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Everything posted by Pig Catapult
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I'm using Windows XP. The only things that seem to be being affected are creatures. The first scenario I encountered it on was that ghost ship one; the monster that attacked you once you and the NPC lady got out of the prison level of the ship did that. That was the only time I've actually killed one of these things, but after that I didn't really want to try. The other one was. . . I don't remember the name of it, but I think it was by TM. It was the one where it required that you have someone in the first PC slot, and it starts with your camp being attacked by a group of nephilim and everyone but you gets oneshotted in a cutscene. All of the attacking nephlim sprites were messed up like that in the cutscene, and I didn't bother playing it further after that (I used the editor to pull my party out of the scenario). The invulnerable creature from Emerald Mountain also was affected. I'd played both Emerald Mountain and Echoes: Renegade before and hadn't had this problem. And, having just reinstalled Emerald Mountain and dashed through to find that immortal monster, it's still broken.
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So, at first I thought that this was just an isolated incident from one or two scenarios, since I first ran into it in two scenario I hadn't played before. Then it just kept popping up. Basically, I'm running into monsters that have had their sprites replaced with junk that looks like it's from the editor menus. If one of them dies, Blades throws an unhandled exception and crashes, presumably because it's unable to play a death animation for them. This only started happening recently, after I picked the game back up from a period of not having played in a while. The only change I recall having ever made to the graphics files was creating a file that didn't previously exist to get around a single glitched tile in DwtD's overworld that caused crashes due to being unable to render from a file that wasn't there. Does anyone know what's going on here or how to fix it?
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Sorry for the double-post, but I've got an update. o.o;; Originally Posted By: Nikki. I guess the easiest way to find out is to try casting a summoning spell after the doomguards stop splitting. If you're able to summon creatures, then the doomguard has some kind of off switch. Well, I tried this same thing again with the Abyssal Slimes in the Pit of the Wyrm, and it looks like it's a switch; I could summon stuff just fine, but even when fighting a new Abyssal Slime with full HP, they don't split anymore. . . . It now occurs to me that I've kinda broken the dungeon now. Oops. EDIT: However, this effect wears off after a while, and they started splitting again, so I guess the switch has a time limit after which it turns itself off.
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Oh yes, CoB is a SPECTACULARLY inefficient way of killing a doomguard. Click to reveal.. Ur-basilisks, or even just abusing the Sanctuary status by casting Radiant Shield it at the end of every round are WAY more sensible. Doesn't mean CoB's resultant Doomguard Explosion isn't fun to watch, though. ;P
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Well, there's certainly a LOT less of them now, and plenty of room for them to multiply if they were going to, but. . . I'm pretty sure the game's given up on this one, at least. As for if there's a hard cap, I don't know, but I do know that a specific doomguard unit won't spawn a new one when hit if there's no room in a ~4-square radius. I guess if that happens too many times, it gives up, maybe?
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1-tile bottleneck: Check Doomguard: Check Two characters that can cast Cloud of Blades twice a turn: Check. You have no idea how happy Doomguards + Cloud of Blades makes me. :3 As soon as one of them frees a space by dying, there's another one to fill the gap. And I can watch it from the relative safety of Behind The Tank. What more could a catapult ask for? ~EDIT~ After stopping to restore mana and let the CoB die down a bit, I noticed that it seems like they've STOPPED MULTIPLYING. I broke the Doomguard! Happy day!
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Trying to make a "Robe of Attrition" item, help?
Pig Catapult replied to Pig Catapult's topic in Blades of Avernum Editor
Originally Posted By: The Mystic Thanks. The idea was to generate perfect, usable item creation code every time, especially since I wasn't too familiar with Avernumscript when I originally wrote it. I also tried to make the interface as user-friendly and idiot-proof as possible without insulting the user's intelligence. I think you succeeded. ^.^ -
Trying to make a "Robe of Attrition" item, help?
Pig Catapult replied to Pig Catapult's topic in Blades of Avernum Editor
Well, I've never actually made an item with it yet, but I think it looks very good. The interface is very intuitive. -
Trying to make a "Robe of Attrition" item, help?
Pig Catapult replied to Pig Catapult's topic in Blades of Avernum Editor
Ouch. Well, it was worth a shot. Thank you for answering. ^.^ -
Okay, so, I'm a total newbie at this, but I have Mystic's Item Editor and it does some of what I want to do with this item, but not all of it. The item I want to make is a robe which does three things: 1. Protects the wearer from 50% of all damage 2. When the wearer takes damage from any type of attack, an equal amount of damage is always dealt to the attacker. 3. Gives -20 to all "Weaponry Skills" stats and Mage Spells The overall effect being that the wearer kills stuff by tanking hits and "splitting" the damage between themselves and their attacker. The deductions to weaponry skills and Mage Spells are to make it fair by forcing the character to be, more-or-less, a Technical Pacifist; their only viable modes of attack are being attacked (making every battle one of attrition/outlasting one's opponent(s)) and using priest spells. I don't really have much/any faith in my own ability to make a good scenario, but this is a concept that I really want to try out in a singleton run of at least the default scenarios, just to see if I could make it work, so this is mainly an item I want to make for my personal use, although I would hardly throw a fit if someone else wanted to use it for something. Now, I think I can do #1, I have no idea how to do 2, but I do know I can do #3. I found a functionality for dealing a set amount of damage to a melee attacker, and I admit that items with that ability that I've encountered while playing were part of the inspiration for this, but I'm pretty sure that what I'm looking for will require some sort of custom script, and that's where I'm stuck. So. . . I guess my questions are thus: 1. Is this possible? 2. If it is, where do I start if I want to go about making a code for it?
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4 of wich you prefer
Pig Catapult replied to Theophilus's topic in Avernum Trilogy (2000-2002 original versions)
A3 was my first and remains my favourite, but A2 and Blades also have very special places in my heart. -
A3 -- Dead Man Punching
Pig Catapult replied to Pig Catapult's topic in Avernum Trilogy (2000-2002 original versions)
Originally Posted By: Earth Empires Originally Posted By: Pig Catapult Originally Posted By: Earth Empires be glad that she didn't get killed by dead monk, that would been sad. Divine Restoration and frequent saving, my friend. yes unless plays singleton torment and last save is few hrs old, then you might unleash some definetely non-pg13 words. I tend more towards inarticulate "GAHHHHHH"-ing in that situation. -
A3 -- Dead Man Punching
Pig Catapult replied to Pig Catapult's topic in Avernum Trilogy (2000-2002 original versions)
Originally Posted By: Earth Empires be glad that she didn't get killed by dead monk, that would been sad. Divine Restoration and frequent saving, my friend. -
A3 -- Dead Man Punching
Pig Catapult posted a topic in Avernum Trilogy (2000-2002 original versions)
I found a funny thing while playing through the Monastery of Madness. So, I cast Arcane Shield on my tank, had her attack one of the Mad Monks, knocked him down nearly out of health, then he punched her for around 35 health, got killed by the Martyr's Shield effect, and then punched her again. There weren't any other monks standing next to her, but, just to check, I had her walk up and whack another monk, and it happened again! XD -
2 and 3 person parties
Pig Catapult replied to feline monstrosity's topic in Avernum Trilogy (2000-2002 original versions)
I'm playing a 2-character party through A3 right now. They're both human, but one is a Tank/Priest with Fast on Feet/Elite Warrior who focuses on her Polearms more than her spells, and the other one is a Mage/Thief/Apothecary who, while dabbling in Melee weapons, is more of a spell-slinging girl at heart. I cheated a bit by giving Lv.3 of Unlock Doors, Move Mountains, Dispel Barrier, Far Sight and Safe Travel to my characters, but I always do that now that I've already played the game through before. In order to get Simulacrum* and Capture Soul at Lv. 3, I had to make a third "mule" character with Good Education, whom I promptly left behind at Fort Emergence afterward, but, now that I think about it, it might have just been that my Rune Reading was too low. How much Vahnatai Lore do those spells actually require/do you also need high Rune Reading? *As an aside, It occurs to me that it was a combination of the Avernum games and this forum that made me realize that I have mild dyslexia. Until I went to check their spellings for posts here, I thought that they were Chiterachs, Trelani, Slithzeraki, and Silamacrium instead of Chitrachs, Thralni, Slithzerikai, and Simulacrum. Thank you, Spiderweb Software Forums. <3 -
A good Avernum RP site?
Pig Catapult replied to Pig Catapult's topic in Avernum Trilogy (2000-2002 original versions)
*bump* Okay, anybody know/have suggestions on how I would go about organizing an RP here? I'm afraid I'm not entirely sure what to do in this context, or what style of play people are used to around here. So, I've got some questions before I get started: Do we use character sheets? Do we use stats, skillpoints, EXP, and/or levels? Do we use HP/SP? Do we just do it freeform like it was a book? Do we use a referee system? How do we deal with battles? Is there one DM who guides the story or is it more-or-less driven completely by the players, or is it something in between? What kinds of characters would ya'll be interested in playing, and what would motivate them? (this one is to help me come up with a plot) -
You never know with this new-fangled "modern art" stuff floating around.
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Thank you. That fixed it.
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Yes. I've moved my entire party away from the boat and then tried again, but all that happens is my lead character ends up standing on a boat.
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Okay, so I just beat the bandit leader fellow, and I went to get on the boat behind him. The thing gave me the choice of "East", "West", or "Get off of the boat", and I chose "get off the boat" so I could save. Problem is, the boat event thingy didn't trip a second time. Does anyone know which SDF I need to reset in order to fix this? ((I'm assuming that fiddling with an SDF is necessary here))
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And even the Hellhound was given a new graphic in Av5. I was very happy about that, actually. Not too thrilled with the Wyrmkin and their graphic, but that's possibly more because they spit acid at me than anything else, and I tend to hate anything and everything that can inflict Acid damage on me, due to the days of Av1-3, where acid status almost always meant sure doom until you could get your hands on Cure 3. Hmmm... Actually, I'd like to see Giant Slugs come back. For all the horror they represent to me, they're goshdarn cute.
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There's up/down buttons that let you raise your stats int he Training screen if you have enough Skill Points.