Fiddling with the Module Editor

Feel free to discuss anything related to the creation of new KotC 2 adventures using the toolset.

Fiddling with the Module Editor

Postby eddieballgame » Mon Apr 04, 2022 8:58 pm

Decided to play with the Module Editor & it is powerful.
Especially after the 1.3 update.
Using a copy of the original module I decided to make some adjustments.
First, I made all the forest tiles accessible still giving the AC bonus & limiting movement.
Then I removed those worthless (?) deer & replaced them with attacking wolves.
Increased the groups of snakes to 3, some additional creature adjustments, & put down some treasures to make traversing the entire map meaningful.
Thought I would share this with any would be creators to get them motivated.
I will add, it appears zones can be huge...though not sure what the limit is; so even a 1 zone module could be quite the challenge.
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Fiddling with the Module Editor

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Re: Fiddling with the Module Editor

Postby BlueSalamander » Sun Jun 12, 2022 9:54 pm

Thank you for posting your experience with the KotC 2 Module Editor eddieballgame!

Best regards 8-)
'Say there is a chunk of meat. Pirates will have a banquet and eat it! But heroes will share it with other people. I want all the meat!!' - Luffy in One Piece
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Re: Fiddling with the Module Editor

Postby ampva302 » Thu Jul 21, 2022 4:28 am

Can you show to me how to use the module editor that you are using?
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Re: Fiddling with the Module Editor

Postby eddieballgame » Thu Jul 21, 2022 7:24 am

ampva302 wrote:Can you show to me how to use the module editor that you are using?


Well, not sure how I can do that except via answering questions you may have.
My experience with the editor has been, mainly, from playing around with it.
The Module Editor Manual was helpful.
Again, any questions you have I will gladly try & answer.
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