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Smoo

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Everything posted by Smoo

  1. Assuming you have the latest version of the scenario, it is possible to get Lucia's doll back from the bunny. But since the bunny's antics are (mostly) randomized, it can take some time to get the right sequence to trigger. But hey, at least you got the pigeon crap
  2. No big loss. Basically you could have gone on a scavenger hunt to make the armor magical and maybe be worth the money you spent on it. When I was designing Rats Aplenty, I wanted to see if I could write enough dialogue in one town to reach the maximum allowed amount. Turns out it wasn't that hard. This is why I had to split Scurftown in two with some of the buildings in a different "town" so that I could fit all the dialogue in the scenario. Hope you have a happy Thanksgiving.
  3. Man, I was at the edge of my seat with that Horatio's Guard bit. Just one step. I wanted you to take one step with the armor. On the off chance that you are still not done with the scenario, you might want to buy the armor and do what you clearly thought about doing: complain to Branimir that you got ripped off. Edit: Also I wondered how I handled it if the player cleared out the bandits and undead before getting the quests from the captain. Apparently, the actual dialog for receiving the quests won't show up, but at least you got the rewards.
  4. Ah! You've finally gotten around to playing my stuff. Perfect! You see, like most other designers, I too am a raging egomaniac, so I will now play closer attention to this Let's Play. Rat's Aplenty, despite being shorter than some of my other stuff, has probably the most easter eggs, hidden stuff and all around alternative methods of getting thigs done, so I am curious to see how you do things and how much of the content you manage to discover. I already see that you've missed two of my favorite gags: You did not inspect the altar of the Great Spirit in the undead side of the caves (although maybe you will still in future videos) and you did not try to leave the Belching Patron before you had received your quest (Honestly, as someone you tends to freeroam quite a bit, I am surprised you did not try to leave right away, even by accident.) Then again, you did find the Hidden Grotto (where the fat orange bunny is) accidentally like I thought you might. Some of the bunny's antics can actually be benificial to you and there is a tiny quest-type thing that involves it, in case you never do return there.
  5. "Aphobia" is Greek for "fearlessness", or something like that. Think of words like atypical, asymmetrical, asexual etc. So, no. The scenario was not misnamed. Although, to be fair I too think of it as A(rachno)phobia, but you can't really name the scenario "Arachnophobia" since that would give away everything really.
  6. Heh. Nobody praises Canopy for its story. Edit: Well, that's not exactly fair. I think some reviews did, actually.
  7. I'm pretty sure Chessrook got the "play in order" list from earlier this thread. There was a discussion about which scenarios are linked to each other and Tarsus said pretty definitively that Chessrook should I seem to remember that Renegade does directly reference the events of Mad Ambition (not that it matters much). Since we are discussing which scenarios to play first, my stuff can be played in any order, but I would recommend playing Backwater Calls first, as it is terrible. I recently replayed it inspired by these Let's Plays and I must say it seems to get worse after each time I play it.
  8. Regarding question # 2, it's not just any armor that Gabriel will enchant. You have to have the overpriced leather armor you can buy from the rambling shopkeeper (Horatio's Guard, I believe). You can also extract something from an ice lizard for this enchanting process. Speaking of obscure special items, did you find (use for) the pigeon crap?
  9. I'm at work and going by memory here, but as Kelandon alluded to, there are four outdoor encounters you have to go through to find Rosemary. Each encounter should point you to the general direction of the next. From your post I'd guess you've found the first? That said, the second should be in the north-west part of the map hidden behind some trees in a swamp, I think. This one is the hardest to find as I recall. The third is in the hills in the east and the last is south of there in the south-east corner.
  10. You're right, Kel. I did some testing and (at least in my Windows 10) deduct_ap can be called in town states and from special items. It worked fine. I seem to recall that some years back when I played BoA on a Windows 7 the game didn't work right. Some scripts didn't work at all or something. I had to play the game in compatibility mode. Which OS are you using, Chessrook? Edit: or maybe your BoA isn't up to date. What version of the game do you have, Chessrook?
  11. Regarding deduct_ap(), as far as I can tell, it is working exactly the way it is supposed to (on Windows). From the BoA Editor Doc Appendix v1.2: Emphasis mine. So as far as Windows users are concerned, the fact that Mac users can apparently use the call anywhere is the bug.
  12. I'm running Windows 7 (64-bit) and play BoA with Windows XP (Service Pack 2) compatability mode and it works fine.
  13. So I was thinking about BoA the other day (as a part of my larger thought process concerning my creative writing). I thought about all the unfinished stuff I have gathering e-dust on my hard drive and why I never DID finish them. Well, simply put, I think I overreached myself. I chose for my next project something way, way too ambitious (over 80 large towns, with the maximum amount of quests, a complexish morality system, several joinable NPCs who you could talk with like Adrian in Magus of Cattalon etc.) and I simply could not put the time and effort into a fun project of that scale while simultaneously working and studying. On the other hand, I think the shriveling interest in BoA, and the lack of feedback stemming from this, also contributed to my waning interest in designing. Perhaps I would have been more motivated if my later scenarios had gotten more comments, a fact I am not too proud to even admit. Reasons for quitting (if writing a couple of dialogue nodes every year is quitting. It is.) notwithstanding, I decided to come back and reread the comments I had gotten for Quarhag Pass if only for the reason that I was quite proud of it even though I remembered the reaction to it being along the lines of: "Yeah, it's alright." Having now reread the reviews, I did notice something that confused me somewhat (and I realize that I cannot make any definite assumptions with only four reviews, but still...). Mainly, people thought the conditions that triggered the good/bad endings were arbitrary and hidden. Granted, it has been some time since I designed or played QP (or any BoA scenario for that matter), but I seem to recall quite clearly that I wrote in this sequence: That said, this is not a "I'm back" post, nor is it a goodbye post, the latter which I never made when I silently drifted away from the community as I felt I was never an active member at any rate (apart from being, to my shock, one of the more prolific designers for BoA). This is not me announcing my return to BoA because I don't think I will ever rekindle my passion for BoA, the reason being that I haven't even played BoA in over a year, nor have I had much interest in doing so. This means I haven't had the chance to try out some promising looking scenarios, and I used to play (and review) them all. I used to write dialogue and scripts every day too. Not sure if I'm just wallowing in nostalgia, but I kinda miss who I was back then. I like myself more now, but it was nice when you could just at your computer and CREATE something for hours on end. Here's hoping those times come back. Smoo
  14. Go ahead and include Quarhag Pass. Just make sure it's not the version in Finnish... although that would be kind of funny.
  15. Originally Posted By: Smoo Maybe by adding a little pressure on myself I can force myself to actually work on this thing. Welp. That didn't work. It really wasn't an unrealistic supposition to think that I might be able to finish this thing before I go on a trip for two weeks. I guess I'll just have to continue not getting anything done once I get back. Work takes too much out of me, I suppose. Also, the typos distracted me from this before: Quote: unless you want to give the impression that the pillar might fall into the chasm at any moment) Why would I want to give that impression? Shut up!
  16. I know what you mean. I too had some doubts about the quality of the third party scenarios when I first started playing BoA (since, you know, they aren't made by "professionals"), but some of them really are quite good. On a different note, you hear that everyone: my scenario is pretty good, but y'all made bad ones! Suck iiiiiiiiit!
  17. Quote: the falled pillar That's a typo. I was going for "fallen." Although, maybe it could have been "felled" since E is so much closer to A than D is to N on my keyboard. Maybe I decided to change it halfway through typing and ended up with "falled."
  18. Maybe by adding a little pressure on myself I can force myself to actually work on this thing. Anyway, Home Again was supposed to be my entry for the 24h-contest held... um, a year ago? In all honesty, I still don't think I've spent more than 24 hours total working on it, but the idea has evolved a bit from what it initially was. Anywho, it is still a short scenario with one outdoor section, one friendly town and one two-part dungeon. I'm not going to say anything about the plot, unless someone is actually interested to know what it's about. However, here are some screenshots: Click to reveal.. My question is this: does this look okay? Both of the screenies, do they look stupid? The color palette in the first and perspective in the fallen pillar in the other.
  19. Does anyone know if Tyran is still around? Does he still update the Database because its says on the webpage that it hasn't been updated since February 2009. Also, the version of Quarhag Pass hosted on the site is the April Fools version with the Finnish dialog and such.
  20. I'd just like to pipe in that I too am a bit surprised at the number of entries. Here's hoping that all 18 contestants manage to finish their scenarios! By the way, I won't be entering as I am still trying to complete my scenario for the previous 24h contest... Ahem. I am willing to judge though if we can't find enough judges.
  21. The moonstone can be in any of the four locations marked by the rune. Its placement is random. The four locations are: Click to reveal.. 1) In the northwest corner of the map; near the big boulder. 2) West of the central lake; through a hidden passage in the mountains. 3) In the northern edge of the Great Swamp. 4) In the northeast corner of the map. You'll need a rope to get to the nephilim.
  22. You can push the boulders from the north through the fence by looking at them.
  23. This nonentity agrees with Enraged Slith: a beta might help. If you've really worked on it for 3 years then maybe a fresh pair of eyes could help pinpoint what exactly is wrong with it. Or maybe the beta testers might be able to convince you that there is nothing wrong with the story. By the way, do you know how the scenario is lacking or is it just a case of "it doesn't feel right." If it is the latter case then definitely just beta it. Since when has beta meant "complete", anyway?
  24. I love Mike Slack. I do not love his scenarios. I just love how he keeps coming back for more. There is one significant change that separates The Staff from other Slack scenarios; there are women NPCs in it, but you cannot hit on them! Le Gasp! But apart from that it is a Slack scenario all around. The dialogue is functional at best, pointless most of the time. The towns look okay if a bit cramped. There is some silly humor thrown in that could have been left out. In fact, there is only one thing wrong with this scenario: the execution of the plot. I was actually pretty intrigued after the intro texts. The Staff is a standard fantasy-fest with a hunt for the missing MacGuffin which the villain has broken into seven pieces and hidden them from the good guys. The knave! That is it, really, no fancy-smanshy philosophical rides through your mind, and none of that stupid tinkering with my PCs. The Staff could have been good if the puzzles you have to solve in order to get staff pieces would have been better. As an example of the idiotic locations the pieces are in: one piece can be found in a grave in the town the staff was stolen from. Really? No-one thought about looking there? Was the pretty obvious clue on the tombstone too much? Obvious puzzles aside, there is also the combat. Slack claims that this scenario is for levels 1-100. This is patently untrue. I went in with a level 79 singleton. The only enemies that were even able to hurt me were the ones accompanying the final boss and even they came nowhere near killing me. Granted, there is not that much regular combat to begin with, and you could maybe ignore or sneak past most of the enemies, so maybe Slack thought that this would balance the issue somehow. It does not. There are actually plenty of things I could complain about, but here is the bottom line: The Staff is not a good scenario. Is it even Slack's best? No, that title would go to Mystery Manor. It is not even worth playing through, in my opinion, especially not with a party from the back end of the level range. Perhaps a level one party would be more suitable, though I am not sure how they would fare in the boss fight and I do not have the energy to find out. Rating: [rating]SUBSTANDARD[/rating]
  25. I just posted five reviews and realized I complained about the length of everyone of the scenarios. Yes, Warp is short, but it is competent. Anyway, the scenario begins with the player just wandering into a magic research facility where all hell has broken loose. It will soon become clear, in a rather longish expository dialog, that Warp is a time travel scenario. A mage has gone rogue and leaped into the past, so the player must hurry back in time to stop her from disrupting the past. Wait! Hurry back in time? Wouldn't the mage have changed the past immediately after she jumped through this magic portal of hers? I mean, as soon as she steps into the past the present will change, right? Unless she was always supposed to time travel. But then again... Argh! So yeah, if you are bothered by time travel paradoxes or if you think about the timeline of the scenario too much, you are not going to enjoy Warp. But if you manage to ignore them then Warp is a fun scenario to play through. Unfortunately, apart from the story, it does not have much going for it. Combat is minimal. There is not much to explore or to loot. It does get bonus points for alternative endings, though. But now for the positives... Um, the ending I got had a pretty neat cutscene with stars and all. Yeah, well, Warp may not have many mind-blowingly great parts, but it has no outright bad parts, unless you are the kind of person who vomits at the mere mention of time travel that is. Nevertheless, everything that is here is good or at least competent. Therefore, Warp, I rate thee: [rating]GOOD[/rating] Oh! And Ethalia has "perfected spells that speed up her own actions [...] slow the actions of others"? Um, that's "Haste" and "Slow", right?
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