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Robsta

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Everything posted by Robsta

  1. I was saying that in the Game, it seems to be able to generate a small version of the custom graphic, just not in the editior. Ps. w-dueck the link in your sig doesn't seem to be working (for Calamity Refuge)
  2. Originally Posted By: w-dueck When you are in the zoomed out view when editing terrain, custom graphics appear as just black, only standard graphics show up. That needs to be fixed. That’s puzzled me too … when you play the scenario you can see custom terrain on the automap, but when editing zoomed out it appears black. Why? Ps. sorry, but grammatical errors, probably due to typos get monitored here.
  3. It would be nice if the link for the most recent was attached to the compiled suggestion list, and if the compiles suggestion and the OBoE Suggestion lists were stuck to the top.
  4. Another bug for the scenario editor is about special nodes. When a scenario special node over 100 is called by another and you click on it to edit it from the other node, it will automatically create a new special node, as opposed to editing an existing node. I believe that this bug only crops up when a town special calls a scenario special.
  5. I am still a strong fan of BoE and am writing a largish scenario for it called The Quest of the Missing Quill. As for popular support for BoE … in the Calamity Refuge Forums (a new forum that currently has 13 members) there is a poll for which is better, BoA or BoE, and currently BoE is winning 5 to 3. Also in that forum, the BoE forum has more topics and more replies than the BoA forum. So I believe yes, BoE is still strong. Ps. Please join the Calamity Refuge Forums located here.
  6. I used this, but it became tedious when I was placing four different types of soldiers in four towns (or there abouts). (The idea for this came from laziness and this article)
  7. I have a 1 pc party that has finished most of the quests and had a little bit of legitamate editor buffing (I started with more PC’s but when they got to 20 in enough skills, I deleted then and gave this PC their skill) If you want I can e-mail it to you (I'm fairly sure this would work).
  8. The party exits the town as soon as they step on a square with the line.
  9. I agree, a couple notes. A) I think it should be adjustable, like town boundaries, with the default as it currently is. (this is so that scenarios that are currently made will still work the same way – won’t be broken or rendered impossible, but the advantages above are available.) For some reason, the current border is 4 on the left and top, but only 3 on the right and bottom ?!? Search me for a reason why.
  10. From just testing now, whenever I enter a custom graphic into the default talking picture for a monster (say 1223 for goblins) then close the box and open it again, a random number (say 199) shows up. This means I have to manually select every individual monster and give it the same custom talking picture in the “edit creature” menu. Ps. It would also be nice if you could give a monster a default personality. For example allow all soldiers to use personality 47 when they are placed.
  11. Another suggestion Allow the monster editor to use custom graphics as the default talking picture.
  12. The way I understand doomguards is that whenever they are damaged an identical copy will appear with the same HP as the DAMAGED doomguard if it is possible. There is no limit except for these. If the damaged doomguard is dead, there is no point in splitting because the new one would be dead too. If the town runs out of monsters (has the maximum number) the new copy won't appear. Although I haven't tested it, the theory behind the fields is that doomguards won't split into fields and will always split into a certain radius (3 I think) so if you fill this area with fields, it won't split. I love fighting with two weapons, because they can do more damage than one, but against a doomguard this would cause it to split twice, with one of the copies having more HP than if I attacked once with a better weapon (because the split happens between the attacks, not after both). This is the main reason I always try to have a halberdier in my parties.
  13. Quote: Just for thought, let's say the Warrior's Bracelet had an XP penalty of 20%. Would you equip it? All things considered ... Probably just for boss battles, then unequip it just before I strike the last stroke.
  14. Ah, but the question is ... is the XP penalty really that bad? If your character is gaining levels slower, they will gain fewer levels, meaning they gain more XP per monster (because they are at a lower lever) and therefore gain levels quicker. The net result, they gain XP at about the same rate one or two levels lower. Now the question is ... is 15% and 2 damage worth 2 levels? Not so easy to answer.
  15. I'd agree E1 does have the largest demo area, but I would argue that E2 was more packed with events, story and dungeons, making it a larger demo. Anyways E2 was the game that drew me into the series.
  16. Updating Exile!?! I doubt it. After hearing the work he had to go to just to FIND the source code for BoE a few years ago, I'd imagine updating Exile would turn into rewriting exile. He's already done that - it's called Avernum. I also fear that if he updates the Exile engine he will probably be inclined to “upgrade” the graphics/game system to be more like his newer games, and these who still care about Exile generally don’t dig them as much. Finally I don’t think an update is necessary for exile because the exile system includes BoE. OBoE is the dream of an upgraded Exile that keeps the heart and soul of Exile, while BoE and OBoE include scenario design tools so gamers can share their work and keep releasing fresh new adventures. As for updating A1-3, there might be some sense to have the series use a consistent engine, just to keep series continuity. Seeing as the engine of A5 is the most polished he’s produced so far in the series (and possibly in any of his games) it is sensible for him to use this as the model for his others.
  17. Yep, I used to use a bless spell (only) on a PC and get them to fight it (alone) they never seemed to be able to hit a blessed PC (broken much?) I would also give him the best damageing weapon I had (anyone say black halberd?). This topic has been discussed on these forems before (perhaps it was the BoE forem). Although I havn't tried it, apperently using excessive summons or surrounding it with magic fields will prevent the splitting.
  18. It may be a bit late, but I'll try to find time to play it through. Robsta (r o b _ d r u m @hotmail.com) Windows XP No previous experiance (perhaps you could give me a couple of pointers) BoE - played relativly few scenarios, but I have beaten all three of the origional Exile series.
  19. Yep, I still use the origional BoE and it is possible to put augment shops in.
  20. Thanks, I might take you up on that offer, but as I said, it will still take me a while to finish the scenario. I have 27 towns, of which only 20 are “complete” and three nearly complete. The other four need some major renovations (like the addition of buildings, people, and town stuff like that). I also work somewhat slowly, right now I’m in exams so I don’t expect to work on it again until Saturday.
  21. For signs, there should be an option for the designer to give two or more signs the same number (have the same text displayed). There are currently 15 signs allowed per town, and 8 per outdoor sections. I’ve run out of signs in a couple towns, and other designers might have the same problem. I believe this would be easier to implement than raising the number of signs allowed.
  22. Does pixel perfusion have these yet? Some scenario designers for BoE might want them.
  23. Originally Posted By: Celtic Minstrel Originally Posted By: Milu Originally Posted By: Robsta there are a few items that I defiantly wouldn’t want to be sold in them (say the auto win the scenario item). Any have a clue? Items that have a treasure class 0 won't appear in random shops (and they won't be dropped by monsters). I thought each random shop sold items of a specific treasure class, so shop 0 sells treasure class 0, shop 1 sells treasure class 1, etc. Is that not right? I don’t think so. After the post yesterday, I checked a shop (that was supposedly a shop 4) and it predominantly sold treasure class 1 items (4 or 5 of seven items I checked) of the others only one or two were of treasure class 4. I remain baffled.
  24. PS. that last one was me, I was just too lazy to log in.
  25. Since BoE seems to have left Jeff’s hands, I was wondering how to release a new scenario nowadays. (It may take a long time for mine to even get to beta testing; I’ve a few towns to fill up yet. Does anyone have ideas of how to make the rest of a town, the part that does not pertain to one’s quest?) As a side note, does anyone know how random item shops work? According to the scenario editor, the “Special Item Shop” seems to explain what the dialogue menu calls the “Magic Shop”. This will sell items from one of five lists, 0-4, but I can see nowhere which items (or item #’s) are on each list. I want to be able to have random item shops, but there are a few items that I defiantly wouldn’t want to be sold in them (say the auto win the scenario item). Any have a clue? Edit: added side note
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