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Thaluikhain

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Everything posted by Thaluikhain

  1. Hmmm...personally, I'm against it, I like being able to see 8 items instead of just 3. Yeah, I can scroll up and down, but it'd be handy to see more at one time. I personally prefer functionality to aesthetics, but that might just be me. I would suggest, though, if going for the bigger pictures, to make better use of the expanded room to the right of the pic. I don't like the "Charges: N/A" stuff, but having the weight, for example, might be worthwhile. Possibly base GP price? Damage for weapon or protection for armour and so on might be nice, but rather more fiddly, don't know if it'd be worth the effort.
  2. Those look pretty good. With the waveblade one, I think if you swapped the standing one for the attacking one it'd work better. The standing waveblade one and the standing one under that look very similar, though. Also, and this might just be me, but the human in the middle row, 4 down? On more than one occasion I've not been paying attention when casting a firestorm or something against troglodytes, and there's a trog with a similar looking shield and I've accidentally targeted my own PC. Not sure if other people do that sort of thing, but if so, do the PC vahnatai look sufficiently different to the NPC ones?
  3. I vaguely remember something about when the party was in a boat, they couldn't change towns (use a staircase, say). I'm not sure if this was the case, or if it had been fixed. I guess, if you couldn't do that, you could leave the town, go to a small outside section, and then go back into another town, rather than move from one to the other directly.
  4. It's very easy for someone who isn't doing the work and has no knowledge of what's involved to talk about what should be done, so I'll do that then. While I do like the idea of enlarging the graphics, I don't like the idea of moving all the button and stuff around. Same layout, but with everything enlarged seems best to me. Mind you, as it is, it's easy to move the map under where the action is, and have the program take up half the screen and have something else on the other. I don't know if that sort of thing would appeal to many others, though.
  5. Out of interest, why was there a change in cave floors for E3 to BoE? Other graphics I could imagine just not being necessary or seeming too old, but I don't see why white floors are better than aqua.
  6. Yup...and if there's a spot on the map I can't get into it's infuriating. Oh, and gotta scry monster them all.
  7. Bit late to this (and yet to make any scenarios myself), but: Yeah, I'm one of those people who tended to ignore those "this scenarios is designed for specific level or specific save file" warnings. Nowdays, though, I just tend to use the editor more when I get stuck. I tend to play for the story, the grind is just something along the way. Speaking of grind, I'm not a fan of big, multi level dungeons, at least not when you are exploring them thoroughly. I go in, clear a bit out, take all the treasure, go to a nearby town and sell it and come back. In a big dungeon that means I have to keep commuting to work through bits I've already cleared out before I can get to the new stuff, and that gets annoying. Likewise, friendly towns where it's inconvenient to reach whoever I want to talk to. In general, I'd recommend playing a bunch of BoE, see what you like, see what you don't. Commonly people wanting to make a scenario for the first time were told to make something small and get it done, but there was also the idea that your first scenario (or, in my case, my first dozen and counting) won't be finished. So make it as big as you like, try out weird and wonderful things, learn how to do things, and this will help after you've given up on that one and start the next one. Especially the custom graphics, lots of fun making those, and the stuff you don't use for one scenario can easily be used for another. (Actually, should go back to working on mine at some point) EDIT: Oh, another advantage to short scenarios, I might actually finish them. If a scenario gets too long and starts to drag I generally won't give up as such, I'll save the game and maybe come back later and forget about it. This could just be me, though.
  8. Yeah, knew it was about that many, but I thought I'd er on the side of caution and say 5.
  9. Seems a strange thing to lose. In any case, he's probably got more important things to do than much about with that, not like he runs a big company with a whole 5 people in it.
  10. Ah...now that I think of it, I can't think of a monster that has a breath weapon that has another ability, at least in E3. That makes sense.
  11. I think I have Domestic Evil...though do the scenarios have straightforwards names? Domestic Evil is "de", for example. As for reviews, would things be much different now? Apart from scenarios notable for being different than the others at the time, for using the editor i new and inventive ways, not seeing why things would change much. Excepting Inn of Blades, which would be much shorter if made today.
  12. Oh, that's quite impressive. Some of them seem a bit odd, but I guess that's cause I'm used to the older ones. I should give that a try. Most of the graphics I've made aren't from scratch, they are rehashes of the stuff that came with BoE, but I'll have a go.
  13. He's also encouraging thorough cleaning. Given there's a limit to how many items you could leave, I'd spend some time clearing away rocks and picking up the garbage in Hawke's Manse and Fort Emergence.
  14. Also had the advantage of being in Fort Emergence, somewhere you'll visit often. The other two were in a decent spot for convenience, but they were located very close to each other, didn't really need two of them there.
  15. Huh...was sure that they did. My mistake. Oh, would you put all the regeants in? Crypt shrooms, for example, have an equivalent item, but don't exist unless someone adds them.
  16. Ah, but if you were just giving a new flag to those items, what's to stop that flag number having being used in some other scenario for something else? Actually, what's to stop that happening normally, without worrying about odd things in the official scenarios? Why is that? To stop player summoning monsters and killing them for their stuff or something? Seems odd. (Getting a bit off-topic, but unicorns dropping unicorn horns which, IIRC, have no value except you can sell them to one person in E3...that sees a bit pointless in BoE unless people are in a scenario that specifically does something with them)
  17. A unique flag so that they don't stack seems to make sense, maybe some arrows are just different. I don't like the idea of changing the items to match some of the scenarios, you still have to pick a value for each and change things to match. Don't like the idea of changing the official scenarios...there's also area descriptions that probably should be one time only, but then I'd argue that the scenarios should be left as is. However, in any case...does anyone actually use missile weapons? Certainly, it'd be better if there weren't errors, but not sure how often it'd actually affect anything. So I don't really have a strong opinion on this. The Dark Wyrm...well, people can edit their own monsters to have whatever breath they like without any issue. Asps can be summoned by Sticks to Snakes, however, so their stats matter.
  18. Hmmm...in that case, how do you tell what type of breath it has? Do they all have different graphics? Or do you need various protections from other breath types with the same graphics and see what causes damage?
  19. In regards to Dark Wyrms, the only ones I remember in E3 where in one artifact quest in a dungeon under the mutant giant one, and one town in the province locked away due to alien beasts, so not easy to get to with a new party at all. OTOH, would scry monster show what type of breath it has? Cause then I'd imagine old saved games from near the end might have them, scrying all the monsters was a big part of the game for many people. I was also surprised to see "darkness" breath in BoE the first time I saw it, I don't remember it in E3 at all, or maybe I'd confused it with some other breath type.
  20. I remember in the Troglo/Giant quest in E3, the place with shifting walls had ethereal monsters, but that was a one-off based on weird terrain in there (and they didn't go through normal terrain). Had a similar idea about monsters that could go through windows, but that was just going to be more fiddling with terrain and keeping it as a one off.
  21. Oh, I like that. Constantly impressed with all the weird and wonderful things people have done with the editor.
  22. Hmm, playing with teleporters sounds like a decent idea. Or if you wanted to be tricky, change the terrain to put a different room in on the other side of the secret (overwriting what is already there), and then change it back when the party leaves. Had considered doing that, but seemed a bit complicated, and difficult to have anything you actually wanted to see there (such as items or people to talk to).
  23. While it's easy enough to use secret doors to create a hidden room in a town, generally a black space on the map is going to attract attention and get a thorough searching. Was wondering how to make a secret room and keep it secret. You can get away with it to an extent with irregular caves with lots of solid rock in the map so a secret doesn't stand out so much, but in a normal town it's not so easy. One thing I'd thought of was if you had a line of bookshelves against one wall, and the next room had a line of bookshelves against the adjoining room, you could have a gap between them which a player might assume was filled with a wall. Though, unless you were in a big library with lots of walls between shelves you couldn't see that weren't containing secrets, this would likely draw attention as well. Alternatively, I suppose you could have the secret on another level, and have the entrance in plain sight that wasn't obvious, something decorative like a mat or a pot plant that could (in universe) cover a trapdoor or something, but that players wouldn't go up to and click on if they'd not known about it. Or possibly play with terrain changes, for example, a special encounter that makes a decorative pond dry up and there is something at the bottom you can't get at before hand. Was wondering what other ways of keeping a secret secret people had? (As an aside, I really liked in E3 how the thief hid stuff in animal pens. You could break the lock and walk around inside them, but there's absolutely no reason to do so unless you know, and they aren't in any way suspicious. Though, only hides a special encounter, not a room - excepting the really obvious one with the ghosts in the town with the slimes which I'm not sure was connected)
  24. Yeah, I know what you mean, but I'd imagine lots of people spend a while on their stat allocation and then just smash through the combat rather than worrying about tactics because it's easier. Excepting that instead of fighting there's detective work going on, that sounds like Black Closet. You play the president of the Student Council of a girls high school, and you send your minions out to stop things threatening the schools reputation, and don't really do anything personally in-game, just lots of stuff in plot.
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