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nikki.

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Everything posted by nikki.

  1. Okay, I've created my outdoors, and one town. The thing is, I want to populate it with bad guys and to be honest, I suck at it. I placed some rats in for my level one party to try their hand at, and they dispatched them incredibly easily. So, what I guess I'm asking is how do I make combat situations harder for the player - I know how to make tough bad guys after reading the article, but I need interesting battles - something more than just picking them off one at a time.
  2. Quote: Originally written by dareva: The headmaster of my scenario's school is a shady character, and I'm toying with the idea of making him the head bad guy for the sneak-off mission, but I don't know if that's too silly. Erm, maybe I'm out of place for offering advice here, but I'd not do that. The original idea was great fun on it's own, and to factor in all kinds of double plots and twists meaks it a little... I dunno, but I get the feeling I wouldn't. Of course, it wouldn't involve any more work, so go for it if that's what you want!
  3. Paintshop Pro v5 is freeware. I tend to use that and MS Paint. It should be on some website somewhere - mine was off a freeware disk.
  4. Just to let everyone know, I sorted my problems. The party are a group of apprentices in the army. This is their last mission before their induction into the army. The bad guy - I chose a demon, exiled to another dimension by his brethren for taking part in a power struggle. He wasn't killed because of his high rank and status - the others didn't want to make him a martyr of sorts, and risk more demons doing the same as him. And if I neglected to mention before... I'm on GMT.
  5. Quote: Originally written by *i: Make sure you do a decent job of setting the mood for the island with appropriate terrain and what have you whatever type of climate you choose. A good atmosphere goes a long way. Cool. But you're preaching to the converted! I've directed films, written short stories (published twice!!) and absorb every film I can get hold of. I know how atmosphere can make or break a story. As far as an enemy goes... Does anybody have ideas. I like the idea of an indiginous (sp?) creature, but is that too close too *i's thing... I do want to tell my own story, even if it is augmented by others...
  6. Stareye, thanks for the ideas... I had originally planned on setting it before portal technology became widespread... i.e before Avernum was discovered etc... but this sounds better! Quote: 1) What is the climate of the island? Rocky, arctic, tropical, etc. I had planned on it being tropical - rain storms for atmosphere etc. The story wasn't great, so I was gonna flesh it out with cool things I picked up from films etc. Tropical I imagine. Quote: 2) Does anyone/anything live on this island before the Empire came? If so, who are they? 3) Are there any settlements previous to the Empire? Are they still inhabited or are the inhabitants extinct? If the latter, what is the backstory on that? 4) Why did the Empire select this island? Being remote is probably good enough but if you have anything to add such as a high density of magical crystals it would add. Well it was a remote, uninhabited island, with rare crystal formations. It was magically scryed to check for life, and selected because of the unknown nature of the technology they were testing... This WAS the first magical teleportation ever. Although, with your advice/suggestions... Quote: 5) Why is this teleporter there? Seems teleportation is pretty standard these days. Although having an experimental teleporter would be good. If you choose this, you might want to detail some of the experiments done. Already answered. Quote: 6) Why does the bad guy take over the teleporter? Motivation may depend on who you select as the bad guy. 7) How does the take over ensue. Is it violent, or is it very subtle? My first thought was that this demon just saw a huge portal appear (Grah-Hoth??) and went through it, and killed people. This sucked. Does suck. Quote: 8) Why does the party arrive? To deal with the problems directly or for some other purpose and must deal with them after the fact? They were sent to oversee it all. Poor story-wise, but they are level 1... Perhaps it's part of an apprentice, maybe a training op? Quote: 9) How does it end? Do you end up killing the "bad guy" or is the "bad guy" not so bad after all and you let him/her/it achieve its goals. Do you have a choice in the matter? Kill him, close portal. That's all I've got. Quote: A possible storyline: 1) The island is rocky, desolate, with areas of swamps and gnarled trees. 2) The island is home to several twisted wild creatures that inhabit the swamps. Also, it is home to a powerful shape shifter skilled in trickery and mind magic. There is also the ruins of a mysterious temple. 3) The shape shifter has a few lairs throughout the island. The temple was built by some race long extinct, although they were sufficiently skilled in magic. 4) The island was selected for its remote nature and for the high magical potential of the island. This is part due to the ancient inhabitants and also the shape shifter (although the Empire should not know of the shape shifter). 5) The teleporter is an experimental one. It is not used for transportation, but to study the magical theory behind teleportation. It is often used to probe the void and search for the possibilities of parallel dimensions. Arrival to the island is by ship. 6) The shape shifter (who originally lived on the mainland, was marooned here), although powerful, cannot escape the island. It feeds off of the magical potential here and the journey to anywhere through the ocean is too far to go by itself. It takes over the teleporter in hopes of using it to escape. However, it is not geared for traditional transport, so it must be modifed. 7) The shape shifter, skilled at mind magic, is slowly working on the mages turning them against each other. The process is slow, but mages are mysteriously murdering each other. 8) The party was sent here as a garrison to protect the mages from the wild creatures. The Empire does not know of the shape shifter. Not long after you arrive, the mages get very edgy. At the start of the scenario is the murder of the head mage by one of his apprentices. 9) The player discovers the identity of the shape shifter, but not before the mages get violent toward you and each other. The shape shifter wants to return to the mainland so it can find its family. You have the choice of helping it, or fighting it, pushing it into the teleporter and into the void. I like it. Lots. I may steal some (supposing that's okay). I especially liked the idea of the shapeshifter - a "nice" bad guy... and the murders. Obviously I won't steal all of it - that would be bad. But I'm gonna think about it. The scenario was only ever gonna be one outdoor section, and at the very most 10 towns.
  7. I'm up for that. One of the big factors putting me off design was the threat of getting totally stuck without anyone to talk to... My paragraph then... The party are sent by the Empire to a remote island where some portal experiments are taking place. The portal gets hijacked on the trial run and is taken over by demons/slithzerikai/bad guy. Party kills big bad guy, closes portal, saves day. It's not much, sure, but it's small and do-able. Which is the whole point. I have setting, context and a fair amount of experience with the editor and scripting language. I need to find a decent bad guy - demons are too... cliche. And they have no real reason for taking the portal. Apart from that though...
  8. I know this is slightly off-topic, but is Silverlocke still around? I'm a Windows user, so I don't know, and can't check.
  9. I know this is slightly off-topic, but is Silverlocke still around? I'm a Windows user, so I don't know, and can't check.
  10. I have three scenarios in progress, each at varying stages of completion. One has everything except dialogue. Another has several towns missing. Plot-essential ones. The third was started last night after a long walk inspired me. I have all outdoors done, and am starting on the town after I get back from a party tonight. Drink-induced dungeons. Yay. And, this year, my resolution was to finish what I start, so all three WILL be around sometime soon - whilst I do have revision for exams and other pieces of college-orientated work cropping up, I can spare two to three hours a night easily. Provided I'm in a good enough mood. I estimate mid-feb for my first piece.
  11. I'm hoping to download it on one of the macs at school... he he. If the Admin catches me, I'll lie and say it's "research for English" or something. I'm good at lying. Or am I? Ack, it's one of those thingy-majiggies... Bring on tomorrow!
  12. Quote: Originally written by An array cat: Quote: Originally written by Zoso: First off, use caps and punctuation. YOU MEAN LIKE THIS???????!!!!!!!1111 nO. mEtHiNkS tHiS iS wHaT wAS mEaNt! Really. There's no need to be silly Aran. And the post was quite easily decipherable, so I don't see the point in scolding...
  13. I had to fight them all. Firstly because I'm sad in that kinda way, secondly for xperience and loot, and thirdly because I always manage to get my spellcasters close enough to be attacked. And after that doomguard fight, they're HP wasn't high enough to allow them taking a few hits.
  14. Archers ARE a good thing. I don't agree with using valuable skill points to make casters able to use bows, since Intelligence is always more handy, but I always have a archer/thief. Nephil's perform that role magnificantly. Then, I have a Slith fighter. Pure tank, with occasional outdoorsy skills. High pole weapons, no ranged weapons. Lots of assassination. Then, two casters. One, a priest to start with, has all the potion making skill points, and eventually mage spells. The opposite is true for the mage - eventually she gets priest spells and Arcane Lore.
  15. Well this lot cheered me up no end. I was rather surprised that Drakey didn't jump to the Anama's rescue in a flowery skirt of some kind though... He loves the institution, which being a Vahnatai, is no mean feat.
  16. Quote: Originally written by Name-change roader: —Alorael, who is sure that the reverse is also true without special software. Yup. Okay, first of all try re-downloading. It's a pain if you have dial-up, but that's the first thing. Make sure you select the Windows version (the file should end in .zip). Then install it using the default settings, and ALLOW it to change the resolution when you start it up. It will change it back when you quit. If that doesn't work, try disabling the sound in the preferences window. I had a little trouble with sound (sure, it was a 486, but hey...), and make sure you're graphics card driver is up-to date. Since it seems to be a fairly new computer, everything should be fine there though... I don't know. It has me flummoxed.
  17. Quote: Originally written by Structured Water: Anatomy lets you do a little extra damage against humanoid monsters, like nephilim, sliths, ogres, or Empire soldiers. It's also quite expensive though, and in Avernum 3 especially, when you hit the damage cap early on, it just doesn't make sense to go for it. BoA makes it all a lot better. First Aid though... it can be useful, but only if you have no energy potions or alchemical ingrediants. Otherwise, as Imban observed, it's easier to cast Heal. Plus, heal is guarenteed to restore HP. First Aid can kill you. Not too clever when that happens either.
  18. Quote: Originally written by chicho: i remember taht in exile i really had troubles with encumbrance, specially with the mages, basically cause i didn't understand encumbrance Mages should have the skill Natural Mage if you want them to wear any kind of armour at all, since they will not be able to cast anything above Slow if they have one level of encumberance. Plus it gives them a bonus to spell casting anyway.
  19. Anaximander is funny. And under-rated. But my favourite is either Tor, or Commander Johnson. Nance and Elspeth are good to.
  20. Hawkes Manse or House on a Hill has it, if IRC. The faq should tell you the specifics. Oh, and welcome to Spiderweb! Leave your sanity at the door, and try not to take anything too seriously! EDIT: Who knew "sanity" had an "a"?
  21. AA: read tutorials, steal ideas from Jeff's scripts, and remember - dialog sucks. That should help!
  22. I think the cutscene would be much better. And how about having your character not see it? And not even have it reported? It would build up tension, and could even be used as a kind of plot device - imagine your ally yourslef with someone who's working with the bad guys...
  23. If this is A1, you need to go to The Tower of Magi and speak to Kelner. Before you can do this, you need to know what afflicts the tower. Say it's name to Kelner, and he'll tell you where you can get the password.
  24. The only save file I have is just before I headed to Sharimik for the first time. And I only have that because that's where I got to before starting "Where Bluebirds Fly".
  25. Quote: Originally written by Arancaytar: Could well be. I guess it would make little sense to have a separate board for it, since it is for all purposes a part of the trilogy. However, bandwith will probably be high for Av4's board, so it may stay seperate for a while. Quote: Here's hoping Jeff puts out Avernum 5, making Avernum the only other trilogy in five parts ever produced. Hitch-hikers Guide?
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