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Celtic Minstrel

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Everything posted by Celtic Minstrel

  1. #1 under Major Changes is "Remove all arbitrary limits", which would be implemented by using dynamic rather than static memory allocation. As for an E2 style map... what do you mean by that?
  2. Well? It would be nice if this would eventually come together properly... doesn't anyone want to write an article or anything?
  3. That's not a bug – it's supposed to work that way. If you want a terrain change to be kept upon returning to the town, you need to set up the town entry node to change the terrain if necessary. Edit: I suppose it could be considered a feature request, but I'm not really sure how it could be implemented while retaining the old behaviour.
  4. He doesn't like you to post error messages on the forum like that, due to privacy concerns. So, perhaps edit it out?
  5. Looks like the site's down – I get a list of PHP errors.
  6. Originally Posted By: Ishad Nha (It seems that in actual practice the Conceal Ability property does not work...) It works in Exile 3.
  7. I downloaded this a while ago too. It's actually in DocMAKER format, which is a standalone Macintosh application. Unfortunately, it doesn't work on an Intel Mac, which is what I have, so I took some time to convert it to HTML format. It wasn't that hard, since all the information is stored in the resource fork in 'TEXT', 'styl', and 'PICT' resources. The result is probably not quite the same as the original, since I wasn't sure exactly where each picture was intended to appear in the text and hence had to guess, but at least all the information will be present. I will upload it as soon as I can connect to filespace.org (it's not responding currently). It'll probably be at http://www.filespace.org/Celtic_Minstrel/exile2items.zip . Since you're a Windows user, you won't be able to open the alias (≈ shortcut). You can replace it with a Windows .lnk shortcut – it points to the "files/1.splash.html". I'll even include a .ico for the icon it uses.
  8. I don't really think there's any good reason to include the complete item stats in the town in every location where it appears. If you want a custom item, just create a new item type and only use it once. Increasing the 500 (or whatever it is) limit on the number of item types that can be created would be nice though.
  9. Originally Posted By: Ishad Nha Exile 2 has provision for completely custom items, items created by Jeff of course. By "completely custom" I mean items that are not part of a set list of ~ 500 items, they are completely unique. No two items need be the same. In theory you could have 24*127 types of items. This seems a rather inefficient way of doing it – which is probably why he changed it in Exile 3 and BoE.
  10. Originally Posted By: Niemand Automatically scrolls the view to keep sight of a creature or item as you move it My only complaint is that this does not work when you disable the arrow keys for navigation (reverting to the default behaviour). Apart from that, it's wonderful!
  11. Originally Posted By: Ishad Nha My count is that Exile 2 used around 231 types only. I am fairly sure of this figure because I have largely decrypted the outdoor zones. I was actually able to make a BoE scenario based upon the outdoor sections of E2. With this I was able to draw up a map of the E2 outdoors. See my post in the E2 forum. Oh? That's rather a surprise... but it didn't have the surface graphics, so I suppose it's possible. I'm sure Exile 3 must have used a lot more types. Originally Posted By: Ishad Nha I am also working on decrypting the E2 towns. This is interesting because I am seeing new approaches to handling things, these could be put in a re-write of BoA. ...Do you mean, a re-write of BoE? Originally Posted By: Ishad Nha Town items: Unlike BoE these are given full entries, with all the relevant details. This enables the placing of custom items in towns. What? You can place custom items in towns in BoE. Unless you and I mean something different by "custom item", which seems unlikely. Originally Posted By: Ishad Nha Preset fields: Every square can have a field on it, and to top that off: fields stack, you can have more than one field on a square. 1,2,4,8,16,32,64,128 means that there are eight different field types. Very logical way of doing it.
  12. Originally Posted By: Ishad Nha In Exile 2 I was able to use a spreadsheet to translate the zones from outdoor.dat into a Blades of Exile scenario. Even though Exile 2 used more than 255 terrain types which is the limit for BoE?
  13. It seems okay to me, though I generally use the keypad.
  14. Actually, there is a lot of text data stored in the resource files. For example, the descriptions of each of the creations are stored in a 'STR#' resource. So if you're doing a dump, it should be of all the STR# resources, at least. Originally Posted By: Slarty The administrators got busy. The site is still locked because we would prefer to keep it organized from the beginning, rather than spend an absurd amount of time organizing it later, as happened with EE. Isn't that the opposite of how a wiki should work? So long as people start with the article list on your Talk page, and make sure to add [[Category:]] links at the bottom of each page, I don't see why we shouldn't just let anyone start writing (and posting to the wiki) an article whenever they feel like it.
  15. Originally Posted By: Sleeping Dragon I'd make some articles right now were it not for the big, glaring "Please DO NOT create any articles until the administrators have finished setting the site up." Are those administrators on the job? Might they want to hand it over to someone else if they are too busy? I personally disagree with that message, and would recommend that anyone who wants to write an article simply goes ahead and writes it. The only possible problem with that recommendation is that the administrators may delete it. (They deleted the articles I created, which, admittedly, were not very good at all.)
  16. So long as the keypad still works, that would be fine. And yes, that is rather like the Drawing tools in ClarisWorks/AppleWorks.
  17. Originally Posted By: Iffy Apparently, Jeff will, after a while, rewrite the first half of the Avernum series to the A6 engine (which will probably be very similar to the A5 engine). I would be not at all interested in a rewrite of A1-3. Nor would I want BoA to be upgraded to the A6 mechanics. It would interesting and perhaps nice to have a separate BoA2 based on the A6 mechanics, but I don't think he'll do it for the same reason I don't think he will create a BoG*. *Blades of Geneforge
  18. I found one problem. It's not really a bug, since it's how it was originally intended to work, but when you are editing in Creature or Item mode, placing something causes the hand tool to be selected, which means you can't go on to place another. This isn't necessarily a bad thing – sometimes it will be what you want. But it would be nice if clicking with, say, the Shift key would prevent this tool change from happening. And Wilkins, that "Errors in Spreadsheets" document was too boring for me to get through it. I gave up soon after the first section.
  19. Originally Posted By: Iffy I don't see why it wasn't scripted so that the party was put back together. Is this actually possible?
  20. I'm not sure if that's truly necessary, or even a good idea. I think the existing custom scenario option works well enough, except for the ridiculously low limit of how many scenarios it can list. If it could list 100+ scenarios, would you still want an Open dialog? By the way, if any moderator is reading this, could you consider pinning/stickying it?
  21. *sigh* Have you read the other posts and acted upon them? For example, did you check to see if there is a file called "Blades of Exile Base" in the Scenario Editor folder?
  22. Originally Posted By: rantalot This might be a dumb question Is it possible to copy and paste the code from avernum 3 for it? The games look virtually identical and the code seems similar. There doesn’t really need to be a picture in the train window just the ability. Or could I simply change the statistics for one of the already existing potions. Change the icon and effect of something like curing elixir. Naturally I would rename it and adjust the ingredients it would take to make it. I don't think you could easily do this without access to the source code. Sure, you could edit the data (probably in the executable) so that one of the default potions is changed to Knowledge Brew, but that would affect the whole game, not just one scenario. Making a scenario that relied on such a change would be a very bad idea.
  23. If you can't drop stuff because there's too much stuff on the floor, maybe the unused portion of the item list is being filled with random data for some reason. Hopefully that makes sense...
  24. Originally Posted By: Nioca Insulted isn't the best term for it. It doesn't receive the awe-inspiring derision that Z-KR gets; it's just that most Blades designers consider it mediocre. I agree that it's a fun romp, but it's not something I want to play on an even semi-regular basis. Give me APF or WH instead. They're shorter, the former is considerably better, and both will level you up several times. Most people like ASR. I count myself amongst them, but not to the level of its greatest fans (or even its better fans, for that matter). I think Z-KR is fun, but that there's way too much room for improvement there. And I think DwtD has been on the short end of the stick. Could you perhaps not abbreviate quite so much? I don't know what APF or WH is. (I just suddenly realized what DwtD was – Diplomacy with the Dead.)
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