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Everything posted by Kelandon

  1. Only moderators, apparently? I'll dig into this and see if I can fix it. EDIT: I think I fixed it. Can a non-moderator try it and see if you can download the files now?
  2. That's... odd. That link works just fine for me. Either way, here's the relevant post:
  3. What problem are you having? As far as I can tell, the links work for me.
  4. Moved because it's about one of the games, not a general topic. Is that number correct? Day 1200? That's an awfully long time, if so.
  5. Dex was so broken in Avadon 1 that I thought it was easier to make almost everyone primarily Dex-based (except the Sorcerer). I tried the Shaman both ways, and I had an easier time with the Dex-based version than the Int-based version.
  6. AAHHH I'VE BEEN WAITING THIRTEEN YEARS TO WRITE THAT SCENE! I'm about three-quarters of the way through the main plot in Chapter 2. Things are starting to heat up. All the major pieces are on the board now, and it's just a matter of playing the game. Just the idea that I might be getting to Chapter 3 soon(-ish, probably in a few weeks depending on how much testing I want to do now) is kind of blowing my mind. It didn't seem like it would ever happen.
  7. I'm not sure about this view (or any of the last several) because it seems rather busy. The part that I'd be looking at, almost all the time, is the tiny little bit in the upper-middle (the main view). But that's, what, 10% of the screen area? So there's all this other stuff around, drawing focus, while I'm concentrating on this tiny little part. In the original, the main view was close to half the screen area, but it looks to me like you've blown up the size of everything else and added the automap to the screen while leaving the main view at its original size. I don't think that
  8. More miscellaneous design on Chapter 2, both main quests and side quests. I'm 37 towns in (with probably six more to go in Chapter 2, three of which I might not design until later because they're associated with a side quest). They're not completely done; a few are missing substantial dialogue and a few are missing substantial combat. (And one or two are missing fairly major scripting that will drive the plot forward.) A lot more have everything, but their combat hasn't been properly balanced; one of the things that I'm doing now is just putting together the concept of the fight (the monster t
  9. I think that at one point, in one of my crazier moments, I used two SDFs to function as a two-digit base-256 number, just as you're describing. And yes, it works exactly the way you're suggesting.
  10. If I remember correctly, it's 255 (i.e., there are 2^8 possibilities, from 0 to 255).
  11. Yes, that should be fine. Yes, you can erase a character from within its own script. You don't have to follow it with an end(). This is maybe just me being overly cautious, but I never use ME; I always use my_number(). ME works in some calls and not others, but my_number() always works. So I don't know if erase_char(ME) actually works.
  12. I'm doing something a little unusual to fix the summoning classes: I'm making it so that no normal monsters are summonable. Instead, I've created a set of 14 special monsters that are nothing but summons; they won't appear anywhere else in the scenario. There is a pair associated with each summoning class from 0 to 6 (because you can't get a summoning spell higher than Arcane Summon L3 in the scenario, and Arcane Summon L3 summons class 6). This does a couple good things. First, it makes the summoning much easier to balance; I can edit the monsters that get summoned without worryin
  13. I've always dealt with this using flags: increment a flag in each character's DEAD_STATE, and if you know that there are, say, 6 characters that need to die before something happens, then make the thing happen once the flag reaches 6. I think you can also do this the way you're intending, but you have to be a little bit careful. Crucially, a creature is still alive when its DEAD_STATE runs; it doesn't die until the script finishes. Thus, if you want to do something in the last creature's DEAD_STATE, you should do it when the number of creatures in the group reaches one, not zero.
  14. Yes, and sort of. I was using a variable called next_state to determine the state to return to, but then it turned out that I had too many variables. Each state has to pass so much information to the next state that I needed over 20 variables, and the scenario script apparently can handle only 10, so I had to switch a bunch of them to flags. I'm trying to use lots of comments so it's not as much of disaster to read, but it's still not ideal.
  15. Mostly town and core quest design in Chapter 2 for the past couple of weeks. I'm at 33 towns, and it looks as though I will have about 43 by the end of Chapter 2. The Prologue has 9, and Chapter 1 has 18, and I think Chapter 2 will have 16 (give or take one or two). I also went back into the special abilities/spells to add one more feature (a special ability that displays information on the special spells/abilities — previously you had to try to use something to get info on it, which is still possible) and clean up the bugs that I discovered in that excursion. I've been writing com
  16. Incidentally, I was wrong. Emerald Mountain is also in the Echoes setting. I had this vague memory that it was, but I couldn't remember exactly how, and I just found it (and you just encountered it in the last episode): the log book. The references there to importing stuff from Krizsan to an imperial research facility mark it as very likely Echoes-based as well. As with the others, I don't know that it makes much of a difference, but it is there. As I've mentioned, Emerald Mountain was my favorite early TM scenario. It was probably less of an influence on me than Canopy was — Exodu
  17. I mean, I assume Sheepshaver will work. It's just a pain to set up, and setting up some other kind of emulation is probably easier. I'll try it myself at some point and see what happens. Edit: But, more generally, my point is to use original BoE, not one of these other things, and just emulate the environment that you need. And, to be clear, the reason that it would work is that you'd be using a (relatively) bug-free version of BoE rather than a bugged pre-release version of some kind of reworked BoE.
  18. Can you maybe just run original BoE in Sheepshaver? If the current version isn't really stable or functional, emulation seems like another option.
  19. I just checked CSR, and apparently Lazarus felt that the ending was one of the high points. Nik also liked it, but almost everyone else didn't. Grimm said that TM admitted that he ended it there because he just didn't feel like writing more, which I don't remember but which may be true. I was curious about something else, so I checked if my review is up there, and it is. I guess I slammed Canopy pretty hard when it came out. My review — which is listed as "from an unknown reviewer" but literally refers to being the person who designed Bahssikava — is not especially positive. Be tha
  20. The main quest line in Chapter 1 is done! It took all freaking day, but I tested the last dungeon. It took so long because it has a series of four complex scripted fights, and the balance was incredibly delicate. The essence of the combats is that the monsters change special abilities partway through. (I'm not sure that I even know this was possible before, but there's a set_special_ability() call.) But at low levels, using certain creature special abilities will make certain fights unwinnable, so I just had to keep changing each fight as the difficulty swung from impossible to too
  21. Well, Silthokh doesn't remember either, and neither did Ethass at first — the thing that triggers her remembering is the name "Legare." It appears that people on the island don't remember their past lives until something happens that reminds them. (Ethass mentions that she'll go and "wake" Silthokh.) So I wouldn't read too much into Kass not remembering. But yeah, Ethass seems pretty wary of Kass, and that's for good reason.
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