Cho Dan
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Posts posted by Cho Dan
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where are the cut scenes? I always enjoyed them, it added flavor to the game, and hieghtened a suspensful moment.
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Walls are not always "hallow" contrary to the design of many of the cities in A3 and BoA. For a more realistic look try using the hieght adjustment to make city walls. Usually about 3 units higher than normal ground level. Also make them about 2 squares thick. Add ramparts by making the inside half of the wall one unit lowwer. Add whatch towers and gate houses by putting actual walls on your created hieght walls. Stock each whatchtower with a little food and some arrows/bolts/javalins or what ever projectile nessasary. Hallow walls have their place and they do look cleaner in the game, but to be more realistic use the hieght adjustment.
In monster built caves (like where many goblins seem to live) those cave walls are not stable so remember to put in wooden pillars to support it.
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Walls are not always "hallow" contrary to the design of many of the cities in A3 and BoA. For a more realistic look try using the hieght adjustment to make city walls. Usually about 3 units higher than normal ground level. Also make them about 2 squares thick. Add ramparts by making the inside half of the wall one unit lowwer. Add whatch towers and gate houses by putting actual walls on your created hieght walls. Stock each whatchtower with a little food and some arrows/bolts/javalins or what ever projectile nessasary. Hallow walls have their place and they do look cleaner in the game, but to be more realistic use the hieght adjustment.
In monster built caves (like where many goblins seem to live) those cave walls are not stable so remember to put in wooden pillars to support it.
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There is indeed, great wisdom in asking.
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btw Minor . . . u might try running ur BOA editor and the actually BOA game at the same time to see what everything looks like. Of course its more time consuming.
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. . .names for the many different things that need names in your scenarios? People, governments, cities, locations . . . . there are so many things to name, it just gets hard to be original.
I guess there is lots of resources to look at; mythology, foriegn names, name books of some kind, or one of my favorites; just thinking of some kind of random grunt, (for monsters and such that no scenario can be without) and making it into a name like Urgon, Morg, and Yort. Lol, no really those names are pure gold. Its just as easy as lifting something heavy.
So editors, how is it that YOU think up original names for the nameable things in your scenario worlds? . . . and maybe give a few examples.
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Shame about it not working on anything but OSX. Maybe want to make a note of that on your download site, save people the trouble. Maybe I'll get a better mac one of these days.
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Well, It was compiled with "XCode." . . . . I have what is known as a "9.1 OS mac", and so therefore it won't work it just says it was damadged or unusable by my computer. I don't know what "Xcode" is, but is there possibly an equivalent writing program that would allow it to be in a format that a mac of lesser power, say one OS 9.1 could use.
. . . . I swear if you build this program for me i will make a couple . . . . possibly even several, or even a few scenarios. I just hate those 2D squares so much . . . Coding isn't so bad, its all just words . . . . its drawing those terrain squares that takes forever. The concept of this 3D program is great btw

Is this game nothing but combat?
in Second Avernum Trilogy
Posted
And I don't see how finding a rare and valuable item is any less special just because you know what it is as soon as you find it.