The Cult of Chemosh

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Johnny
Veteran
Posts: 226
Joined: 02 Apr 2010 09:33
Location: Washington State

Re: The Cult of Chemosh

Post by Johnny » 02 May 2012 07:14

bromen wrote:Would be cool if a skeleton could block an exit. haha!
Or just have a mountain of animated field mice making any escape impossible unless willing to tunnel through suffering nips, scratches, bites, and the Black Plague.

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Trutblemma
Adventurer
Posts: 94
Joined: 04 Mar 2010 13:41
Location: Not where I want to be

Re: The Cult of Chemosh

Post by Trutblemma » 03 May 2012 12:56

I loved playing the DiabloII necro...This will be very interesting to check out when the time comes :)

I'm glad you found your inspiration again, G. :)
//Emma's overseer

Jhael
Adept
Posts: 133
Joined: 26 Sep 2011 05:33

Re: The Cult of Chemosh

Post by Jhael » 21 May 2012 17:25

How goes the progress Gorboth?

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gorboth
Site Admin
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Joined: 03 Mar 2010 20:51
Location: Some old coffin

Re: The Cult of Chemosh

Post by gorboth » 26 Sep 2012 09:47

Update:

I've been back at coding the guild lately, and made some nice progress:
  • A few core concepts for the Necromancer existence fleshed out in code.
  • Core guild object created, granting ability to raise dead.
  • Large bulk of work completed on zombie categories, body types, and classifications.
  • Created functionality for creating zombies from over 200 different race types found in Genesis.
Much remains, but it is encouraging to see these things working properly.

G.
Mmmmmm ... pie ...

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Aimee
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Posts: 55
Joined: 11 Mar 2010 19:22
Location: Winnipeg

Re: The Cult of Chemosh

Post by Aimee » 26 Sep 2012 15:58

Very Nice,

I like the sounds of that so far. I think this has the potential to be a very unique guild.

Keep up the wonderful work, I look forward to hearing more about this!

Aimee
vita aeterna

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gorboth
Site Admin
Posts: 2352
Joined: 03 Mar 2010 20:51
Location: Some old coffin

Re: The Cult of Chemosh

Post by gorboth » 27 Sep 2012 10:25

Update:

More progress today: Created basic mechanisms for farming the guild's form of currency.

I've written more code in the last 3 days than in the last 3 months! :-)

G.
Mmmmmm ... pie ...

Amberlee
Myth
Posts: 1539
Joined: 08 Mar 2010 19:50
Location: Kristiansund, Norway

Re: The Cult of Chemosh

Post by Amberlee » 27 Sep 2012 14:02

In a way this makes me both happy and sad.
The views posted by me on this forum is not the views of the character Amberlee in-game.
If you ask for my opinion here, you will get MY opinion, not that of my character.

Bromen
Champion
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Joined: 04 Mar 2010 06:29

Re: The Cult of Chemosh

Post by Bromen » 28 Sep 2012 01:30

Does this guild mean the other necro guild will be deleted?

-B

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gorboth
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Location: Some old coffin

Re: The Cult of Chemosh

Post by gorboth » 28 Sep 2012 05:57

bromen wrote:Does this guild mean the other necro guild will be deleted?

-B
The current Necro guild satisfies a need the game has for variety in the layman guild slots. Unless the AoB or the guild's original creator wants it to be closed, I see no reason it should be removed. The Cult of Chemosh is not meant to replace the Necromancers of Vile Darkness. Rather, this is a fully occupational Necromancer option with a very different storyline.

G.
Mmmmmm ... pie ...

Draugor
Myth
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Joined: 06 Mar 2012 00:14

Re: The Cult of Chemosh

Post by Draugor » 28 Sep 2012 10:11

gorboth wrote:
bromen wrote:Does this guild mean the other necro guild will be deleted?

-B
The current Necro guild satisfies a need the game has for variety in the layman guild slots. Unless the AoB or the guild's original creator wants it to be closed, I see no reason it should be removed. The Cult of Chemosh is not meant to replace the Necromancers of Vile Darkness. Rather, this is a fully occupational Necromancer option with a very different storyline.

G.

Krynnish storyline even :)

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