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Kelandon

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Everything posted by Kelandon

  1. See this thread for a discussion of Geneforge in BoA possibilities. No one has released a scenario doing this, but we've given a crossover some thought. Um, but that particular plot sounds as though it lacks promise.
  2. At some point while making Exodus, I noted the following: BoA has thirty statuses, but the default spellset can only affect sixteen (if I've counted right) of those, and it can only usefully confer about eight. To put it another way, there is no way to poison a creature, and the only spell that will do acid damage is Spray Acid, which does so little damage that it's not worth it. This is a non-trivial point, because there are seven kinds of damage, and spells can only significantly inflict four kinds on a regular basis: fire, cold, magic, and weapon. Similarly, there are seven kinds of fields, and the default spellset can only create one. Area-of-effect spells, mainstays in the Exile engine, are gone from Avernum, and their replacements are not quite the same.
  3. Getting the fonts to work properly might require some effort on Jeff's part, which lowers the likelihood, too.
  4. Quote: Originally written by Ishad Nha: As I have mentioned earlier, I am sure that Jeff Vogel already has his own personal editor for each of the Geneforge games. So creating a Blades of Geneforge is an easy job for even a busy JV. No, it wouldn't. He already had an editor for the Avernum Trilogy, but creating BoA was one of the hardest things he's ever done. Granted, he spent much of that time adapting the GF scripts to the Avernum engine, but he also spent a great deal of time writing documentation, testing every last call to make sure that it would work even in situations that he'd never use himself, and so on. Making BoG would be hard and time-consuming, and I don't think the end product would justify the time. I'd rather have A5, GF5, and A6 than BoG. For that matter, I'd rather have a Carbonized BoE or a fixed BoA than a BoG.
  5. Re-download the demos and e-mail Jeff for new registration keys. You'll get the games back. Your saves may be gone forever, though.
  6. Special spells are easy. As for special skills, it'd probably be best just to add another set of special skills (Magic Skills, Shaping Skills) onto the default set, instead of trying to replace the default set (which is basically impossible). And while I'd like to think that Exodus is the first scenario to handle special spells elegantly, it was certainly not the first scenario to have special spells.
  7. I wouldn't have even considered making creations joined NPCs, but I guess one could. If you want to allow unlimited creations, you could also make them sort of BoE-style: they're hidden monsters in each town that appear if they exist and stay hidden if they don't. This would require some effort in the outdoors, though.
  8. I think the first post of this thread sounded the death knell for BoG and for BoA bug fixes. Jeff has given some indication that he is interested in releasing the source for BoE, though, so that may yet happen (someday).
  9. Quote: Originally written by Kryten: The serviles have always reminded me of Habnabits . I have definitely had the same impression. The occasional snout really seals the deal.
  10. Quote: Originally written by Drakey is a talentless hack.: What Mac doesn't have a mouse? Well, it could be an Apple laptop. And this PDN truly is priceless. It's funny because it's true.
  11. If you're using a computer that has a mouse, you can click with the mouse. If you're using a computer with a full keyboard, you can use the keypad (the number keys on the far right). If you're using something that doesn't have either, then you have to do something a little more complicated, and I'm not sure how it's done. By the way, if you need to add small amounts of additional information to a post, use the "Edit" button instead of posting twice in a row.
  12. You do know that you can move both diagonally and straight, right? Make use of the mouse or the keypad or something else in order to move in directions that currently seem inaccessible.
  13. If you'd like a diagram of how this is supposed to work, you can look here .
  14. Quote: Originally written by Niemand: Kelandon: I think (and hope!) that you noticed this with an older version. I just checked with the most recent compiled version, and it does undo changes made by the autohills feature. Yes, you're right, it was an older version. The current one works fine.
  15. Quote: Originally written by narpet: I have lurked here for quite a while and I've noticed that this community has a much more positive and friendly population than a lot of other places. My first thought was, jeez, what are other places like? Then I remembered that we're in the GF forum here, not the Blades forums.
  16. Most of those things sound good, although I'll have to see ii and iv in action before I pass judgment on those.
  17. If you actually bought all four games, you may as well start with the first one. It's sort of annoying to go backwards in a series, because you'll miss the smoothing of the engine that you'll find in GF3 and GF4 when you go back to GF1.
  18. I think — and I haven't had a chance to check this since I first noticed it — that Undo doesn't undo the effects of auto-hills.
  19. Quote: Originally written by Andraste: Yay! It officially out now! And we're all so excited that we forgotten a main verb! EDIT: You fixed the wrong typo. This is what I actually meant to say.
  20. Jeff has also said that elevations will return. NineInch, it would probably be better if you posted fewer new topics. Participate in the discussions already taking place rather than starting a million new ones.
  21. That was... informative. Which other part of Valorim did you pop out into?
  22. Come to think of it, I much preferred the A1-3 saving/loading system, and I also much preferred the A1-3 movement.
  23. I already approve of this Quickfire, so I claim the right to the traditional greeting. Welcome to Spiderweb! Leave your sanity at the door!
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