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Re: Book III Mod: Expedition into West Mirkland

Posted: April 16th, 2014, 7:18 pm
by MyGameCompany
Thanks, xolotl!

Re: Book III Mod: Expedition into West Mirkland

Posted: April 16th, 2014, 7:23 pm
by MyGameCompany
helivoy wrote:Nice! I should have guessed when I saw the originally inaccessible area w/ the giant clam. I particularly like the sea ambience of this mod.
Thanks! Me too! I love RPGs with coastal areas that have ships, docks, sandy beaches, etc.

Re: Book III Mod: Expedition into West Mirkland

Posted: April 26th, 2014, 2:33 pm
by Kreador Freeaxe
I was just running through this mod (still have a bit of it left to go--overload of loot sent my ranger back to the mainland to sell stuff off) and I want to stop in and say how much I really enjoy it. Just an amazing amount of fun. I was really happy when I discovered why I kept hearing the sounds of doors opening and closing while I was standing on that beach fighting Akadai, and I love your use of the huge graphics.

I only wish the editor had the ability for you to interact with some of these new NPCs in a way other than just attacking them. That port area you built is amazing. Very nice work, Troy!

Re: Book III Mod: Expedition into West Mirkland

Posted: April 26th, 2014, 6:28 pm
by MyGameCompany
Kreador Freeaxe wrote:I was just running through this mod (still have a bit of it left to go--overload of loot sent my ranger back to the mainland to sell stuff off) and I want to stop in and say how much I really enjoy it. Just an amazing amount of fun. I was really happy when I discovered why I kept hearing the sounds of doors opening and closing while I was standing on that beach fighting Akadai, and I love your use of the huge graphics.

I only wish the editor had the ability for you to interact with some of these new NPCs in a way other than just attacking them. That port area you built is amazing. Very nice work, Troy!
Thank you! I had fun with it!

Re: Book III Mod: Expedition into West Mirkland

Posted: May 11th, 2014, 12:15 pm
by leonxim
Thanks for this mod. That underground sea idea was marvelous. But i was expecting more in it. Isn't it very short or did i miss something? At the start as i kept walking it gave me a very adventurous feeling but after few minutes i asked myself..that's it?
On the other hand.... Taurax living next with Bandits does not make any sense. That room should've been little farther.
Loot was cheap like level 1 standard.
Black chests means impressive loot.

Overall i enjoyed it but according me it did not meet Mirkland standards. Still memorizing your Rockhammer Lvl 3 & Lost City work :)

Good to hear about Book II mod. i'll be waiting ;)

Re: Book III Mod: Expedition into West Mirkland

Posted: May 11th, 2014, 1:06 pm
by MyGameCompany
Thanks. I had a pirate chief in mind, but when I gave him extra HP, he ended up with a health bar that was 4 tiles wide. So I chose a Taurax instead. Not the best choice, but maybe if/when the modding tools will let us to customize enemies, I'll replace the Taurax with something more appropriate.

And yes, this mod was a bit shorter. Not all mods have to be big. But maybe you'll be happy to know the Book II mod I'm working on is going to be huge.

Re: Book III Mod: Expedition into West Mirkland

Posted: May 12th, 2014, 8:14 am
by leonxim
See if that Blacksmith from Omentor Temple fits there with some other name. we had such same in Book II also.

And about Undersea tunnel: lets hide it for a while :P
[+] SPOILER
its not about short or big mod. like i already expressed my feeling that when we start walking undersea tunnel we expect something new, as its already a very good & fresh addition. The halls you created are very impressive. Reminds me of Hammerlone but this one is supposed to be different. An idea came to me that after visiting few more halls & surprises suddenly we enter the very decorative big hall of course after passing through few electric circuit puzzles & finally putting two gadgets which we recover earlier somewhere killing their guardians in two machines with a large decorative door in its center. Inside there's a large table & there we see 8-9 Orakurs sitting & we talk with their chief & he explains that they've been staying here for a long period to protect the Crux & Malkur isn't able to reach them b'coz of the undersea & protected kind of construction. You'll need help of BW for the talking page that appears & also for well versed enigmatic explanation in which him & his team proved themselves as succeeders. And maybe some new tools. it can be accomplished with the teamwork though.
im just leaving an idea. who knows it might come true someday in future.

Pardon if i made some spelling mistakes :D

And about your Book II mod.... i would prefer playing it fresh firstly. without reading spoilers. :)

Re: Book III Mod: Expedition into West Mirkland

Posted: January 28th, 2015, 9:30 am
by kallman89
I allways wanted to keep exploring mirkland when i found that place with my first toon =D i will have to install this for my next run!