Thaluikhain
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My Scenario: Contents of Pandora's Box. Preview thread
Thaluikhain replied to lampshade's topic in Blades of Exile
One vague suggestion..."scale mail" may be the popularly used term, but the correct term is "segmented laminar" or something along those lines, IIRC...although the name is rather long, using something like that might help add to the character (though, not having any idea what your scenario is about, it's hard to say). Also, now that custom graphics is fixed, greaves can be made to properly create a full suit of armour. -
Originally Posted By: Necrophilius well... i hadn't too much time as I had to study. Graphics are here http://img704.imageshack.us/img704/6213/graph.png some are remakes, some not mine, and some.... new ^^ any comments & suggestions ? I'd be glad for advices That is an awful lot of custom graphics...you're not going to try and use all of them, are you? Quite a feat if you did.
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Feature Suggestions, Bug Reports, and so on
Thaluikhain replied to Celtic Minstrel's topic in Blades of Exile
Hmmm...would there be a way ot taking the xy co-ordinates of specific creatures at various times, so you could cause things to happen where they were, even if they were moving around? Say, if someone had been killed, you could create an undead creature on the spot where they were...if you wanted to be really tricky, you could have that only happen if they were killed by certain things, but that'd likely be too much mucking about. -
Questions about my new scenario - I need help!
Thaluikhain replied to Mistb0rn's topic in Blades of Exile
Hmmm...to be really sure you could have: Set stuff done flag to 1 -> Kill Party -> Increment stuff done flag -> If stuff done flag is higher than 100, end scenario, otherwise go back to Kill Party Though that's a silly amount of overkill -
Holding any group to the ways of peace isn't terribly wise if their are humans or other higher anthropoids in it.
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Questions about my new scenario - I need help!
Thaluikhain replied to Mistb0rn's topic in Blades of Exile
Well, if you made them as new monsters with the call node when killed thing as a special ability. -
Feature Suggestions, Bug Reports, and so on
Thaluikhain replied to Celtic Minstrel's topic in Blades of Exile
Originally Posted By: Ishad Nha PCs are like Angels, they have no clearly defined gender. There is no provision whatsoever for gender in the BoE game. At some point the game could be altered to declare some portraits "male" and others "female", and the death sound would depend upon the portrait number, but in the meantime... If Angels don't have gender, how did they mate with human women to breed hyrbids known as "nephilim"? Seriously, though, I meant for monsters, not PCs. I'm against linking various bits of the characters...I liked having a human with slith bonuses, which Avernum, or at least the later ones, won't let me do. -
Feature Suggestions, Bug Reports, and so on
Thaluikhain replied to Celtic Minstrel's topic in Blades of Exile
Sorry if this has been said before, but it would be nice if you could specify the death noise and blood/slime created when something dies...for humans, it randomises between the male and female sounding ones, which is odd when you've got a character of specific gender. -
One thing I'd like is a thing that resets, or maybe just alters, the amount of moves before the party eats again. Replacing one monster with another sounds interesting... I'd like to see a way of keeping track of if a creature was injured, and how much...for example, if you had a way of swapping one monster with another, the second one could be injured if the first one was.
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Been thinking about how the weapons work in Exile, in particular, the stone/bronze/iron/steel/magic progression. Would it be better to have something like crude/poor/average/fine/extra-nice/magic or something instead? By which, I really mean people renaming the weapons in scenarios. It just seems that the quality of the construction would be more important than just the material. The other thing I've been thinking about is how the weapons work, the main difference is simply the amount of damage they do. A rapier is the same as an axe, they are both better than shortswords, but the broadsword is the best human single handed edged weapon, and all. Now, that's always seen very weird to me, and not really realistic...though, it is better than Avernum, where people carry pikes. Which is just crazy. Also, historically, rapiers, shortswords and broadswords represent rather different ways of making swords. Unfortunately, I can't think of anything else to do. You could muck about with the weight a little, or maybe change the bonus damage and random damage a bit, but the only way to really make them different would be to start chucking in special bonuses for different weapons, counting them as magic and all, which seems unwise. Again, more for customising for individual scenarios than anything.
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Were-ursag would be more interesting than were-wolves...mind you, if they are from somewhere else, they might have some really weird animals over there that they might turn into, something not seen in Exile or the Empire. Sliths turning into reptile beasts sounds cool, though when you think of it, there's no reason why they'd turn into reptiles just becuase they are also reptiles, any more than human turn into apes or horses because they are mammals. As for orcs being green because of the world they come from...why exactly would they be? If, say, it was camouflage amongst their plants or something, if some plants followed them into the Empire's world, you could have a forest full of (practically) invisible orcs...also a good reason for them not to wear much clothes or armour, to go with the savage thing.
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Would the lamppost work better with animation? Flcikering flames and all, I mean.
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Originally Posted By: Mistb0rn Quote: Also, what's that thing to the right of the snowman? I think it's some sort of snowed-over cave entrance. Maybe an igloo? Would thebe a way to represent a snowstorm? Something animated that you couldn't see through, or maybe more than one and some that you could, though you'd need to set it up so they kept randomly swapping in the editor or something.
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Oh...I tried making snow terrain once, never was able to get it to look right...would be interesting to see a version that did. Just an idea...you know how the 3 basid walls (birck, basalt and adobe) all have different looking windows and doors and stuff? Would it be worthwhile creating new graphics so they all had the same options? I mean, taking the birck wall arched door and sticking it on the adobe wall, so you don't have to use the red-brown flat door? It's just that it, IMHO, can seem a little odd to have a town where different building materials mean differential architectural stles, but all doors etc in the same sort of walls look the same. Also, in "Nephil's Gambit", the scenario made good use of the marble tabletop as a wall...I'm thinking that making a set of walls, doors and windows with that might be an idea. Even if those ideas aren't that useufl, making the graphics would only entail copying and pasting for existing graphics anyway.
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Originally Posted By: Niemand While it may be awkwardly stated, it's not unreasonable that geography should be a major cause in the development of skin pigmentation. It is my vague understanding that this is often the case in humans in the real world. He's saying that their skin is dark because it confers a useful advantage, not because they are somehow inferior. Then again, why can't Lamarckian evolution or something weirder apply in Exile? Though, it mostly keeps everything else realistic, with magic and random monsters thrown in. And yeah, poor word choice.
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Was wondering, would anyone use a set of custom PC graphics if it was included with a scenario? One that you'd swap the original PCS.bmp image for, and replace with the original after the game was finished. Maybe even something like "You find the legendary Golden Armour of Tetnwidn (please change your PC graphic to one of the Golden Armour of Tetnwidn pics in column 2)"?
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I was wondering what scenarios, or parts of scenarios (if any) people found scary? I was thinking of getting back to starting the (hopefully) scaryish scenario I'd dreamt up ages ago, and was looking for some better ideas. For me, the scariest Exile bit was in Exile3, wandering round that dungeon in the dark with the giant worm things.
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Hmmm...I know this is a month cold, but still...oh, feel free to ignore anything and eveything I say, of course. Firstly, I dunno about having orcs (especially ones that sound very Warcrafty) in Exile. Part of the charm of Exile is that it wasn't the same humans/elves/dwarfs again...ok, you had goblins, but they didn't do anything of note, the important people were humans, nephil, sliths and vahnatai. Although cat people and lizard people are fairly common, there's no reason for sliths to use pole weapons and nephils to prefer archery and so on, it gives them a bit more individualtiy, and vahnatai seem fairly new and inventive. Now, if you were to call these green-skinned monsters, say, the "Zharg" or summat, and have them predominately use axes or something more exotic for cultural reasons, they'd be much more memorable. As for the plague...is it going to be widespread, or localised? I can't speak for others, but I'm getting a little bored with terrible threats popping out of nowhere to destroy the world in every form of media...having it localised to a small area (an island, say) is easier for suspension of disbelief, and lets you kill everyone off in the end if you like. Are the orcs going to be generic monsters, or are they going to have personality? I personally prefer BoE scenarios where the bad guys have character and some motivation. If, say, the orcs didn't particularly want to kill the humans all that much, but they just happened to be on the land they wanted, it could make them more sympathetic. You mention their own land being barren and unable to support them, which is a good place to start, IMHO...you might want to stick in something about it being their "Promised Land" or something, or that they were here first (maybe), it's their land and they want it back. Were-wolves...maybe something a bit more exotic, some other sort of were beasty. Mind you, I've always wanted to see shape changing monsters in Exile, but it's pretty hard with the mechanics to do much about them. I'd be very interested to see how you do these. Keeping spell casters themed might be tricky as well...pity you can't choose what magic spells each type, or individual, knows. As for monster stats, you can always nick the stats from some other mosnter, say, Troglodytes or sliths, and tamper a little bit with them. But yeah, I've no idea how you can tell if they are too hard or not.
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I really liked the Exile spells. Yeah, long light and unlock made torches and lockpicks totally unneccesary, which was sort of a shame. But having all sorts of spells, that do all sorts of different things, not just a few variations on "whump" was pretty cool. Sure, I'd never ever use fear spells, and many spells I'd hardly ever use, but there were a few that came in handy ever so often. Though, Ice Bolt always annoyed me, the description says that it's lobbing an icicle at the enemy, not freezing them, so it shouldn't be cold damage. Or, if you wanted to be weird, it might be partially cold damage and partially being hit with pointy thing damage.
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Originally Posted By: Thuryl There's actually another glitch relating to monster type 0: sometimes, even though it can't be placed, it will spawn in town as a hostile monster named "Empty" with 0 HP and no attacks. It's not clear what causes this, but they seem to show up randomly in specific towns in some scenarios, like the Wizard's Bazaar in Redemption. I suspect a bug in the way town wandering monsters are handled: monster type 0 is supposed to be ignored in wandering monster listings, but maybe under specific conditions it isn't always. Hehehe...yeah, that one crops up alot...a few of the scenarios even run with it...Inn of Blades uses a different creature, with same graphic and same name as the paparazzi that pop up when you do something of note, and another one has a paranoid character hunting Empties, because they are probably up to no good...IIRC, they might be the people who go round shutting doors you've opened and re-locking them once you've left the dungeon.
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Originally Posted By: Thuryl The former. In an earlier version of OBoE, it wasn't possible to resurrect dead characters via special node. Ok, thanks. Originally Posted By: Thuryl Nope. If you want to represent somebody giving them food, then, well, give them food. That's irritating...oh well, thanks again.
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Originally Posted By: The Almighty Doer of Stuff You have to use the Kill/Raise Party node, probably set to Stoned so that it doesn't play sounds. You put them on a saved item rectangle (the chest) with a Move Party or Stairway node, stone them, destone them, and move them back where you want them. Note that this does not work in the latest release of Windows OBoE. You can not raise an entirely dead party, because the player will be given the Game Over screen immediately upon their deaths. This has been fixed in more recent editing of the code, but a finished release with the bug fix hasn't happened yet. EDIT: It's also advisable to do this in a large-sized town, to minimize the potential for lost items from heavily-laden parties. Large towns have the highest item limit. Aha, thanks...especially for the really quick response. Originally Posted By: Ishad Nha We recently fixed that problem, it was due to the Kill/Raise Dead node not working properly, not actually raising dead PCS. Um...do you mean you fixed it so taking items in that way will work, or you fixed it, thus removing the error which allowed taking items in that way to work? On a totally different note, is it possible to reset the "eat" timer? To make the party eat someone else's food, so that they don't have to resort to their own until the amount of moves normally between eating, I mean.
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Originally Posted By: Athenry Otherwise, open-source software is never a bad thing. I'd love for the series (or at least the first two games) to be updated to fit with BoE and/or E3. I doubt it would ever happen, but perhaps some enterprising souls would take it upon themselves. Wasn't that the point of Avernum? If a third, version of the original trilogy was to be released...well...I can just see us all wearing "The Empire shot first" shirts
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I seem to remember a scenario in which at one point, you are captured, and have all your items taken away, which are put in a box for you to find later on...similar to what happens in Nethergate that one time. These weren't items from the scenario, or regular items from the BoE inventory, but one-off stuff from another scenario. Just wondering how this was done, as it is pretty cool, and it'd help make a scenario I am thinking of be alot more interesting.
