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Thaluikhain

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Everything posted by Thaluikhain

  1. Well...since they have "make poison worse" and "make disease worse" traits already, maybe cursing or webbing would be worse against them? Though, I can't think of a good reason why. The vahnatai seem only to use waveblades and razordisks, and nothing else...maybe minuses to archery, pole and clubbing weapons? Or not using shields. Though, a warrior using edged weapons often won't use them anyway. Perhaps extra encumbrance penalties? I think that could be quite characterful and affect the game, without it being crippling. It'd also probaly encourage using them as magic-users...I think that'd be better than giving them better magic use per se, as some vahnatai don't use it. Would it be worthwhile making a distinction between those vahnatai exile is in contact with, and ones from other groups further down? I'm not sure about having seperate factions as well as races...it would tend to complicate things, but could be characterful...otherwise PCs can get pretty samey?
  2. That also does not want to work. Hmmm...
  3. I try opening the electpc save for the "Election" scenario (on Vista), and an error message comes up telling me "This is not an Exile II save file." Other save files seem to work ok. Does anyone know how to get this to work? I redownloaded it from here and tried again, but the same happened.
  4. I find that it's more convenient that way in combat...but I need to use the character editor *alot* for it to work.
  5. Is there a way I can set BoE (using windows Vista) so it uses a different display setting than everything else? Everything is a bit too small as it is.
  6. Something like that, yeah. Though they are effective warriors as well. Though, a dedicated thread for comparisons of different races and cultures would probably be more useful, yeah. There's a thought, different stats/skills for Empire or Exile humans, barbaric sliths vs normal PC ones etc...
  7. Vahnatai PCs? Hmmm...would be interesting to have a PC race which had disadvantages, not just humans with bonuses. What sort of graphics would be needed? I mean, is there a distinction between male and female nephils, do the different colours mean anything, should nephul PCs wear clothes (my graphics do, but the original ones set the precedent of not doing so) and so on?
  8. Just a thought, would it be worth making more potential PC graphics? It just struck me that you can't have a 6 character all slith or all nephil party as it is, due to there only being 4 of each. On the other hand, it's easy (and fun!) to make your own custom PC graphics if someone wanted to do that.
  9. Originally Posted By: TwilightUnicorn I'd say, that the only way to make any difference between a male and a female humanoid, is to look at the creature's physical appearance. If it is small and hasn't large muscles, then it must a female. Well...that's assuming there is sexual dimorphism in the various other humanoids, and that it follows the same pattern as in humans. For various types of reptiles, for example, the female is the larger...that could be interesting if sliths worked that way, it would change the gender dynamic. In the games, however, there doesn't seem to be a gender dynamic, gender seems to be an almost total irrelevance for most NPCs, and is totally irrelevant for PCs. Secondly, even if the males tended to be larger than the females, there'd still be alot of overlap, with individuals being comparatively weak or strong due to genetics, diet, lifestyle and so on. Actually, now that I think of it, in the 3rd Exile game, the statuette you recover from the Vahnatai looks like it might depict a female, but you aren't sure. Possibly that's just due to the art, but maybe it's difficult for humans to tell. On the other hand, I can't exactly think of a legitimate reason why a member of one species would be all that concerned with the gender of another...unless, say, they were a slave owner looking to breed more slaves.
  10. The slith and nephil graphics don't look like they are wearing anything (except the archer, who has a quiver strapped to his/her back), so pantlessness makes sense, though so does equipmentlessness in general (my custom PC graphics have armoured/clothed nephils, though). Actually...the problem with nakedness is that your primary (and sometimes some of your secondary) sexual characteristics are being displayed...how obvious is this on sliths/nephils et al? Is there an easy way to tell the gender of a slith or nephil (without asking, I mean)?
  11. Hmmm...is that a custom PC graphic? I think that's be a great idea, though I'd want someone else to gain acceptance for the idea befoer using it myself...you can be Lazenby.
  12. Originally Posted By: Chokboyz You mean the patches of white color appearing in scorpions, elementals and such ? If so, the problem comes from the graphical file (pyramid.bmp) in which the artist use non-white (non 0.0.0 rgb) color for some part of the background. Repainting the background with pure white color will fix this (if someone ever has the courage to do so, i left the file alone when i was sure the game engine was not at fault ). Yeah, I know. The same thing happens to the custom graphics in the scenario I'm working on when I'm using photostudio...it occasionally seems to randomly alter the colours just a little, turning white into off-white for no good reason. Also likes making everything a little bit drab, but I'm going to claim that's totally intentional and due to thematic reasons. Originally Posted By: CRISIS on INFINITE SLARTIES I think what really makes NG stand out for some of us is the world of the scenario. Everything fits together, the fleshy characters and the plot and the little details fit too, reinforcing everything else -- it's 100% internally consistent. Everything fits seamlessly with the Exile Trilogy, too, tying in to events from the trilogy without actually impacting anything. That makes it very easy to sink into the world of NG -- you don't have to suspend much disbelief -- and at that point the carefully constructed, intellectually provocative themes that inform NG's story become engaging enough to carry the player along. Oh yeah, definately. There's a few lil odd things (underground Troglodytes (which should fit canon better than it does, you'd think!), and that stuff of sliths and their metals, which may or may not fit canon), but otherwise excellent. At the risk of being banned and having null-bugs mailed to me, it does that somewhat better than the Exile games did. The world has a lot more "history" behind it, and some decent ecology as well...it doesn't really make sense to have ginormous caves with trees growing in them and natural lighting, and though the Exile games touch on this a little, NG goes a lot further and makes it seem much more sensible. Though, personally, I'd say that internal consistent and flavour is WAY more important than keeping it true to Exile (though NP is very good at both). Various scenarios have gotten away with being set in some distant backwater, or not being set in the world of Exile at all...Pyramids comes to mind. Originally Posted By: CRISIS on INFINITE SLARTIES In a sense it's the inverse of a TM scenario, where individual IDEAS -- whether philosophical, or relating to combat or special effects -- are equally robust, but are so forced into the foreground that the characters and story get squished and distorted and lose their believability. What's a TM scenario? EDIT: Just noticed, I've been here a whole year. Still haven't finished a scenario, though...
  13. Originally Posted By: JSMany While I'm glad Nephil's Gambit is a highly recommended scenario, I hope it isn't the best work the community here has to offer. There are still tons of scenarios I haven't even heard about and if I have already tasted the best, then there really isn't anything much for me to look forward to. Well "best" is purely subjective, of course. I think it's the best in terms of political intrigue. It also goes to some length to create its own distint and characterful "world". However, the latter is done ever better by certain scenarios...Masks and Pyramids comes to mind (in my version at least, some of the custom graphics of Pyramids need fixing, though), and there was one about running around in the dreams of the long dead (the name eludes me), for example. The Amazonian Saga was quite good as well, though it was a massive disappointment to find out what the message of the scenario was supposed to be. Originally Posted By: JSMany I always thought people stopped caring about true game depths as long as it fills the screen with pretty 3d stuffs. Yeah, but they all moved to the Avernum games.
  14. Yeah, Nephil's Gambit, for me, is THE best BoE scenario...all goes downhill from there Seriously, though, never found out how to solve the poltergeist. Hoping to finish my scenario (must be 7th or so I've started, never finished any) now that I'm on holidays, though it's going to be abit gimmick based.
  15. Originally Posted By: The Almighty Doer of Stuff The only pants check that I know of is the one in E3, where you place pants on a certain tile in the last dungeon to unlock a hidden town and a hidden dungeon. Wait, what?
  16. You could include one or two "pants" items specific to your scenario, and then have it check to see if it was equipped, I guess.
  17. http://tvtropes.org/pmwiki/pmwiki.php/Main/CatSmile
  18. Over in Australia, the government is making alot of noise mucking about with a blanket censorship thing "to protect the children" or somesuch. It's goibng to block child pornography (illegal to possess), beastiality porn (not illegal to possess, but illegal to host), normal porn, and various sites talking about euthanasia and abortions. They are also going to ban Encyclopedia Dramatica. The site is also being sued for Aboriginal groups, as it abuses everyone and everything without exception, and since Aborigines fall under the heading of "everyone and everything", they are also being abused. This is known as discrimination.
  19. Could there be an easier way of doing this? Say, choose which spells each monster has access to, and make some preferred over others. Then, in each scenario, the creator places monsters that like certain spells in the most logical places for them to be used. Not exactly what was being asked for, and not as powerful, but probably alot easier and still useful.
  20. Originally Posted By: Lilith Plus, remember that there's no "change the space the party's standing on" node: if you're changing the terrain through nodes, you have to set coordinates. You'd need a different node for each tile, if you were going to do it that way. I meant a "change all of X terrain" thing, with X being the terrain that gets changed by walking on it. So until you trigger the node by stepping on something else, nothing happens to change it back. Originally Posted By: Celtic Minstrel I meant the fact that, as Ishad pointed out, you can only place 50 nodes in any town. This limit will be removed eventually, but that hasn't happened yet. Ah, I see.
  21. Ah. So...as long as you know the rituals, you can go and believe in whatever you want, and they'll still work? But you still need the formal rituals that all priests know and teach each other?
  22. I'm very unclear on this. Apart from being less offensive than mage spells, and being able to cast them in armour, there doesn't seem to be much difference. Priests don't seem to have to worship any particular god/s...the Anama, Divine Lucre and Shrine of Happy Thoughts all seem to be purely secular groups (though the Sacred Item doesn't). You can learn priestly rituals the same way you learn mage spells. Do priests get their spells and so on from deities and it's just glossed over, or is there something more complicated that I'm missing?
  23. Originally Posted By: Celtic Minstrel Kind of like the bed graphics? Something like that...though, you also don't see the normal PC graphic whent that happens, do you? Originally Posted By: Celtic Minstrel It sounds like it could work — try it? That'd be the next sep, yeah. It's just that if it doesn't work, nothing at all will happen...I won't be able to see if the idea's not going to work, or it's just me getting something wrong. Originally Posted By: Celtic Minstrel That would eat up your node limit pretty quickly. You can't just have one node, triggered by walking into several locations?
  24. Originally Posted By: Celtic Minstrel I'm not really sure what you mean here. In particular, there's a missing link between the general timer and the terrain change. How does one apply the other? The idea was, there'd be a large patch made up of terrain that changed when the party stepped on it, but each tile would also change back as soon as they stepped off it. To do this, I thought of using the general timer to activate a special node each turn, that changed all the terrain that had been changed by people walking on it, back into the original terrain. But this would only work if the special node was activated to change last turn's terrian back to what it was, before this turn's terrain was changed by the party stepping on it, otherwise you'd not see the terrain changing at all. Also, if the party stood still, the terrain would change back underneath them, I guess...I suppose instead of using the timer, I could put a special node on each individual tile, that is activated when they step on it, I guess.
  25. Originally Posted By: Ishad Nha You could always try moving the party to a new town with the different water terrain. Yeah, I thought of that, but I don't like doing that, losing the map and all. Originally Posted By: Ishad Nha Other than that you will need a special node for "change terrain" for every type of surface water terrain occuring. Around thirteen nodes. Worse changing back, though, as there isn't an underground water coastline. I eventually realised that I could just make a new water terrain without a coastline and avoid all the hassle, so that's what I'm doing. Oh, another question...the "change when walk" thing for terrain types, is that when the party walks on it, or when anyone walks on it? Also, if you have a special node come up due to the general timer, does that come up before or after the terrain is changed? I was thinking of the terrain changing under the party, but also clearing away previously changing terrain they've already walked on at the same time.
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