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GiantFriendlyTalkingSpiderman

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Everything posted by GiantFriendlyTalkingSpiderman

  1. But ligers are real though... Maybe I should give you something more difficult then, like say... Rate the first six StarWars movies.
  2. I'm pretty sure It didn't work, if you look I was the next comment after that post. Thanks anyway. I've already started updating the mod myself. I found a few errors in it that I'm also correcting. I'm trying to make it easier to copy the changes into RW so it wont be as much of a chore when the time comes. [UPDATE] While I'm doing this does anyone have any change requests? (Maybe I should start a new topic?) I thought of some changes I'd like to make but I'm not sure if I could do them. 1. Bring back blunt weapons, (Based off the stick, they wont scale with any weapon skill, [?instead scale with Endurance?]. They will weigh at least twice as much as other weapons, good for paladins or tank builds). Not sure how to make it scale with endurance, I'd also have to replace existing items with hammers, any suggestions? 2. I heard slith and nephilm were underpowered. They get less traits right? I want to offset that with items that are somehow exclusive to those races (I would rather make them level the same as humans do but I'm pretty sure that's hard coded).
  3. The recent release: "Divinity: original sin 2" might be something for you to look at. It allows you to play the entire game with online co-op, and due to the open-world nature of the game, both players can go their separate ways, or even become rivals rather than playing co-op. I've heard of people enjoying runs where the two players are constantly trying to kill each other and sabotage each others quests, sounded fun. FYI I heard the first game in the series didn't have the co-op feature, and was generally underwhelming, it's plot is also completely disconnected from the sequel so you don't need to play them in order. I myself have been wanting to propose making a city-builder game set in Avernum. I was going to try proposing the idea to Vogel after I finished my programming course, but I developed a medical condition and it's set back my education by at least another year.
  4. Trying to figure out your taste in music from this list, and I thought of the perfect thing for you to rank. Text search functions! (ctrl + f)
  5. I greatly enjoyed the Akhari Blaze's ReRemix mod for EftP, and when CS came out I didn't like the idea of going back to the vanilla version so I waited to see if any mods would come out. I could have updated them EftP mod myself, but I didn't want to risk being spoiled on any new items. A year went by and I became distracted with [real life issues] for a while. Now my [real life issues] have cleared up and I have some free time to get back into the Avernum games. I wanted to know if I missed any neat mods that I should look at. If not I guess I'll just update Akahari Blaze's mod myself, spoilers be damned. [UPDATE] I've already started updating the mod myself. I found a few errors in it that I'm also correcting. I'm trying to make it easier to copy the changes into RW so it wont be as much of a chore when the time comes. While I'm doing this does anyone have any change requests? (Maybe I should start a new topic?) I thought of some changes I'd like to make but I'm not sure if I could do them. 1. Bring back blunt weapons, (Based off the stick, they wont scale with any weapon skill, [?instead scale with Endurance?]. They will weigh at least twice as much as other weapons, good for paladins or tank builds). Not sure how to make it scale with endurance, I'd also have to replace existing items with hammers, any suggestions? 2. I heard slith and nephilm were underpowered. They get less traits right? I want to offset that with items that are somehow exclusive to those races (I would rather make them level the same as humans do but I'm pretty sure that's hard coded).
  6. Hey! I told Celtic Minstrel that I would be helping with this project over the summer, but some crazy weather the past few weeks and other unforeseen circumstances have led to me putting that off. Just today realized it's a almost the end of July already, time sure flies when nothing is going according to plan. Just wanted to apologize and say that I probably wont be helping out after all. I'll still be popping up in the forums from time to time, and if I get some unexpected free time I can help with bug testing, but that's about it. I'll let you know if things change. I'm going to be studying C++ language in a bit so that might tie into me being of use next summer, but I shouldn't make any promises after how things turned out this summer.
  7. Finishing exam week today, I'll be sure to try out the new build over the weekend and give you some feedback. I'm fresh off of a near 100% run of VoDT on the original engine, so I can play VoDT again with a better eye for issues/missing objects.
  8. I wanted to get a refresher on BoE before making suggestions I played a couple hours of BoE this weekend, but haven't had time to touch the scenario maker yet due to midterms. Just want to know what kind of abilities, (if any), can be given to custom weapons? Going back from Avernum:EftP to BoE the only thing that bothered me is how linear warriors are. battle disciplins are gone (though most of them were ineffective any way) and there aren't any weapons with cleave or special scaling (like that sword that has damage based on your INT instead of STR). Obviously this update to Blades wont be adding weapon disciplines; but things like cleave being usable in custom weapons sounds like a good Idea if possible. I will probably make a thread on adding feasible new mechanics when I get some more free time to play around with BoE and the scenario editor.
  9. I'm into pixel art so can give it a shot, but no promises as I'm short on time lately. a co-worker is injured and I'm getting extra hours.
  10. I am an old exile fan, but I never made any scenarios, I only played through BoE and never finished any of the full games. I planned to play Avernum but didn't like a lot of things about those games and fell out of the franchise. It wasn't until the Avernum remakes that I came back and finally finished the first game. I still like Exile3/BoE the most mechanics wise and would love to go back to some scenarios I never tried due to not having internet when the community was active. I can program C++ (though I wouldn't say I'm the most experienced), I have a good understanding of the games inner mechanics and balance. I do have some suggestions such as fixing certain broken skills, though I'm not sure if you are willing to make such changes. I don't have any real scenarios in mind ATM but would be glad to help someone with their scenario, fan games are always more fun to make in groups and working on your own is quite daunting; I know from experience. (I'll be interested in helping if you give me a story sample and I enjoy your writing style; or if you have some fun, inventive gameplay ideas) Currently I am attending post-secondary studies and working full time, but come summer I would be overjoyed to contribute to this project. I expect a lot more supporters will apear when some details on Avernum:aRW pop up and the forums become more active, don't count the poll results before then.
  11. Title says it all; but I might as well add that buying the individual games actually costs more.
  12. I should have replaced the word "frankly" with "personally"... That was probably the sloppiest post I've ever written, even after the edits. (that's what I get for posting here during class) I was just trying to say that a mod that changes less would affect the games feel less; The "normal game mod" just helps fix the disappointing pole arms issue and reduces early game hit-chance debuffs which are common complaints; and not much else to alter the experience. Of course there is no right or worng answer here, I just hope I didn't confuse him with that jumbled mess of a post.
  13. EDIT: The Akhari Blaze's ReRemix mod shouldn't change the experience, just make gameplay a bit smoother, Slartibus's Remix mod has things like item name changes that are more suited for people on their second play through, so I wouldn't recommend it EDIT-EDIT: I forgot Akhari Blaze also tweaked spells a bit, only major change is the base healing spell which has a chance to fail now, that would change the experience. The first version of his mod labeled "normal game mod" does not have those changes, and a few other details I forgot. I'd say no to Slartibus's remix mod simply due to the item name changes. also I don't like how "better" shields actually give slightly less stats than the weaker ones. Frankly I think Akhari Blaze's ReRemix mod is a good in between and an overall better experience. It simply un-does a lot of the changes in Slartibus's Remix mod and also fixes weight limits so that they actually matter. More details below: get it here: http://spiderwebforu...x-graphics-mod/ ReRemix normal game mod full change list: If you play the game without mods just realize that hit chance will be terrible early game (for allies and enemies) making for some silly looking battles, pole arms weapons will be rare and very disappointing in the end, and the equipment weight limit will almost never be noticed allowing you to wear absurd amounts of armor. final edit: Fixed the errors, sorry this post was so sloppy.
  14. Does this imitate all the EftP ReRemix mod or is it something different? The third "Re" is throwing me off.
  15. I forced my way through Geneforge 1 despite hating most of it, I liked G2 a lot more at the start, but when the full map was revealed the game died for me. have yet to finish 2 or try 3,4,5 I love the concept so much but... PERSONAL OPINION! gameplay wise; the battle mechanics are sooo slow. I might have liked it more siding with the takers or doing a diplomatic/pacifist run but that's just not my style. Tell me if I'm missing something, but creations are just party members with no equipment, spells, abilities, or personality; making them dull to use in this system. It felt like playing exile with 5 dedicated warriors except less item carry capacity. Story wise; I got tired of serviles and ruins very fast. I just wanted to see what living shaper society looked like, the start of G2 was a bit of that until the big map reveal, although it still more lively than G1 even after that point. I could respect that G1 gave a strong sense of isolation, maybe I'm just not a fan of that.
  16. Merry Christmas to all followers of the holly chance! Praise the birth of RNGesus!
  17. I always click the space the enemy is on rather than the enemy itself, only issue I've had is when a giant rat overlaps onto another space preventing me from clicking the guy next to it. Those bosses you had trouble with in Nephil fort were optional, optional bosses being insane is OK in my book (as long as there is a warning sign outside their door. Remember, if you are getting wiped you can always run away like a huge coward, only 1 PC needs to make it out alive since reviving is free and PC's don't drop items on death. (I regret to admit doing this a couple times) Spiral pit has a crazy difficulty spike just before the boss, oh and a warning if you aren't using a mod then that molten halberd you find there is the best pole weapon in the game (depending on your decisions). The Jade halberd is oddly missing in this game so get used to that molten halberd, its your best option for a long while... that's my biggest gripe with Avernum(2012) tied with how dex and strength are basically the same thing now. If it weren't for those 2 things I'd say Avernum(2012) is definitely better than the originals. Also you can kill the king of Avernum, leave the castle and immediately walk back in, and the castle will be friendly again. WTF? I want to say it has something to do with reputation works, since I did this after completing every quest in the game my rep was still high so they forgave me.
  18. What happens is I reach into your house and hide your toothbrush, blasphemer!
  19. This is exactly why I never played the first Avernum games, I actually just started Blades of Avernum for a quick taste of what they were like, I wasn't expecting damage to be so high. I find I'm using the key board to do everything instead of clicking because I missclick all over the place on this unclear isometric grid. But I'm liking how the skill table works compared to exile, and the extremely descriptive tooltips on items are great so I don't need to look up the scaling on everything. The damage is taking some getting used too, even lower level enemies are bringing my PC's life to 0 in a single hit, evasion feels strong. I have yet to try the second trilogy which I know has some changes, but I like exile and Avernum(2012) a lot more than the Avernum games. in Avernum(2012) the UI is much better, items and interactables stick out more, and the game highlights the tile you are mousing over so you wont missclick! The skill tree looks offensive at first but it actually adds a lot while only taking away a few builds. Traits as we knew them are gone, but I feel like they never reached their potential anyway(there always seemed to be 1 trait that made the others look like trash), at least the new "trait" system has more viable options... and also just as many terrible options. Reviving characters is free, but the ability to hang on with 0 HP is gone. Coming from Exile I was against this change but the original Avernum games have soured me on the old ways a bit
  20. I wasn't expecting well thought out answers, just what you would like to see mixed with what. For my example (Lego x Geneforge) the Idea of having to find Lego bricks to build your creatures sounded both fun and silly. "Only Shapers know the art of bringing the bricks to life. There are rumors of a machine called the Geneforge that could change the size,shape and colour of any brick; it was declared heresy by the Shaper council." No need for any likely hood of the game actually happening.
  21. Any cool ideas for a collaboration between spiderweb and some other company or IP? Things like that Shin Megami Tensei X fire emblem game or Pokemon x Nobunaga's ambition; but with spider web games instead. Personally I think Lego Geneforge would funny to see that's all I've got for now sadly
  22. The final bump? Chapter 6 is out but I'm not sure if anyone here is reading this... which is fine, never was doing this for attention anyway; but I've started a Reddit post for this that seems to get more hits than here. If nobody replies to this I'm just going to update the Reddit from now on. The link to the Reddit post will be on the top of the OP anyway.
  23. Bump for long overdue update! next 2 chapters have been screen capped and organized; but I have been rather slow with the gags and puns lately so it will probably be a while till the next update.
  24. Backgrounds is artwork from my favorite fighting game Killer Instinct. Icons definitely need to be de-cluttered but has some nice tiny details. Fulgore(top right) is vaporizing my recycle bin, Spinal(top left) is trying to eat the skull icon. I plan to stick with this one for a long time. My old laptop had a StarCraft theme complete with window effects and sounds, but it wouldn't work after I updated to windows 7, then that laptop died and I lost the files; too lazy now to redo it.
  25. I couldn't really answer at the moment because I'm playing through your mod on an easier difficulty and I'm doing a horribly inefficient builds for the sake of role playing characters. (for example; I'm mixing pole weapons and thrown weapons on one character) I'm tempted to start a second run to help you out but I'm heading back into classes soon and not sure I'll have the spare time. Slartibus has a number of threads discussing balance changes from A1 to A2, but most of the changes I've heard of would be overwritten in your mod anyway. If you want to see my zany adventures through your mod I'm doing a very silly lets-play, (it rarely covers technical aspects of the game). http://spiderwebforu...ter-4-released/ The writing has been slow going as of late, but I think it will pick back up after I finally finish this next chapter.
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