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Everything posted by Kelandon

  1. You definitely need to update to the most recent version. It's likely that this error is caused by some missing code that was added in a later version. Also, I'd probably just restart the scenario; you're very early on and it'll take you just a few minutes to get back to that point. If that doesn't work, I can help. These unhandled exceptions are the bane of my existence because, as a Mac designer, I can't reproduce them. I need to know exactly what happens right before the crash. There are several steps in that part of the scene: 1) Legare says "O Goddess, let what yo
  2. I was hoping to come back and say that everything through the end of Chapter 2 is done, but it's not happening as quickly as I'd hoped. What I'm doing now is creating all the stuff that didn't go right the first time—e.g., there was a space where I figured that I wanted something of general nature [x] to happen, but I couldn't come up with the details for [x], or I started to write [x] and it was bad, or whatever. I'm making progress, but I probably need another month or two. I'm also filling in minor details everywhere. For example, yesterday, I added area descriptions to every to
  3. You know, he tried that a couple of times. The second time, it was a complete commercial flop and nearly destroyed the company. He's said he's not likely to do it again. That may very well be the reason that Jeff hasn't tried it. Jeff is a good writer. He's a passable coder, but he's not great. You don't play Spiderweb games for their advanced programming; you play them for their immersive storytelling.
  4. I'd definitely recommend starting with Avernum or Avadon. Both are very good. Avernum is more open-world exploration, whereas Avadon is much more linear. I'd say that the mood of Avadon is darker and, at least for me, the story was harder to follow at first. Geneforge is excellent but is in the process of being remade right now, so I'd recommend not starting there (though you could). Nethergate is also excellent but a good deal older. I didn't like Queen's Wish, but most people here did.
  5. I just wrote the ending. Like the ending of Chapter 3 (which is probably the most pivotal moment in the scenario), it's going to go through a few drafts before I'm happy with it. But holy moly, I wrote the ending. There is a ton of filling in to do. The scenario has 93 towns, many of which are only partially complete, and there are a few more to create. There is a lot of combat to put in, much of which is pretty elaborate scripted combat and will take a lot of work. But this is a major milestone. I've been designing frantically for the past couple of days because I knew I was close
  6. Yeah, I learned the dangers of overly long periods of no interaction while designing Bahssikava.
  7. I am losing my mind. I figured out how the second (and, by far, the longest) part of Chapter 5 can work, and it's... nuts.
  8. Haven't had time, will respond later if I'm able. EDIT: Actually, heck with it, I'll do it now. The docs say: "A blow with a weapon does a number of dice of damage equal to the attacker’s strength plus the skill in the weapon plus the bonus." So an additional level of skill or an additional level of damage adds one die to the dice already used. The size of dice is determined by the item's inherent properties (strictly speaking, the it_damage_per_level characteristic).
  9. Lots of progress over the Thanksgiving holiday. I created the core of most of the end of Chapter 4 and the beginning of Chapter 5. Chapter 5 has essentially three main sequences, and I created almost all of the first. The second is going to be long and quite tricky to plot out — I have a seed of an idea, but it could be great or terrible, and I have to really sketch it out before I can start putting it into the scenario — so I think I'm going to write up to the beginning of that part and then skip ahead to the third part, which I have pretty solidly under control. And that's pretty much it. I
  10. Something like that, yes. Iliointh was mentioned a couple times in Exodus as the birthplace (well, hatchingplace) of Khalthas. The name is a slithification of Ilion/Ilium, the alternative name for Troy. Aeneas comes from Troy, and Khalthas's story is very, very loosely inspired by the classical epics.
  11. Continuing the work on the last few towns in Chapter 4. It's coming along, albeit slowly. I also spent a few hours today revising my name list. One of the facets of Homeland that makes it very different from my other scenarios is the huge number of friendly towns, which in turn means that there are tons of character names — far more than in Bahssikava or Exodus. By my count, there were 32 character names in Bahssikava, of which 4 were Jeff names (Legare, Sss-Thsss, Phaedra, and Machrone). There were 48 additional names in Exodus. There are already over 200 in Homeland, and there wi
  12. Really? It's in the INIT_STATE, so it seems like it would check it every time you enter the town. Errrrr, or does the INIT_STATE for a terrain script not run each time you enter the town, as I thought it did? But, come to think of it, Bain is clearly trying to have the door become locked from within the same town, so my method wouldn't work anyway. So yeah, for that you'd need to do a slight modification on the door script to have it check the flag whenever you walk into the door, instead of whenever the INIT_STATE is run. (The problem, evidently, is that the i_am_locked variable g
  13. Yeah, tl, dr, you probably should use the flag in cells 2 and 3. Set the memory cells so that it's impassibly locked, set the flag that unlocks it in a one-shot on initially entering the town (or beginning the scenario, or whatever), and then when you want it to be locked, set the flag to zero. Haven't tested this, but it seems like it should be straightforward.
  14. So... the bad news first. I basically stopped designing for a year because it was hard to find the time to do it. But the good news: I've resumed, and I'm making significant progress. My goal now is to design from where I was in Chapter 4 (basically, the second half) to the end of the scenario, ignoring all side quests and pretty much skipping over all combat, both of which I can fill in on a later pass. And I'm almost to the end of Chapter 4. Today, I started to create the last three towns (as in, pressed the "Create New Town" button and placed town entrances in the outdoors) for
  15. It's going to be sometime next year. Probably the second half of next year.
  16. Huh. Jeff has never really changed the plot of a game in a remaster, has he? I mean, there have been some tweaks here and there (the ending of the Hawthorne assassination mission in Avernum 1 comes to mind), but nothing big. I'd be interested to see an Avernum 4 with semi-significant plot adjustments.
  17. I played a little more, but I never got anywhere interesting, and I gave up. I'm sure there's something good here, but I just can't get myself to care long enough to slog through the stuff that I find boring to get to whatever I might be interested in. I can't stand the combat system and I dislike the graphics, so even if the plot picks up, it's hard to imagine liking this game. FWIW, I had the same reaction to Planescape: Torment, so this isn't necessarily to say that the game is bad, just that it's not one that I want to put time into. I may come back later, the way I did with GF
  18. That's almost certainly true. All I mean to say is that, so far, I don't like this game at all. That doesn't mean it's a bad game, just that I am not enjoying it at all. But I'm still going, just to see if anything picks up. I've played every other one of Jeff's games, and I've liked every other one of Jeff's games (most of them a lot). I'm as surprised as anyone else that I don't like this yet. I've been going back and forth on dropping the difficulty to Normal, but I really don't think that's the problem, so I haven't done it yet.
  19. No, not particularly, and here's why. As I understand it, the Calamity happened forever ago, and everybody just kind of accepted that something bad happened. There's like one loony sage who cares about what it was, but it's history, not a current event. Your main task doesn't even relate to that, at least not in the early game. Compare that to, say, the barriers in Avernum 2. They just happened, they're totally screwing with everything, and your central mission is to deal with them. Anyway, for what it's worth, I'm continuing.I made it into the Vol, but it seems like I
  20. In the vein of some of my other topics like this, here are my thoughts on Queen's Wish. I'm playing on Veteran difficulty, which is my standard for new games (though I played GF5 for the first time on Torment, which was probably a mistake). And man, I'm not having any fun at all. Granted, it's early, but at this point I'm tentatively planning to quit and not finish. Here are some of the issues I'm having. Combat The "you have to complete a dungeon on one run" change is obnoxious. I always found the "jump down a hole and you're trapped and can't get out the w
  21. For me, this is the bottom line. Spiderweb games have been a little energy-intensive in the past, but I've never had a problem like this, and no other game that I've played is this energy-intensive. It's not the computer. It's the game. I know that it's painful to do this because you're worried about breaking everything, but Jeff, could you take a good, solid look at the suggestions here? They seem pretty straightforward and potentially quite useful.
  22. I've been having the same issue on a similar computer (MacBook Pro 2019). I flagged it for Jeff near the end of beta and he basically just shrugged. I'd love to know how to fix it.
  23. I don't have that issue on Mac OS 10.14. Don't know how it is on Windows, though.
  24. I just had to upgrade (old computer died), and to my mild amazement, this appears to work. I used Disk Utility to create a writable disk image and it appears possible to edit a BoA scenario on it with the 3D Editor.
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