Desert Camp
   

Thats... Touching. *sniff*
_________________
I really, really tried to figure out something clever here like "Life is a waterfall" and artistic stuff like that but no! I still cannot figure out a signature arrrr yarrr! Me bucko! Pirates!
Post Sun Oct 02, 2005 6:36 pm
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Milan Kovacs
Protector of the Realm
Protector of the Realm




Joined: 23 Aug 2005
Posts: 268
   

I don't understand. I equipped Mud.... Ok, ok, it wasn some kind of cheat but i will tell it, you will see... Now only that, he had ore baron armor, and artho's sword and he fleed from a scavanger.
I can't decided cry or laugh....
Post Thu Nov 10, 2005 5:49 pm
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Wulf
The Shepherd
The Shepherd




Joined: 20 Sep 2003
Posts: 2312
Location: North/West.England
   

Mud needs level 7 or 8 so as not to flee or even higher for greater beasts.
(edit abilities)
_________________
Forever aches my wretched soul, for Chromanin locked in that dark hole, though crypted key i've yet to learn, he knows one day i will return.
Post Thu Nov 10, 2005 10:12 pm
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