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Celtic Minstrel

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Posts posted by Celtic Minstrel

  1. Hmm, potentially friendly goblins... I like that. (In general I like the idea of making normally hostile creatures friendly.)

     

    I already have a utility scenario that I made, but I could always try another one. Mine is flexible but a little inefficient.

     

    (I have sent you a private message.)

  2. The automatic porting feature of the editor is proof that the game accepts more states than the documentation claims. I suggest raising the limit on state number to 255 - that is, after all, the logical limit if the number is stored in a char variable (ie one byte).

  3. It's good to have the documentation online, of course, but I recommend distributing the program with an offline copy, presumably accessible through the Help menu - for the benefit of people who have dial-up or non-constant internet access (eg. only at school / work / whatever).

     

    I'm not one of those people, but I would still like to have offline reference. Sometimes my internet connection randomly breaks.

  4. I've numbered all 8 images in order of their appearance in the thread.

     

    1. This one seems artificial. frown
    2. This one is probably my favourite of the first four. Generally you see a mixture of broadleaf and coniferous trees, unless you're far north or in the mountains.
    3. This one makes me think of a young forest, possibly a plantation.
    4. Nice, but I think the trees are a little too large.
    5. Perfect for a place where broadleaf trees are sparse. This one ranks equal to #2 in my opinion, but for a different situation. I still don't like the trees of #1, but it's better when they're not the only kind of tree present.
    6. Same as above.
    7. Same as above?
    8. I like the autumn tree, but I think it would work better in larger clumps rather than the occasional lone tree amongst conifers.

    For myself (ie if I used graphics like these in a scenario), I'd like an option of all conifers, all broadleafs (autumn and summer), and a mixture.

  5. While we're on the topic of documentation, there's this:

    Quote:
    From the Scenario Workshop Support page:

    The call print_big_str_color is actually called print_big_str_num. It works exactly like print_big_str_color, as described in the editor documentation.

    When I tried out AScript, I noticed that the error checker considered print_big_str_color to be valid while print_big_str_num was not.
  6. I think the categories of Lenar's rubric are good, but they needn't be combined into a single overall rating.

    1. Playability
    2. Plot/Exposition?
    3. Combat
    4. Puzzles
    5. Roleplay?
    6. Aesthetic
    7. Custom Graphics
    8. Town Functionality
    9. Novelty
    10. Replayability?
    11. Scripting/Nodework
    12. Outdoor Functionality
    13. Dialogue
    14. Prefab Party?
    15. Treasure Balance?

    I added #l2 onwards, and the ?'s are the ones that don't quite seem good enough for me.

    Each category should have a rating of 1-5 or 1-10 or whatever, plus a N/A option (eg for a scenario without an outdoors or without combat, etc.)

    Also, some of the above categories could probably be combined.

  7. Well, I decided to add it to the list in my first post. But I don't think OS integration is a priority here - the game uses a custom dialog engine, so the only titlebars will be OS dependent. (The game window and the map window titlebars). Although I've noticed that on Windows the dialogs also have titlebars.

  8. If you make your BoE scenario and it interests me, I will play it. I still plan to create some BoE scenarios myself. Although I think BoA has many improvements, there are still things I prefer about BoE - for example, party size and spell repertoire.

  9. But if it loads corescendata and then the custom script, why would the grass be affected when I didn't do anything to it?

     

    Unless... the game stores the fact that one was imported from another rather than actually importing the data?

     

    A sample of my code:

    Code:
    begindefinefloor 254;	import = 0;begindefinefloor 0;	fl_icon_adjust = 656;
    Then I did the same for each cave floor as well as the cave water, and the hill terrains. To fix it, I also did the same to all the grass and dry ground but this time setting it to 0. I'm not sure if it was actually needed for the dry ground though - I just assumed.
  10. Quote:
    Originally written by Ballad:
    Don't forget that your custom data script takes precident over corescendata.
    Are you saying that the game loads the custom script before it loads corescendata? It shouldn't do that.
    Quote:
    Originally written by Ballad:

    If I were you, I'd reassign the altered floors a different, unused number, leaving the first cave floors well alone. That way is far easier than redefining all of the grass floors again.
    Maybe, but I've already done it now. smile
  11. (Sorry about double post!)

     

    I found another odd bug. I altered the cave floors to add an icon adjust value, and for some reason the adjust value was carried over to the surface floors as well - even though I had not added it. I added to specifically cancel the adjust on the surface floors for it to work properly.

     

    Edit: Thought I should be more specific. I modified them by importing them into 254 then reimporting that (implicitly) back into the original slot, rather than completely redefining them.

  12. Quote:
    Originally written by Travers:

    Player: "I am a servile. A rogue creation. Nothing but death awaits me at your hands.";

    Crowley: "You really think that? Recent events have forced us to ... to reevaluate some of our policies. Make no mistake. You will not be hailed as a hero. But you will not be destroyed."
    ...
    Crowley: "That is why we can forgive you for your crimes. We can even ignore the way you, a creation, have gone so completely rogue. We can learn from each other, instead of us having to destroy you. But only if you aid us. Help us to help you"
    Isn't Crowley the general you speak to in the Shaper camp? Does he say those things there or do you meet him again later?
  13. There's a bug with item graphics. If you give an item an inventory graphic that is not in the first row of the sheet, it will be displayed correctly in the Get window, but once it is in the inventory the graphic at the top of the same column will be shown instead (ie, if it was slot 11 or 21, then the graphic in slot 1 will be displayed). Floor graphics in the second row work perfectly fine.

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