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Prince of Kitties

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Everything posted by Prince of Kitties

  1. ROS has a hard-coded range of 4 IIRC, as does Mindduel. It shouldn't be a problem. (Another vote for expanding the grid size, if it doesn't take too much effort.) Also, in a similar vein... It would nice to have some changes to the automap. Currently the map only updates itself with squares that have been in the displayed grid. It would be more logical to have it update all illuminated squares that are in line of site of the player - if you can see them, why not map them? I'm not sure if this would slow things down excessively, or if it would take a large amount of coding, but if it's practical I don't think it would break gameplay - just make it less annoying. (There's also the possibility of allowing certain terrain types to not show up on the automap until within a certain range, set to "always show" by default for compatibility reasons. This way, you could for instance have squares of quicksand that only showed up on the map when you were two spaces away - players with their noses in the automap could blunder into it without noticing and get stuck, etc.)
  2. In no particular order... Falling Stars - engaging plot, lots of characters, lots of hidden stuff. Some people have complained about combat balance, but I find that the "unbalanced" fights make it feel more realistic - some days you're up against a bunch of disorganized orcs, others you're facing Seraphim and Rokka that are tailor-made to kill unwilling targets. Tomorrow - Essence spells, cool. Wickerman, cool. Fight with Cornell, really cool. Ending cutscene... amazing. At the Gallows - This scenario didn't strike me as really great until the stuff with the mysterious purple-robed guy and the alternate reality business came into play. It never really got elaborated on, but the utter weirdness of it all was wonderful. Revenge - this scenario gets a special place in my list, because it proved that you can make a scenario very difficult without making all the tough monsters magic-immune. This makes combat a lot more interesting.
  3. Have you found the boat? There's a portcullis blocking the water from entering that area, but a little to the east of the portcullis (southeast of the boat) there's a room with a lever - that's the one you want.
  4. The chief use of the character editor, at least for me, is preventing myself from getting permanently screwed - for example, removing the party from a scenario when I've managed to get stuck with no way out, or replenishing my mages' SP if I've managed to save during a fight that I was losing badly. Those things can't be done with the scenario editor. (The PC editor is very buggy though. I've found other items that don't work properly, e.g. you can't give the party smokey crystals, at least on the Windows version, and the editor's version of Aescal's Ring apparently never runs out of charges.)
  5. Featherfoot can be found in the ruined Troglo fortress, as can The Last Alnerian.
  6. There's a boat in the north, but the canal has been drained there. IIRC the key gives you access to a small room with a drainage control lever, which lets you flood the canal so you can use the boat.
  7. It isn't. I haven't built one from stock components, but from personal experience I can say that they're not very hard to assemble, given a screwdriver* and some time. *Tool, not drink. Stamped metal cases and alcohol are probably a bad combination.
  8. I can't vouch for other Spidweb games (other than BoA, which works decently without sound), but registered and unregistered copies of BoE work perfectly, with no corruption (they crash when you use ALSA instead of OSS, but that's it). Given that, it wouldn't be unreasonable to expect OBoE to work.
  9. What OS? If it's Windows, you can use Notepad to edit the source (and I think there's also a Windows version of EMACS, no sure), and TurboC++ should compile it. Keep in mind that some stuff doesn't work though. (Also, you should probably find some more RAM... it does wonders on slow machines. 256 MB of PC-100 or whatever you use shouldn't be hard to find on EBay, though it may be a little more expensive than DDR.)
  10. You'd have to be wielding only a bow and arrows for it to work, since weapon poison is automatically applied to the primary weapon (no way of selecting).
  11. Hmm. Weapon poison? As far as I know, it never worked on arrows in BoE. Might have worked in E1, when projectile weapons had to be swapped in, but I don't know because I never managed to hit anything with an arrow in E1.
  12. I'm not sure, but I think there may be an issue with items that have a special item number not stacking. A lot of the potions and gems are given such numbers in Spears so that they can be used for making other items, opening portals, etc. Speaking of opening portals... In the ancient tower in the Nephil lands, there's a portal that can be made usable by dropping rubies (ordinary ones, not Nath's red gems) on the runes around it. It goes to a library, where the undead patrons will give you access to study rooms in return for handing over four rare books that can be procurred elsewhere. Each book you give them allows access to one study room, and each study room contains a useful spell in one of the bookcases; if you've found one of the books (easiest to find is probably The Last Alnerian), try going to the library, giving the librarian-spirit the book, and saving the game. Then enter one study room, look at the bookcases for spells, reload, go to the second, etc. until you find the one with the dispel barrier spell. (If it's there, that is. The bookcases outside the study also contain useful and interesting stuff, such as special spells and historical information; however, the library is huge, disorganized, and full of lesser undead, so it's a pain in the neck - and the hands - to browse.)
  13. When I start OBoE via Wine (from anywhere on my hard drive, and at any monitor resolution), I get graphics corruption that looks very much like what happens with these bugs: http://bugs.winehq.org/show_bug.cgi?id=6908 http://bugs.winehq.org/show_bug.cgi?id=6909 The above are fixed in the demo version (and the registered version, from what I can tell with updated executables and the proper bladmisc.dat file). Open BoE, on the other hand, looks like this on start: Has this been seen with OBoE on any other platforms? How might I go about fixing it? (BTW, has anyone gotten the PC editor for Windows to compile? In certain scenarios it can be very useful for undoing otherwise permanent screwups.)
  14. Another suggestion, which may be difficult to implement but could make a lot of scenarios (e.g. At the Gallows) work better - time passage could do with some fixing. It's been known for a while that a "day" spent in the overland map (or in bed at an inn) is not counted as a day, or at least not as a full day, for all purposes. Making time spent in bed or outdoors count properly would make certain scenarios less annoying to players. (It might also make some scenarios a bit more difficult, but I highly doubt it would do so to the point of making them unplayable.)
  15. If it hasn't been implemented already, and isn't too nasty... Checks for RoS casting on a space should be made into a check for a spell cast on a space, defaulting to RoS. There are ways around the lack of a spell-on-space check but they're kind of ugly, and don't really allow for requiring specific spells. (Spell-effect-on-space would be even better, but I think it could be extremely nasty to implement.)
  16. I've seen this, but I don't think it's a bug. Remember when Commander Whatsit tells you about the room with your equipment? I'm pretty sure I remember him saying the equipment room won't be yours for long, because Fort Silver has some problems with limited storage space. Anyway, if it is a bug then it does make sense thematically.
  17. There are a number of places with cauldrons set up for preparing such potions, e.g. the alchemy room under the Slith capitol. Just place the necessary ingredients on the cauldron and wait a few turns.
  18. Hmm, I was looking in a different file I think (and it was in the Windows source). Just a second... Here, it was in party.cpp: Code: void do_mindduel(short pc_num,creature_data_type *monst){ short i = 0,adjust,r1,r2,balance = 0; adjust = (adven[pc_num].level + adven[pc_num].skills[2]) / 2 - monst->m_d.level * 2; if (pc_has_abil_equip(pc_num,75) < 16) adjust += 20; if (monst->attitude % 2 != 1) make_town_hostile(); monst->attitude = 1;
  19. Here's a small nuisance I almost forgot about... Kill Party/Stone Party nodes kill PCs that don't exist, turning them into corpses that do. Subsequent Resurrect Party nodes will then inflate the party to the full 6 PCs. To avoid inconveniencing people using smaller parties, the game should probably check to make sure that a character exists before killing it.
  20. Wine does not and should not provide "windows.so". I've also gotten the same message for "blades.so"...
  21. Hmm, apparently I ran winemaker in the wrong directory. Damn clumsy fingers. So now I get this: make: *** No rule to make target `windows.so', needed by `all'. Stop. ... Apparently this is an issue with the contents of the makefile. Anyone know what I have to put in there to get it to work?
  22. Yep it was something obvious, make is using winegcc instead of wineg++. And the settings in Makefile look right, wineg++ for CPP files... How do I change this?
  23. I tried compiling OBoE using Winelib because Turbo C++ refuses to install and the demo version of MS Visual C++ is a piece of trash that needs IE. What I got, after converting everything to the right case with winemaker, was about three pages worth of errors, including stuff about missing semicolons and a lot relating to undeclared functions and variables. There's even this: Code: townout.c:625: error: ‘TRUE’ undeclared (first use in this function) ... What am I missing here? I know it has to be something obvious...
  24. The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53). If I'm reading this right it should be easy to fix.
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