Jump to content

Kelandon

Global Moderator
  • Posts

    10,221
  • Joined

  • Last visited

Everything posted by Kelandon

  1. 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 . . . ."
  2. 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.
  3. 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 Spiderweb standards, they were still very enjoyable. The writing (not plot, but writing) is engaging throughout. And there's just a ton of cool stuff: well-crafted dungeons, memorable towns, interesting characters, etc. So yeah, the premise of Avernum 3, and for that matter the execution of the premise, are nowhere near as good as the opening of Avernum 2. I don't remember a moment in Avernum 3 that was like the assault on the Ornotha Ziggurat. But an enormous amount of cool stuff is still a pretty good draw for a game.
  4. 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.
  5. 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.
  6. Agreed. If it worked, it would be perfectly fine.
  7. 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.)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. FWIW, the shop number is 18. I'll change it later today and report back whether that helps.
  13. So here's a weird bug. I have a trainer in the scenario who sells skills in an ordinary shop. The skills are added correctly and shop up in the shop, but they don't have prices. I set the price level to 2, so they shouldn't be free, but for some reason they are. The node is below. I've tried changing the price level, which shows up in the "Prices here are Pretty Average" (or whatever) description but doesn't change the fact that the skills are free. I've tried changing the nextstate, but that doesn't seem to work; no matter what, the next state appears to be the state that the character is coming from. All the other shops in the town work fine. Anyone have any idea what is going on? begintalknode 41; state = 25; nextstate = -1; question = "I would like some training."; text1 = "You finish shopping."; code = begin_shop_mode("Dorethen's Training","Dorethen will train you in a wide variety of combat skills for a fair price.",18,2,-1); break;
  14. Rezilla still works as of Mac OS 10.14, at least enough that I can listen to sounds saved in a resource fork (which is the only thing I use it for).
  15. Since Niemand is gone and his utilities were so useful, I'll host them on my utilities page: https://kppp.webs.com/utilities.html
  16. On Mac, the graphics are saved as a cmg file, while on Windows each one is saved as a separate bmp file. So for people on Windows to play the scenario, you have to port the graphics.
  17. Chapter 1 is done. I've tested every side quest, played through every combat (many times), talked through every dialogue, activated every special, and done everything there is to do. Chapter 1, like the Prologue, is 100% done and tested. The quest count at the end appears to be screwed up, but I'm going to fix that when I pick up again testing Chapter 2.
  18. So yeah, you need to use change_outdoor_location(). Since you're doing this from different towns, you can just put it in each town's INIT_STATE (or anywhere else, but the INIT_STATE is probably easiest).
  19. I'm still a little unclear on what you're trying to do, but it sounds like you may need to use change_outdoor_location(). It's likely easy to make the teleportation effect work, too, if you want, but I'm very unsure about what you were trying to do and why it didn't work.
  20. What happened? I might be able to help if you give more details. Did you get an error message or something? Incidentally, you said that you created a disk image with the APFS format, but, per the above posts, APFS is the problem. It needs to be in the older format.
  21. Yeah, I've stayed on 10.14 specifically to finish Homeland.
  22. If you've made a dmg file, open it and that should mount it as if it were another hard disk. Then you can put your scenario's bas file (and the rest of the scripts, if need be) in there, and the editor should be able to edit and save the bas file.
  23. At the beginning of the script, you need to declare variables. Right after your begintownscript, there should be: variables; short choice;
×
×
  • Create New...