ToME: the Tales of Maj'Eyal

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How should Hallow-dwellers be classified in T-Plus 2.3.0?
Full race, like Dunedain or Northmen 25%  25%  [ 1 ]
Subrace of humans, like Hermits and Barbarians 50%  50%  [ 2 ]
Included under the Devoted subrace--just let them follow non-Valarin gods 0%  0%  [ 0 ]
Omitted altogether; T-Plus has too many new races 0%  0%  [ 0 ]
I'm not sure, or I don't play T-Plus that often 25%  25%  [ 1 ]
Total votes : 4
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PostPosted: Fri Jan 13, 2006 4:42 pm 
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Uruivellas

Joined: Tue Dec 09, 2003 12:53 am
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I'm not sure whether I asked this same question in another thread, but here goes: I've considered adding a Hallow-dweller race to the next release of my module. (Since Ambarannon has human inhabitants who follow their own religion, allowing them as player characters makes sense IMO.)

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PostPosted: Fri Jan 13, 2006 4:58 pm 
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Uruivellas

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New races are great.

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PostPosted: Fri Jan 13, 2006 5:09 pm 
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Uruivellas

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Cool; I always thought that people with a radically different culture (and *any* non-Tolkienian race is different in a mostly Tolkienian world) deserve their own histories at birth. Trouble is, there is room for only 25 races in the game--which one of the existing races do you think could be dropped without losing T-Plus' multiworld flavor? (I am subtitling the module as 'Tales of Three Worlds' from now on...)

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PostPosted: Fri Jan 13, 2006 5:18 pm 
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Spiderkin

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How come you can only have 25 races? There are 32 in FuryMod.


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PostPosted: Fri Jan 13, 2006 5:43 pm 
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Uruivellas

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32? I must have gotten carried away. :lol:

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PostPosted: Sat Jan 14, 2006 6:44 pm 
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Uruivellas

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Thirty-two main races, Fury? If that's in your module, not your stand-alone game...how does the player select race #26-32...do they have to scroll down, or are keypresses beyond "y" allowed at character creation? I got the impression that only 25 selections could fit onscreen; please correct me if I'm wrong.

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PostPosted: Sat Jan 14, 2006 7:19 pm 
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Uruivellas

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They have to use the arrow keys to select.

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PostPosted: Sun Jan 15, 2006 9:40 pm 
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Uruivellas

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OK; if there is indeed room for Hallow-dwellers as a full race, I figure it's worth an arrow-key press to find them. 8)

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PostPosted: Mon Jan 16, 2006 6:38 am 
I believe that symbol keys are used beyond 24. It has indeed been done in a couple of mods alread.


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PostPosted: Mon Jan 16, 2006 11:01 pm 
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Sher'Tul

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symbol keys show up as labels on those race names, but they don't work. dark maia (demons, not sure why the rename), for example, are labeled:
Code:
{) dark maia
but pressing { won't get you one, you have to actually go down to it via arrows.

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PostPosted: Tue Jan 17, 2006 7:48 pm 
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Uruivellas

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Thanks for the warning, I'll note that in the game docs for next release.

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PostPosted: Thu Jan 19, 2006 8:34 pm 
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Sher'Tul

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*nod* i never found it to be that bad. hitting the symbol in question doesn't break anything, it just fails to do anything at all. still, including it in docs is probably a good idea. some people might just always use the letters, and might not even realise that there is a cursor there to arrow around.

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