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Ess-Eschas

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  1. Excellent work once again, IMakeMaps. These are looking great already! The additions of area names and special squares is a nice touch, as is producing versions of your map with and without these features. If you don’t want to reinvent the wheel with implementing the roads, Duskwolf figured out how the roads were handled in Exile II when producing their maps. They also posted all their map-generation code, which you can download from the link in this post: https://spiderwebforums.ipbhost.com/topic/1234-complete-exile-2-outdoor-map-massive-spoilers/?do=findComment&co
  2. Excellent work, IMakeMaps! Many thanks for uploading the town maps, and the full-resolution version of the map of the caves. This is a fantastic resource to have, and your maps are put together brilliantly. Your annotations of special squares are particularly helpful, and quite revealing. For example, looking through your maps, I noticed a number of places where I just ploughed through a bunch of shocking squares, or the odd lava tile – without realising that there was a safe passage through them! I wouldn’t worry too much about putting in the NPCs, unless it turns out
  3. I had a sneaking suspicion something like that might have happened. The original thread did suddenly go quiet, after all, and I imagine something this large would probably have turned up in scenario lists sooner or later – not least on your old archive! It would be a pity if this scenario never saw the light of day. After all, while there’s a scenario that reproduced Upper Exile, and a couple that reproduced Valorim, I don’t think a scenario was ever publicly released that reproduced the main caves of Exile to any real degree, nor the Vahnatai lands from Exile II. What a useful com
  4. Hello IMakeMaps, Great work on producing this map! It’s nicely presented, and the inclusion of secret passages and safe lava squares is a particularly nice touch. For that alone, I think this could become a useful community resource! I would definitely suggest that you upload the maps of the towns and dungeons. To my knowledge, this hasn’t been done in a detailed way for Exile I before. It could also lead to interesting insights into the game. There are quite a few things that are very well hidden in the Exile trilogy, and some of these took a long time to c
  5. On the contrary, I think what you’ve said here only serves to highlight the importance of the two-tined spear in slith culture! Before I go any further, I should stress that the comments you make here are all based on material added into the remake of Avernum 2, information which is not present in earlier games. So the information you’re referring to weren’t present in the series prior to 2014. We’ve been discussing the first appearance of the sliths in Exile back in 1995, predating this information by nearly 20 years – which is perhaps one reason it didn’t crop up. In
  6. Sorry to keep contradicting you, Almighty Doer of Stuff, but that’s not quite the case here. The graphics you’ve posted are mostly from Blades of Exile, but not from Exile I. To demonstrate this, here’s a set of items taken directly from my copy of Exile I 2.0.1. As before, I’ve blown these up to make them easier to see: As you can see, the slith spear still has two tines, even in this newer version of the graphics. This graphic was changed in the new graphics in Exile II onwards, for some curious reason. This includes Blades of Exile, which is
  7. I beg to differ, Almighty Doer of Stuff! So far as I’m aware, the sliths have always used spears with two prongs (or ‘tines’). This distinguishes the spears from tridents, which necessarily have three tines. I suppose you could strictly call the slith spear a ‘bident’, using the ‘bi’ for two rather than the ‘tri’ for three, although personally I feel that would be a little misleading. At least in my mind, slith spears have their prongs a little closer together than classical bidents. The two-tined slith spear has been something of a feature of the race since their first
  8. Thank you again for being reasonable about this, Almighty Doer of Stuff! You’ve clearly put some thought into trying to make this both clear and accessible, and that’s great. I do like your idea of including a text file with the version number in the name, which contains the version information. That provides a good way to keep the version number visible within the package, without directly adding it to the name of the application. That seems like a good compromise to me! As for you, Swimmin’ Salmon, I’m not sure what I can say to you. I have been doing my best to under
  9. These are all great improvements to your distribution method, Almighty Doer of Stuff. Thank you for taking the time to plan them out, and for your work in starting to implement them. Your suggested name is absolutely fine! I mentioned ‘ADoS’ as one possible example only, just to indicate the sort of style I was talking about. The names you’ve suggested here would be just as good, and actually have the advantage that they acknowledge that this package is the work of more than one person. I know it’s a little bit a faff, but I do think it’s a good idea to also include the
  10. I think perhaps you’re misunderstanding the position here, Swimmin’ Salmon. The idea is not to control distribution. What we’re suggesting here is simply good practice for releasing software. This relates to a Spiderweb product, so it's something that’s important to get right. The aim is to avoid player confusion. Currently, the package discussed in this thread is difficult to identify as a modified work. This is a real problem, since it could very easily get confused with the original release. If someone can’t identify whether they’re playing the original release, or an altered ve
  11. I don’t think it’s necessarily that Shaping laws were any more lax, but merely because the canisters and all associated technologies were new inventions, and so not well understood at first. So far as I understand it, the negative side-effects of the canisters weren’t known about right away. After all, canister use only becomes problematic in large doses. This means that the issue could only really surface after large amounts of canisters had been produced. Even then, the full extent of the problems would only become apparent once enough trials had been conducted to allow one person to use
  12. Almighty Doer of Stuff, Thank you for listening to the requests of the moderating team, and for taking some steps to indicate that your files are modified versions of the Spiderweb games. The effort you’ve made to improve on this point is appreciated. However, dealing with modified versions of work by other creators is a tricky business, and it needs to be done properly. You’ve made some good first steps here, but you’re not there yet. There are a few more things you need to do to ensure that your work is properly above board. I don’t mean to be draconian, b
  13. Many thanks for the confirmation, Milu! It’s not always easy to determine whether work is being used with the appropriate permissions, which is one reason I just wanted to check the proposed modifications were all above board. The best way to check is directly from the creator, of course! So thanks for chipping in! Nice work on your scenarios, by the way. They’re well put together, very comprehensive, and with a good amount of attention paid to fun, little details. They’re great packages! Just out of curiosity, Almighty Doer of Stuff, what modifications are
  14. Can I just check your source for linking this particular licence to the two New Market City scenarios? I’m asking because I was a little surprised to read this. I don’t recall any mention of a licence being connected to these scenarios before. I had a check of my copies, and of the copies hosted on the website you linked to in your post, and I couldn’t find any mention of a licence in those packages either. That worries me a little – if a package is released under a given licence, I would usually expect this to be explicitly stated in the package itself. Of course, it m
  15. Hello trinko, I think perhaps there’s been a slight issue of miscommunication here. My intention was simply to indicate that there was a chance that this was not a bug, and then to learn a little more about your problem to determine whether or not that was the case. Once we’d ruled out some potential causes, we could then narrow down our search and figure out what the problem was. If it turned out to be a bug – great, that’s fixable, and we can solve the problem for other players as well! If it turned out to be something else, then we could try to fix that too.
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