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Info about Isra - High Citadel of the Tayb?
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Mon Dec 29, 2008 3:35 pm    Post subject: Info about Isra - High Citadel of the Tayb? Reply with quote

hi i have tryed to search and find some info about this tower in isra, but no luck at all, i have heard a rumor about it should be a place for those hige mages of the true flam or somthing like that those wizards at yellow moutains, but that is about it so i apprisiate if any 1 could tell me any info before i going to build it i have lots of ideas to the tower so it kinda wont be any problem to make, but if some one know anything please let me know then i can make it based on that.
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SerraAvatar
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Joined: 29 Jan 2007
Posts: 573

PostPosted: Mon Dec 29, 2008 4:06 pm    Post subject: Reply with quote

Heya Bumle. I havent found the citedell itself in the merp books, but all background information you need about the land and the Tayb (chapter 6.11) is to be found in the merp book "Greater Harad" Smile
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Mon Dec 29, 2008 9:51 pm    Post subject: Reply with quote

so do u know where it possebil to get that book at?
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SerraAvatar
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Joined: 29 Jan 2007
Posts: 573

PostPosted: Mon Dec 29, 2008 10:03 pm    Post subject: Reply with quote

www.merp.com Smile
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Tue Dec 30, 2008 1:22 am    Post subject: Reply with quote

i have tryed to search and try to look at the downloade sektion there but i cant find it, i feel so stupid :-p
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SerraAvatar
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Joined: 29 Jan 2007
Posts: 573

PostPosted: Tue Dec 30, 2008 8:33 am    Post subject: Reply with quote

Always those dwarfs with low spot checks^^
http://dl138.merp.com/arc/ICE/MERP//ICE/1stEdition/Campaigns/3111GreaterHarad.pdf

I hope it works, got mine from somehwere else long time ago Smile
If not, you may try some bit torrents to get it.
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Sat Jan 03, 2009 7:16 pm    Post subject: Reply with quote

btw what should the lvl range be at should it be for level 20-30 or 25-35 or 30-40 or even 40 only?
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SerraAvatar
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Joined: 29 Jan 2007
Posts: 573

PostPosted: Sat Jan 03, 2009 10:11 pm    Post subject: Reply with quote

Well, what kind of area would you prefer? Smile I dont mind, maybe something in the range of 25-35 so it fits to Tul Harar, Chennecatt and teh otehr areas there? But really feel free to design it as you wish (thats my opinion at least).
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Tue Jan 06, 2009 4:04 pm    Post subject: Reply with quote

hmm i was about to test my areas yesterday, but it seems like i cant log into arda minimod, then brainstormed and i suddenly found out that i forgot to compile it, but then i did compile it, and then there were ton of errors, script and such, but none of those i had made so i tryed again, i still wasent abel to login, today i have then erased all other maps than the 2 i have made, i havent tryed to test that yet, but have any1 else of your had the same issue?
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Ithilsilà



Joined: 15 Feb 2007
Posts: 323
Location: Catalonia

PostPosted: Tue Jan 06, 2009 4:52 pm    Post subject: Reply with quote

Yes, I couldnt log into the minimod either. I can't choose a character to login. Very weird.
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Tue Jan 06, 2009 6:00 pm    Post subject: Reply with quote

its getting wierder and wierder now when i compile it again with only 2 areas that i have made its compiling ton of areas its not done yet it almost half way thru and it have now reach are 300 somthing and now its going tru some named ones :-s

it seems like it going thru all of arda even areas there aint in the minimod :-s
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Aule
Vala


Joined: 28 Jan 2007
Posts: 64

PostPosted: Wed Jan 07, 2009 7:51 pm    Post subject: Reply with quote

If you guys haven't had a chance, please read the Arda Scripting Guide. For new editors, the most important information is about the naming convention.

All new areas MUST have their resref aka blueprint names have a common starting designator for items, scripts, mobs etc. You do this by puting the desired blueprint name in for the display name, then following up after creation by editing the display name to what you want.

When the files are imported, they only import the area. We have to manually pick out the scripts and blueprints that are associated with an area. Although NPCs that are placed in an area copy over, blueprints for spawn based creatures do not. Items that are generated randomly in a script are also not copied over. By having using a common starting text set for the blueprint, the actual file names of those items are common. If you don't do this then there is almost no change your area will be able to be imported into Arda as you won't find all your items or scripts once you enter the area.

And for those wondering, the mini-module includes EVERYTHING from Arda with the exception of the actual areas. Have fun with a full compile, as it takes me about 3 hours to complete. I might have forgotten to include a "starting point" icon in the area, so feel free to add that to the start of your new area.

Aule
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And the reality is the bright bubbles go towards the black sky as the silver minnow smirks at the echo of a grimace.
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Ithilsilà



Joined: 15 Feb 2007
Posts: 323
Location: Catalonia

PostPosted: Wed Jan 07, 2009 9:44 pm    Post subject: Reply with quote

I did add the starting point, still cant log into the minimod.
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Gupps



Joined: 07 Feb 2007
Posts: 485

PostPosted: Thu Jan 08, 2009 8:34 am    Post subject: Reply with quote

select build and compile the mod, takes 3 hours then you should be able to log in.
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mandix



Joined: 15 Feb 2007
Posts: 56

PostPosted: Thu Jan 08, 2009 4:27 pm    Post subject: Reply with quote

i have tryed both to place a start area and compiled it stil not function, maybe i should check the scripts or the blueref.
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