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About Thralni

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    Eye of Avadon
  • Birthday 09/09/1989
  1. Man, I never played Canopy to the end, and now I'm kind of glad I didn't. Honestly, this doesn't seem like it would have been the planned ending. It seems as though TM got tired of it and just wrapped it up then and there...
  2. Hm, I hadn't considered that. I'll see if I can use it to my advantage somewhere, somehow. Though I think it should be fine. I realized I left open a bunch of nodes along the script, just in case I need to go back to another character and add something. I could always use those (though having to renumber all the nodes will be a tremendous pain)
  3. Man I read over that chapter at least ten time and I still missed it. Thanks for pointing it out! I have this one town where I'm at dialog node 186, so I'm starting to push it. There also a traveling companion that reserves nodes 190-199... Oh well. I'll make it work. Thanks for reminders too, Dinti!
  4. Hello all, I come to you with another rather simple question, but to which I can't seem to find the answer. Is there a limit to the amount of dialog nodes you can have in a dialog script? And if so, what is that limit? Thanks, Thralni
  5. Thanks for the prompt response, Kel!
  6. Hey all, Another question. I recently rediscovered the idea of groups. I'd never used them before, because I'd never really need them, I guess, but now I find myself looking for shortcuts, and certain function that may only be reliable if using groups. My question is whether groups can only be created from a script, or whether I can assign creatures to a group also within the editor? It doesn't seem to be the case, but I thought I'd ask. Thanks!
  7. Hey all, thanks for the replies! So, "%" is what I needed... I knew from the start there was a simple, one-symbol way of doing this, but I've forgotten so much of my BoA scripting days (and some of the maths involved) that I couldn't for the life of me remember. Nikki, that code looks awesome! I'll repurpose it a little bit for use in my scenario, but otherwise it's perfect. Kelandon, I might just re-test this, as you suggest, to make sure, though it looks like if Nik's code works fine we should have the answer Thanks again all! One more question. I've implemented the code, but was wondering about something. the call "tick_difference" allows to find the difference between two time points, and the manual specifies that there is an order in which you have to supply the call the two time points, namely the earliest first, and then the later one. Does that mean that, if you give, say, tick_difference(3000,1000), it will return 4000? In other words, is it going to wrap around the day? I can test this myself of course, but given my lack of time currently, if anybody has an off-hand answer, that'd be much appreciated!
  8. Hey all, I've been a little confused about the passage of time in BoA. Ina thread in the forum, Ephesos posted the following schedule for the passage of time: 0 - Dawn 250 - Full Light 3750 - Dusk 4000 - Night 4250 - Twilight 4750 - Daybreak But, then the manual says: There are 5000 ticks in a day. The first eighth and last eighth of every 5000 tick period are nighttime. ...which suggested that ticks 625 through 4375 are day, the rest is night, which is different form what Ephesos posted And further: short get_current_tick() - Gets the number of ticks (i.e. turns/combat rounds) that have elapsed since the scenario began. This will be a number from 0 to 29999, and wraps around to 0 when past 29999. So here's my question: how does all this really work, and how can I reliably check for whether it's day or night? I'm attempting for a mission to only start if it's night, but if the amount of ticks can go beyond 5000, and it's unclear when the night starts and ends, I'm a little stuck. Any suggestion would be much appreciated!
  9. I feel your pain I felt much the same when going through WtRM, after seeing Chessrook's vids. Some parts are not just silly, they are outright dumb. I guess this should make you feel good, no? Means you matured That's, at least, how I chose to deal with the swamp that is WtRM... But then I also decided to give it a huge overhaul which is in full swing now. I'll release some more info when doing so becomes relevant. And, perhaps, you wish to do the same to yours?
  10. All you would really need is time, to be fair. Don't worry, I do not plan to ask you coding questions or the like. Rather, I'd approach you with questions about how you felt about the design of such and such, what was the highlight here, what was your main frustration there... So it'd be really geared towards your experience as a player, rather than the role of a beta tester. And I'll download the version in the database and give it a spin. It appears it has errors in it that the Mac version doesn't have so I need to figure out why that's happening. Kelandon: your comment on the unhandled exceptions is extremely useful, thanks! At least I can have a starting point to figure out why Chessrook bumped into that in WtRM. ALso, sent you a PM.
  11. Wow, none of those bugs were ever reported to me. I have not tested the Windows version personally, since when I made this scenario I didn't have access to a Windows computer, so all I can say is that they do not appear in the Mac version, to my knowledge. All in all, for a while I've had a feeling that you are somehow playing an outdated version... Would you be willing to zip up the version you have and send it over? I'd like to compare it with the Mac version I have. Anyhway, the vids form a nice log for me to go in and fix things, so thanks for that. I have embarked on an overhaul of the scenario that will see things fixed, plot points expanded, and hopefully it will be less 'railroady' afterwards. So far I have completely redesigned Voughton (It didn't really look like a capital city, now it does. Much more so) and have tinkered with dialog in several places. I will further change the ending, enhance the visual design, add more direction in key places and at key times, and enhance the exposition of the history of the province. Some new characters and missions will also be included to deepen the narrative and give more perspective. I'm not sure when you will be returning to finish it up, but I might be able to bring out the updated version before then. In that event, it might be worthwhile playing it from the start, given the modifications I'm putting in (sadly you won't be able to use your old save games with the new version). Two things: 1) Would you be interested in participating in the overhaul in an advisory role, or no? If yes, I might call upon you here and there to check something out, or for brief consultation regarding dialog or text. 2) More generally, in the future, as you come across bugs, it may be worth noting them ASAP to the designer. Meaning, not when you post the video, but in real time, so to speak. As Kelandon mentioned sometime earlier, we can't help if you don't tell us in time, especially if you work of a backlog of vids. It's not just in your interest, but also in that of the designer, I believe, whose work you are broadcasting. I'm not sure how many designers are still active for comment and help, but it may be worth a shot
  12. Yeah... I indeed didn't imagine somebody would throw out something that would be needed for a special ability. I guess it's a lesson for me: place mortar and pestle in multiple locations. Also, it was interesting to see that normally you look immediately at everything that is given to you, except for the moment that you needed it the most, i.e. the note in the third power source. I assume you used the character editor or something like that to give yourself the mortar and pestle...?
  13. I have to put one comment out there, because you seem to be repeatedly stung by this in multiple scenarios: if there is a carpet, or stone path or something like that, that stands out from the rest of the floor (purple carpet vs. white marble floor, or stone path vs. drab red/brown floor etc) 99% change that the tiles that stand out will lead you to a door. It's a pretty common design, not just in BoA scenarios, but games in general, that provide a visual cue for the player on where they can or cannot go. Of course it doesn't always work like that, but most of the time it does. I realize this comment is to late for your trek through those power plants, but maybe it'll be useful at some other point in the future.
  14. The irony here is that I did the same thing. I first checked the walk through and didn't see that quest either. I think what happened is that I included this quest in the v2 overhaul of this scenario and forgot to include it in the walk through, which was already written at the time. I'll change all of this in the v3 overhaul I'm no planning, because the added annoyance is that the liaison quest can't be completed until the end of the scenario. Which is, of course, a little daft. anyway, you can complete the scenario now.
  15. So I ran through WtRM, and came upon the same issue you describe, where you can't tell Ruth what happened. It appears this is not a bug, just a terrible design decision At the back-end, I found that the empire liaison being kidnapped is apparently more important than telling her you were kidnapped by a mage. And so, when you ask her about the kidnapping, a new cave is explorable. Just west of the crystal mine you came out of after crashing the boat. Go there, find the liaison, go back to Ruth, tell her you found him, and then you can 'report back' about Thralni. *cough* I can see WHY I did this. The idea was that Ruth is so upset that she runs to you with the bad news, and you,a s the player, can only do but calm her down etc etc. Mechanically, however, this makes no sense and is very confusing to the player. I will definitely overhaul this part... As for the problem with the eastern half of the Senarti capital, I'll wait to see the video. I have never seen that one before...