Jump to content

Coach

Member
  • Posts

    45
  • Joined

  • Last visited

Everything posted by Coach

  1. Finally! Thanks for the help. I was just in time to save his surface-worlder butt. Kids these days...
  2. I've solved almost every quest except locating Herwin, last seen making his endearing but naive way into the Abyss. Can someone please tell me where he is? I've now wasted so much time looking that I probably could have assisted the FBI with real missing persons cases instead. ;-)
  3. He had to get away from all those crazed teenage fans - Golem Groupies. ;-)
  4. Once again, thank you Dantius, and all who tackled this one! I would never have figured it out on my own. Increases my enjoyment of the game enormously.
  5. This is extremely helpful. Thank you, Dantius! If I could ask another question... My understanding of defense is that a hit on your character diminishes in order of armor percentage first. So you have a 25 breastplate, 10 helmet, and 5 boots. You get hit for 80. 25 percent brings it down to 60, 10 percent brings that to 54, five percent brings that to about 52. Correct? Now, where do Defense and Resistances come in? An armor piece says "+10% to poison resistance" - how's that calculated? And "diminishes damage by five percent" - when? I ogre. I are confused. :-p
  6. Okay, I should have learned this by now, but...could someone please point me at a post that will explain damage formulas - for instance, what does 11-33 damage mean, and how do bonus multipliers change it? Same for defensive items? I know this has been discussed elsewhere in forums but I can't find it. Thanks much. Edited to add: this is directly related to how I play Avernum 6, which is why I put it here. I'm trying to figure out which weapons and gear to use.
  7. Two words about the dedication required to compile this list: Holy Crap! And two more words: Thank you!
  8. Has anyone encountered this one? Your party approaches a gang of thugs who are camped in place. The leader steps forward and says something like, "Don't come any closer or we'll kill you." You get out of the dialogue and note that they are all labeled friendly (blue). Choose to attack the leader without stepping further forward. Get asked, "Are you sure you want to attack a friendly character?" Do it by hitting him with range attacks so you don't step over the line. The leader (now labeled hostile red) instantly gets attacked by his own gang (still labeled friendly blue). They kindly kill him for you. But if you step over the magic line, they all turn hostile. Reproduceable. Edited to add that I first noticed this at the Loyalist hideout in the Wild Abyss Woods.
  9. The timing of this release was absolutely vindictive. I have a deadline Monday!
  10. Beanie and Baby. Cool. And yes, I remember Beetle and Bailey. OMGBBQ makes me LOL. Stingy the Clawbug. Why didn't I think of that? I just named my Drayk "Sir Francis." My War Trall is Twinkletoes.
  11. Surface To Air Vlish! Genius! No comment on "Delicious", though. (Have you tried Ramen instead?)
  12. Quote: Wingbolts: Wingnut and Wingding Rotdhizon: Gangrene LOL! Quote: Alphas:reason and persuasion Clever. Quote: I've got 2 battle alpha's named Ude' and Cuse'. That's the names of Sadaam Huseein's sons. ROTFL! Quote: My most clever was a Rottie named Weiler. *gasp* Air! It takes forever to get a Drakon, but I want to name it something like Meditation or Gandhi.
  13. Let's face it, if you travel with them for a while, you get personally attached. Besides, it's antiseptic to call them "Rothgroth 1" and "Rothgroth 2". So mine were: Cryoas: Ole' Blue and Budget. Plated Clawbug: Fluffy. Drayk: Halitosis. Kyshakk: Mongo. Wingbolt: Flappy and Bozo (he kept getting killed). Rothgroths: Pachyderm and Lazybones. I admit, it's kind of like naming the family turkey before you kill it for Christmas dinner, but still... What did you name yours?
  14. I didn't think it was a bug; just trying to figure out what I did wrong. As I said, I know that bonuses don't count. The specials skills prerequisites list is the standard one from this board; I think what threw me was the difference in traits plus the editor not recognizing (even on extremely high numbers) until after removing traits. It may have been discussed before, but on searching topics pretty diligently I couldn't find it. Anyway, it looks like that's enough answer for me - if I've read this correctly, and after several more rounds I still don't have the special skills, I'll just edit to fix. Thanks all.
  15. Alorael, good idea. I'll create a level one human party with no special traits, add points with a ton of wisdom crystals, raise the prerequisites to the right levels, and see if the special skills unlock. Stand by. Update: okay, still a good idea, except I can't figure out the script to add wisdom crystals. Anyone? (Thanks for your time, folks; much appreciated.)
  16. Not really - that is, when my party hits the prerequisites for skills, the only way to get them is to go into the character editor and uncheck the special traits. Are Natural Mages, Elite Warriors, etc. ineligible for the special skills in regular play?
  17. What I was hoping was that the editor could unlock the skills (if it's a bug, not a feature) and then I could revise the stats back to normal. Because it doesn't make sense that a Natural Mage would not get Magery at INT 8 plus MAG 8. Unless there's a rule I'm missing.
  18. Okay, update. This is weird. I went back to the character editor and ramped everything up to 15. Then I went to "character traits" and unchecked everything (Elite Warrior, Natural Mage, etc.). Then when I went back to the stats window, the special skills appeared. But...it won't let me lower the stats, only increase them! So...in the course of the game itself, hitting the prerequisites for the special skills did not unlock them (even after removing juiced gear). Then the character editor didn't unlock them when I juiced everything upwards. Until I unchecked the character traits. Then it unlocked the special skills but wouldn't let me revise back downward to get the normal party back. Curiouser and curiouser...
  19. Originally Posted By: Thuryl Originally Posted By: Celtic Minstrel You're saying that you are adding skills with the Character editor, but they aren't appearing? Not quite. He's trying to unlock special skills by adding their prerequisites with the character editor. Exactly. When the skills didn't appear under normal play, I went into the editor and ramped everything up to 15. The skills did not show up in the editor itself, before any saves. Also, if a special skill is part of a character trait - like Blademaster for the Elite Warrior - it shows up at the start of the game and stays there, but I can't raise it after I hit the prerequisites that should unlock Blademaster.
  20. I've just registered Avernum 5, the latest version downloaded two days ago. Running on a Mac PowerBook G4, OSX 10.4.11. The special skills aren't popping up when they're supposed to for my party. For instance, Magery is supposed to pop up at INT 8 + MAG or PRI 6. It's not. Ditto for Quick Strike, Blademaster, etc. I removed all the juiced equipment to make sure my party had the right skill levels. I then got into the character editor and raised all the levels to 15. Nothing appeared. What now?
×
×
  • Create New...