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alhoon

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Everything posted by alhoon

  1. Man, you're awesome. Thank you for the hard work. EDIT: Edge blocks the download as unsafe. Would it be too difficult to politely ask for a different site? Like MEGA or Mediafire etc?
  2. At least when playing the demo, I enjoyed the stroll, but I understand what you mean. Regardless, increasing the walking speed would (if the game works like the previous ones) increase movement-during-combat speed. Which could be dealt with by increasing other creatures speed too... which means that effectively you reduce the range of ranged weapons and the "sense radius" of creatures as everyone can move further in a round. In the Warrior-Captain mod, the increase to the walking speed of the Warrior and/or some troops and allies proved to be a good boost for melee combatants (getting into combat faster) and ranged combatants (moving away from combat, or moving past obstacles / doors). Walking speed (if it is still tied to combat speed) should not be underestimated.
  3. Changing the walking speed has huge impact on encounters as you can move further for the same AP. You're effectively giving yourself Action Points. It can be modded in the previous games and I bet it can modded in this one too although I haven't tried.
  4. 😞 4 more days and your hurtful words won't hurt...
  5. You got the curing spell? Where from? I don't have it. Curing asserts control of a creation? Healing them before their turn prevents them from going rogue? I never had a creation gone rogue so far. So, you mean that if a creation goes rogue, you don't lose it automatically but you can reassert control? Those align well with what we're told about creations in the following games with soldiers worrying that wounded creations would go rogue etc.
  6. As others said, creations do level when you invest more points in the relevant skill. Imagine my surprise when I raised Fire Shaping and my Cryoa got +1 level as if I had just made her. I still load if I lose a creation though. I am a lifecrafter at heart. I name those creations and I don't want to lose them. More creations = harder to control. With the auto-increase in level of a creation when you raise your shaping skill it will probably become an issue. I remember a guy in Geneforge 5 that controls 40 or so Alphas by changing how many he controls at each point. That guy is heavily cheating according to how Shaping works in THIS game. As things stand right now, I am not sure what it would take to keep 7-10 battle alphas under control in battle. The "Shaping skill = more control" is a misnomer since the creations raise levels too.
  7. I am 99% sure I cleared the whole of it. There were pools but I didn't get a note about a "blessing pool" or what it is... Just the usual stuff about essence and healing pools.
  8. What? Where? And where is the dippable item? I have not found any such things in my demo playthrough...
  9. Alhoon cannot help with manually aligning reduced-sized Fyoras and he's sad about it. Making the Fyora more red ... I am not 100% sure it would work. It would influence the colors of the "Fyora-byproducts" too, I think. About the cones of fire and cold etc... frankly, they don't align perfectly even with the 100% Fyora if you look out for it. But my problem is not the fire of the Fyora coming a little higher than where it should be, it's the loss of transparency (which causes a lot of other problems)
  10. About the color of the Cryoras and their shadows: I tried, I failed. I modify the PNG files. However, in order to save them, I save just the pixel values, not the "transparency" and other layers. The shadows you see are in the transparency layers and the color for the cryoras goes with the transparency layers. The PNG is smaller because of this. You can see what I mean if you replace the original file with this: https://www.dropbox.com/s/1p6d1cjpqsy9pr0/G2500.png?dl=0
  11. No, I don't know what I am doing more than you. I know how to do what I am doing, but again, what you said helped. I have forgot that the animations move a bit. The good news is that I would lock it on a certain pixel so it would be hopefully in the same location. Also, I am not yet doing what I am supposed to be doing. I have not even started with that program...
  12. Hmm... it wouldn't cause wobling, but it would cause the Fyoras to be outside the circle. I.e. you would see the Fyora standing outside the circle that says to the game where she is. I'll try to center them, that was a good catch.
  13. The side issue is probably because I changed the number of "frames" not just their size.
  14. Well, to be honest I am not sure I have not changed something. However, the issue with the missing shadows remains. I will check again.
  15. This is what I managed to do: Sorry it didn't work out. The other method I can try, takes longer. I will make code that reads the image, shrinks the Fyora per box and leaves the boxes at the same size. More or less what you do manually, but with a code. Then I have to make sure the images are properly transparent. It will also lower the quality.
  16. I will give it a spin. EDIT: I see what you mean with the white pixels.
  17. It is not horrendously tedious, I have made bigger Battle Alpha sprites without much of an issue and 5 minutes of work. I will put together a mod for GF1 remake as soon as I can.
  18. It is also a normal trope in GForge games for leaders of local factions to have more hp. I am not asking why the guards have 280 hp, I am asking why Brodus doesn't have 400 hp. If the answer seems to be "that's the way it is" then it is not a bug. Perhaps those are supposed to be killable (I got a quest to go and kill the Awakened boss and I barely have walked in the island. First Taken I meet "Hi. Can you whack some guy for us? Not a random dude BTW, the leader of this sect/" ). In that case, it makes absolute sense to make them killable for those that want to sneak in, kill them and go away. ________________ I started the demo too early. I'm nearly at the end and it's 20 days till GF is out.
  19. Sure, I get that, but the issue is not why the Servile guards have 280 hp. The issue is why Brodus has 82 and Khobar have 75? Wouldn't it be more reasonable for them to have 400 hp or something?
  20. Leader Khobar said "We suspect old Shaper Magic has been reawakened" when talking to me about a sudden infestation of rogues. O_O What the heck?! Someone used the GF already? The Drayks perhaps? But that was made in GF2... The Serviles? But the only Serviles I've seen Shaping were ... one madwoman in GF5 with a control tool in her chest. The Awakened in GF2 had Tuldaric to do the Shaping. And the GF1 protagonist can use the GF, so it is made for humans. Perhaps the original can be used by drayks and humans. Or the Sholai found it and survived using it somehow and now we have a bunch of mad people that can Shape with very little knowledge about the dangers of it. So many questions... And of course: "If you reach Pentil, they might help you abandon us again". Oh, poor guy. I played GF2, I know what happens when the Shapers return. You know it too. That's why you all have your weapons by your side. Brodus Blade: Warbred Serviles?! 😕 Weren't they made by Barzal in GF2? Perhaps before abandoning Sucia, the Shapers made WB serviles. Ham the alchemist: Working magic is only for Shapers? But a book in a house told me that "Commons" can learn magic, just not Shaping. Making spores etc counts as Shaping perhaps? But making essence infused blades is not, according to ... GF5 I think. The process to make Essence is Shaping and the blacksmith I met couldn't do it, he needed an essence pool. But working the essence on the blade was permissible. Possible bug? I don't know if it was that way in GF1, but it makes absolutely no sense to me for the random guard Serviles to have 280 hp while Brodus Blade has 82 and Khobar to have 75. Is it a bug? Is it simply for game balance?
  21. Actually, a servile with a flute gives color. It was a nice idea. Do you have any idea if he or she is in the demo?
  22. Who is Mariann? And they certainly do and they are also pros. But ... it really shows dedication. This is 8-9 hours work per day, for a game they have already written. It's dedication. It's not an "Easy money grab!" where you casually spend 2-3 hours per day in between doing other things. For me, to make a zone from the beginning in GF5 was easily 40 hours of work, spread within 2 weeks, and that was for an "Easy-ish" zone. If they added a couple of difficult dungeons, with levers, and tricks and thought behind it instead of just dialogue and monsters it would be more time. And that's what I think they did when they added "more" in the game. Look, long story short: This is a project of love. Not money-grab. It was a calculated risk to sink that much time in remaking Geneforge. There's no way they could be moving ahead with different projects on the time and deliver such polish as I see here. This was a year or so of full-time work for a remake that I really, really hope it sells well because it deserves to sell well. Please tell your friends to buy it. Or buy it for your friends on steam.
  23. 1-2 zones per day is a hell of a much work. I mean, even if you have 5 people team, each working on a zone, you still need to test them yourself and playtesting them... so it would be like a week for 4-5 zones with Jeff and 5 people solely working on the zones. And I don't think Spiderweb has that many people.
  24. The body was down to the bones by the time I found him, there are no Shapers there for the past 100+ years. I don't remember how my char figured that ancient skeleton was a Shaper. Probably from the robes.
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