• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Baldur's Gate ORPG

Status
Not open for further replies.
Level 4
Joined
Jan 3, 2009
Messages
102
Baldur's Gate *RPG*

Well I was making this map about 5 months ago when my computer just died so I went out bought a new one then just over a month ago I remember this map and I got it off of the hard drive. But it was a vary old version of the map so I pretty much had to redo everything but I think the Terrain is a lot better now a lot like Baldur's Gate. But since it took like 3 weeks to get the new comp i lost contact with everyone and just recently remember this login. So I am back and I need people to help make the map with me.

The Team So Far!
TheGodEmperor - Tester (For sure)
The Key - Icons (Later)
Sui-Cookie - Any Thing (Later)
The spell learning system is the main thing i need ATM.

PRIESTS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.

Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.

The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.

The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.

Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network

WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.

Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.

All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.

Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network





:prazz: = Prim

Each skill has a Special Ability

:prazz:Strength

Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Skills
- Heaver Armor/Weapons.
- +1 Damage a Level.
- +5 Health a Level.
- +1 Might level each time you level up Strength.
Strength Spell is Might, Might is an ability like Critical Strike it gives you a chance to do more damage on hit.
Intelligence

Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Skills
- +5 Mana a Level.
- Every 5 Levels = You gain 1 level 1 Spell.
- Every 10 Levels = You gain 1 level 2 Spell.
- Every 15 Levels = You gain 1 level 3 Spell.
- Every 20 Levels = You gain 1 level 4 Spell.
- Every 25 Levels = You gain 1 level 5 Spell.
- Every 30 Levels = You gain 1 level 6 Spell.
- Every 50 Levels = You gain 1 level 7 Spell.
- Every 80 Levels = You gain 1 level 8 Spell.
Skills
:prazz:Wisdom

Wisdom Adds Willpower every class need a bit of will power but mostly mages. They need willpower to cast there spells needed mostly by Priests.
Skills
- +20 Willpower a Level.
- +0.15% Magic resistance a Level.
- Every 5 Levels = You gain 1 level 1 Spell.
- Every 10 Levels = You gain 1 level 2 Spell.
- Every 20 Levels = You gain 1 level 3 Spell.
- Every 30 Levels = You gain 1 level 4 Spell.
- Every 50 Levels = You gain 1 level 5 Spell.


:prazz:Dexterity

Dexterity encompasses several physical attributes including agility, reflexes. Dexterity affects a character’s ability to dodge an enemy’s blows.
Skills
- Gain extra damage from Bows, Daggers, and Short Swords.
- +0.15% Attack Speed.
- +1% Movement Speed.
- Dexterity ability is Dodge Chance, you get so use to moving around that it's hard for anyone to even strike you, 0.15 Dodge Change a Level.

Constitution

Constitution adds Hit Points armor and more. Every one needs Constitution but Tanks need it the most.
Skills
- +20 Health a Level.
- Take 0.15 less Damage a level.
- Constitution ability is Tank, Every level of Tank adds 0.5 Defense a level.






Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.

Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.

Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.

Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.

Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.

Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.

Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.

Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races



This is Pretty simple i can do this on my own.
Race is the character’s species: human, elf, dwarf, gnome, half-elf or halfling are the most common choices. For Baldur's Gate II, the half-orc has also been introduced. A character's race will affect their ability scores upon creation and will limit the choice of the character’s class.

Dwarf

Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.

Elf

Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.

Gnome

Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.

Half-Elf

Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.

Half-Orc

Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs have infravision.

Human

Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.

Racial Ability Adjustments

Ability scores are modified based on the character's race as described below. It is possible to achieve a 19 in an ability by addition of these bonuses.



Race Adjustment

What each race gains and loses.
Dwarf +1 Constitution, -1 Charisma
Elf +1 Dexterity, -1 Constitution
Gnome +1 Intelligence, -1 Wisdom
Half-Elf None
Half-Orc +1 Strength, +1 Constitution, -2 Charisma
Human None


Alignment's

If i add Alignments it will be a lot different them Baldur's Gate, the one i have (if any) will be like.

Lawful Good -
Disadvantages - Cannot attack something unless it attacks you first, Cannot kill Towns Folk, Other Players, And must donate to Churches around the game.
Advantages - Churches love you(you get healed for less) People love you so you get items for cheap. When you do quests you get payed less but there are a lot more people that hire people they like rather than dislike(Quests without killing usually)

Chaotic Evil -
Disadvantages - Must kill at least 2 people a day, Cannot donate to Churches. Cannot be associated with churches in any way, People hate you charge you more for items.
Advantages - People fear you will want to hire you to kill for them(2 kills a day at least(Quests usallu involve Killing)) will pay you more because if they don't you will probaly kill them.


P&S
Plot and Story.
I am going to remake the plot I had before and instead of being Bhaal Spawn you kill them.
Closed don't know how to reopen.
http://www.hiveworkshop.com/forums/project-recruitment-256/baldurs-gate-orpg-117259/


Systems I NEED

I will post the links of the threads of the Resources i need +Rep
http://www.hiveworkshop.com/forums/requests-341/leveling-system-gui-171112/

I also need:
Spell Learning System
Spell Memorizing System
Finished Icons: I have a lot more but takes time to upload them.
o0a3qu.jpg


I will put Screen shots up Soon.
 
Last edited:
Level 4
Joined
Jan 3, 2009
Messages
102
= ( well thx anyways at least someone replied and Best of luck to you and your map = )! Btw i have some Icons i am making and They are .Blp So i was wondering if i could maby post them on here although there not BTN??? Oh and i didn't Really make them i got them from Baldur's Gate 2 so thay might change alot. But i got them from the game and made them work for this game ans fixed them up alot(they look old and play-do-ey, so i made them look Normal!).

ff9zcy.jpg


You might not like the background though = (

EDIT: Nvm i made them BTN works a lot better in game.
 
Last edited:
Level 2
Joined
Jun 27, 2010
Messages
20
well, i know baldur's gate was an amazing rpg :/ though i havent seen any since the x-box version back in the day... did they ever make any more?

anyway... i really hope this goes well ^^ i dont have warcraft on this computer, and i dont have internet on the computer that does D: so i cant really help at the moment... but... if you really need help with something, just let me know. ill try to work something out ^^

two more things:
1.) dont let my lack of posts make you think i dont know what im doing ^^
2.)im very well rounded, so, i can help with almost anything. You seem far more advanced in artwork than i am though :p i cant model, and can barely make icons by hand. google pictures ftw ;o
 
Level 4
Joined
Dec 6, 2009
Messages
75
Perhaps i could aid you in the way of making objects,icons,creeps etc

I don't know much about the game but if i could help at all, i will
 
Level 4
Joined
Jan 3, 2009
Messages
102
Okay, sure i just have to think about what i need a person with your talents to do at this moment.

Edit: what do you mean by Objects btw? and the only thing i can really think of you doing at the moment is making Creeps, But that's hard because you don't know the monsters in the Game = (. But that's okay. xD i will get you something to do hope fully! And i can barley write and spell the words wright because i am so tired so i will have to inform you on what i want you to do tomorrow. Thx in return and good night!!

Edit: Actually it's going good at this moment = ) so "The Key" i will definitely PM you when i need your help! hope to talk to you soon.
 
Last edited:
Level 4
Joined
Jan 3, 2009
Messages
102
^Bump another 3 days >_< and Cookie i might also need you help soon too! Thank for offering it in return +Rep and the only Thing i really need at this moment is The leveling system there is a like in my Original post i already have the Weight system, Just need the Leveling >_<
 
Level 3
Joined
Mar 22, 2010
Messages
59
Hi... if you need a Tester i could help you with that...
But i dont think that i can do one of the other things... so if you need a tester, tell mexD
 
Level 4
Joined
Jan 3, 2009
Messages
102
Sure I will add every one to the list. And the ones that can't help atm i will still add them.

OH and Sui-Cookie then game dragon Age: Origins, was going to be Baldur's Gate 3 but they changed some things and got rid of a lot, and made a whole different game lol.
 
Level 3
Joined
Nov 17, 2009
Messages
42
Hah, I loved baldur's gate dark alliance 1 and 2. I'v allways thought of making a wc3 version
of one too, but never got a team together. I made a bunch of test maps of bg1 that i still have also. I'm moderately good at GUI and mapping. But unsure if my skills would benefit this at all.
 
Level 8
Joined
Jun 23, 2007
Messages
548
One of my favorite RPG's landing on Wc3!? What a dream come true, I wish you the best of luck. Ah friendly fire mages are long gone =\
 
Level 7
Joined
Apr 2, 2009
Messages
249
Oh my, finally someone tries to bring Baldur's Gate into warcraft. It's a great game, the best RPG i've ever played (I am playing Dragon Age, but not satisfied with it)...
I am also planning on a RPG based on Neverwinter Nights 2 but it seems only Action RPG fits warcraft as traditional RPG is really complicated.
Anyway, good luck to you !
 
Status
Not open for further replies.
Top