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Dastal

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Everything posted by Dastal

  1. There's also a vampire in NW Valorim near the coast who'll give you a level of gather herbs if you kill a bunch of ogres. You can find the exaclt locale on Rache's site.
  2. You need to destroy the cracked wall. I think there is some rubble you can step on to taverse the last bit of harmful floor, but I may be thinking of somewhere else with rubble. Anywho, move mountains or stoneshatter crystal.
  3. Okay...ahm let me try and express this better. There are a set of base graphics that ship with Blades. The Louvre has a wonderful set of additional graphics. Now, it stands to reason that some graphics will probably be used more than others. If someone comes out with an increadible snow floor, or a sand floor, or an arms rack terrain, or perhaps a really useful new wall set, then it stands to reason that these things will tend to be used more than a highly scenario-specific customized unit standard, for instance, or some kind of limbo floor. Well, for the graphics that see a lot of use, wouldn't it make much more sense to make a sort of "graphics expansion pack" so that every time a scenario is downloaded, you don't have to download the same graphics? That way if my scenario uses a bunch of wierd graphics, but also a bunch of fairly common but non-original graphics, I can include only the wierd ones and make everyone else's life easier.
  4. I think (basing it on Exile III, since I haven't tried this particular gambit with Avernum 3) that Ernest's portal drops you off in the inter-gate area of the town enterance. You can't go through the inner gate though.
  5. Humm...I think the name was a bit of a misnomer. I was sorta thinking like a downloadable pack of additional graphics.
  6. May I suggest you read what he said when he last updated the Louvre? You can find it here: http://www.ironycentral.com/cgi-bin/ubb/ubb/ultimatebb.php?ubb=get_topic;f=18;t=000520#000000 Maybe there are some things that are slightly more important than updating the Louvre?
  7. There has been a lot of things about custom floors and terrains, so it got me thinking: What if someone combined a set of most majorly useful new floors and terrains into a pack. This could form a sort of "Standard Scenario Objects" packs. Maybe we could get Jeff to incorperate it into furture versions of BoA. Since you would just be adding it into the preexisting stuff, it shouldn't change anything.
  8. This is pretty much off the top of my head, and should not be taken for expert council. However, +t, the Russian Federation is still a party to the Berne Convention and the Paris Convention, as well as the TRIPS Accord, part of the Treaty of Geneva Establishing a World Trade Organization and the Uraguay Talks. She is also a member of the UN and accepts the rulings of WIPO. Under Article 14 of the TRIPS Accord, you would be in breach of Mr. Vogel's intelectual property rights, and should he follow through, I think the Russian Federation would not hesitate to give you up. Cheers and all.
  9. Oh, if it's an item that would unbalance other scenarios, then I would have some person at the end be so good as to "buy" the item off the party.
  10. I believe that the reason there is so much more stuff from Mac editors is that they have been there earlier. That said, the Blades of Avernum Editor, at the moment, is close enough to freeware that, if you wanted, you could port it to PocketPC no big. On the other hand, the reader for it, ie Blades of Avernum, is shareware, and you have no right to the copyrighted code. Additionally, the code for scenarios is likewise copyrighted, under shareware, and creating a reader for a copyrighted format is similary copyright infringement.
  11. Venom, I have perhaps an easier idea. Why not make the carts move through their own tunnels? That's the way it is in a lot of mines. Then you could have a few carts each at the cross-tracks. You could even use a light system (using laser power globes) to notify the party when there is a train comming. That way if they try and cross the track, it's their own damn fault! The script is way simplified. The car just needs to move like 16 spaces in a straight line. If you want another track crossing, you just have one car getting to a certain point activate another car to move. An even easier way would be to have every car move simultaneously, every 32 moves or so. The player would only see one car at a time, so you would have a great illusion. Or maybe have the cars run in trenches of some kind? Though making a bridge could be a bit of a pain. Not sure how you'd do that. Just some thoughts.
  12. I could never get through the Golem's in E3. Heck, it took me forever to get through the E3 New Factory (is it just me, or was ther no real "new factory" in A3?). I never did beat it, since I cast quickfire into Rentar's courtyard, and then I couldn't contain it, and my last save was like before I finsihed the Trogo/Giants. Part of that, I think, was just unfamiliarity with the way it all worked (I mean, I was like 12 at the time, the first time I played it, at 10, I couldn't even beat the slimes). When I came back to playing A1, A2, and A3, I beat all of them, doing everything I could, in a bit over a day each of non-stop playing. [Hey! That's just how I am. I pulled the same trick with WC1+2, and then WC3 when I got it, NWN, EE, AoK, DS, C&C (all of 'em), and a bunch of others.]
  13. Thanks! I can't wait to see it done. When my scenario comes out (in a fair while, I'm still on town design) I hope you'll see it's been put to good use.
  14. Ah well. Maybe you could only exectute the creature script when the party is nearby, so only one cart would be moving at once? Also, if the party trys to get in the way of the moving car, you could just move them off the script and give them a little damage on the basis of "being hit by a fast moving mine cart HURTS!"
  15. Why don't you look at the script for Warrior Grove? You can just use one of the shops there as your base, and then copy and paste it into your own town scripts. Oh, and traditionally, it's Triple Martian not Greek. Omnia Graeci mihi est!
  16. I was thinking about a rock climbing script to get over certain cliffs. A few thoughts: 1) Checks for a certain object (rope, perhaps? maybe climing tools) and tool use or dexterity as one option. 2) Checks for a certain object or special item or SDF (orb or thralni? potion of flight?) and magery skill as another option. 3) Gives damage *if you fail* (maybe modified by luck). 4) Going the other way, gives you the option to reppel or levitate down (as above) instead of falling. 5) Uses memory cells to establish difficulty and (if necessary) position to end up in and direction. That would be really usful for me! My email is vdastal A-T h()tmail D-()-T c()m [() instead of o for spam spider protection].
  17. [Newbie warning] Couldn't you just use move object commands? [/newbie warning]
  18. Alternatively, you could have two SDF's. [Call them (0,0) and (0,1). (0,0) is your timer, while (0,1) is your addiction counter.] When you first take the drug, (0,1) get set to 3. Then (0,0) goes up 1 every step. When (0,0) == 15 (for example), you get warned about a drug craving, and when it reaches 20, (0,1) goes down by one (to 2), (0,0) gets reset to 0, and you get damaged, say, 5 points. If you take the drug, then you gain, say, 3 addiction points on (0,1). When (0,1) finnally gets down to 0, you are no longer addicted.
  19. In some of the Avernum games, there is a bug where if you raise a stat to it's maximum (100 + modifiers) and then recieve a point in the stat from somewhere, you can then raise the stat above its maximum. Using this strategy, I have just gotten a game in Avernum 3 where I have 250 in almost all of the stats (singleton + knowledge brew + herb lore == teh roxorz!). With the editor, this is even easier. I haven't really tried to find a maximum, but it's above 500. I have seen this bug in Avernum 2 and Avernum 3. I also suspect, though I have no way of confirming my suspicions, that you you could train untrainable special stats buy managing to raise them to above 100, perhaps with 34 mind crystals. Chears!
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