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Everything posted by Kelandon

  1. It is true that, when you try to go west on the river from Fort Goodling, you get this message: But that doesn't mean anything in particular. The area to the west is "more settled" than the area to the north, but the area to the north is the Za-Khazi Run itself, which hasn't been settled at all because it's too hostile. I don't think that means that the area to the west is any part of the Avernum map. (If it did, we'd have even bigger problems, because there's no way I can imagine to place Fort Goodling east along any river on the Avernum map.) Also, the area to the west is
  2. It's true that Seletine of the Triad of the Tower of Magi goes to Fort Goodling rather than Fort Cavalier, but honestly that seems more like a plot hole than anything else. It seems as though it's not particularly hard to get from Fort Cavalier to Dharmon once the siege is broken, and the siege is broken with the wands that Seletine has. So why doesn't Seletine go to Fort Cavalier directly and break the siege? I can't come up with any good reason. Commander Yale says that the "sliths have done an excellent job of blocking or trapping all safe routes to Fort Cavalier," but that seems like it's
  3. ZKR says: If you leave, it says: The more I think about it, the more inexplicably weird it seems to me that, after this plainly military mission, you go to Dharmon rather than one of the forts. Just about any possible exit from ZKR except a secret passage in the western part of the Great Cave would put you closer to a fort than to Dharmon, and it seems like a fort would be a more natural place to go to meet up with a "commander."
  4. Maybe I'm being dense, but I don't understand what this means. What are you doing, and what is the problem? I use relocate_character() all the time, mostly for cutscenes but not exclusively, and I've never noticed any problems.
  5. I suppose that's possible, if we assume that "city" excludes all the forts and towers (which I think is consistent with how Avernites use the term, but I honestly can't remember). But isn't Patrick's Tower almost exactly halfway between Dharmon and the Castle? I don't remember whether anyone describes the Castle as a city, but it would be sort of odd not to. Looking more closely at the map, my best guess is that the Run is off the Avernum map to the west of Erika's Tower. Assuming that Spire doesn't count as an Avernite city because it's in the Abyss, and the people in the Abyss so
  6. It's not at all clear to me how Fort Cavalier could be close to Dharmon, as ZKR says. Presumably, there's some sort of secret passage in the northwest corner of the Great Cave that is inaccessible in all the games. This passage presumably leads to a cave underneath the main Avernum caves, where ZKR takes place (sort of like how the vahnatai caves in Avernum 2 are deeper than the main cave, and the caves in A3 are much higher than the main cave). But I think the BoA scenarios are only quasi-canonical anyway. There's a veiled reference to the slith war described in ZKR in Avernum 4,
  7. Ring of One Very Specific Skill. Not as catchy, but more accurate.
  8. Because I'm sure there's going to be a further discussion of semantics here, I think what you mean is specifically physical skill, as opposed to strategic skill or something like that. That is, the kind of skill involved in Mario, not the kind of skill involved in Civilization.
  9. I have had less time than I'd like to work on Homeland, but basically I've been debugging the "more elaborately scripted sidequests" that I described above. I had a lot of good ideas when making sidequests in Chapter 2, and, broadly speaking, none of them actually work as coded. They're not even close. So I'm debugging and, in some cases, rewriting them altogether because BoA can't easily do what I intended. I'm almost done with the side quests and will pick up the main quests again shortly. The third main quest is pretty short, and I'm hoping I can get that done in a day. The four
  10. Now would be an appropriate time for a bump, though I wouldn't get my hopes up if I were you. These are very old, unsupported games.
  11. I remember having a rule of thumb about weight-to-value ratios for items to pick up and sell in the original Nethergate and Avernum Trilogy, because if you wanted to pick up and sell absolutely everything that was sellable, even for 1 coin, you'd make a huge number of trips back and forth to dungeons. If you weren't obsessive about selling absolutely everything and were reasonably disciplined about inventory management, you could avoid a lot of tedium.
  12. Hi Warrior Mage, please don't double-post (that is, post twice in a row in the same topic) unless you have a really good reason to. The fact that nobody has responded in a few hours does not constitute a really good reason. Wait a few days. If nobody responds by then, post "bump" to put the thread back at the top of the list and make sure that people know that you're still in need of a response. I realize that you may not know this, but your post comes off as sarcastic, which also is not really consistent with the forum guidelines and makes people less likely to want to help you.
  13. Did you read the topic? That's not what we're talking about here.
  14. By way of example, this is the kind of thing I'm talking about, where in 2007, Alorael could say: "Everyone's already biased towards A2 because it's so clearly the favorite here . . . ."
  15. Yeah, FWIW, I joined the community after Avernum 3 was released, and I don't remember anyone making distinctions between the two by that point. It's entirely possible that earlier discussions were more positive and it went negative after A3. Though given the nature of the criticisms, that would be kind of weird, since they would've applied equally to E3 and A3. I guess it could also be due to a change in forum population, rather than any difference between E3 and A3.
  16. Exile 3 was by far Jeff's biggest early success. It got dumped on by forum members for a long time, though, basically because the premise is not original or interesting (monster plagues?). Almost none of the game is about what the story is ostensibly about (who's responsible?), so it's basically just an excuse to explore and fight monsters. But it's just about the best possible version of "explore and fight monsters" that you can do. The game is huge, and although I think that the combat mechanics for the only version that I've played—Avernum 3 (original)—were pretty bad by Spiderw
  17. The first two (of four) core quests in Chapter two are tested and finishable, with at least reasonably acceptable combat balance. Some of the more elaborately scripted sidequests are in Chapter 2, and I haven't tested those yet. I think that's up next. I'm starting to wonder if I need to rebalance the warrior abilities. It seems like there's one that I use constantly, and I haven't really had a need to use the others. This makes me think I need to change some things.
  18. You have to clear the last text bubble before you can put a new one on the same character. So you need to have: text_bubble_on_char(12,""); text_bubble_on_char(12,"However,you have came in.."); force_instant_terrain_redraw(); pause(25); And so on for every text bubble after.
  19. Agreed. If it worked, it would be perfectly fine.
  20. But it’s still a bad idea, and I say that as someone who actually did it for one scenario. (Not changing the walls, but changing a built-in graphic.)
  21. You can change from surface to cave, but other than that, no, not by normal means. You could conceivably try to create custom terrains that work the same way as walls, but it would be an incredible pain. You could also use the LP approach to changing character graphics (use a custom graphic with the same number as the graphic you're trying to replace), but that only worked on Macs.
  22. Avernum 4 also mentions sliths enslaving humans and nephilim, though without a lot of detail as far as I can tell. One of the crystal souls in ZKR refers to himself as a "slave" of the vahnatai, but it doesn't seem to be meant literally.
  23. Yeah, the party is level 15 (give or take) when they get to a trainer in Chapter 2, and it seems like it doesn't work very well. Or maybe it does — cash is a little tight around that point, so maybe one has to make some strategic choices. I'll fiddle with it. I think it's okay, but I need to tweak it a bit.
  24. I'm glad that you figured that out, because there was no way I was ever going to. It works now. The prices seem absurdly low, but that may just be because they are, not because of a bug. I'll do further checking.
  25. FWIW, the shop number is 18. I'll change it later today and report back whether that helps.
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