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Cryolemon

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Everything posted by Cryolemon

  1. Well, since all registration does is change the misc.dat file, you could get an unregistered version and a registered version, compare them and you'd know exactly what to check. We probably would need Jeff's permission for any of this though.
  2. Originally Posted By: King InuYasha Why would you need Jeff's permission to support the original Exile games with the BoE engine? I'm guessing for reasons related to the art and story side of it rather than the code.
  3. Originally Posted By: Celtic Minstrel Yes, there are plans to support Skribbane. Cool, good to hear.
  4. I think I've asked before, but are there any plans to support Skribbane (or, preferably to me, an editable) addiction in a future version?
  5. Originally Posted By: Almkaz I think porting to C# would be a big job for sure - one hope is that since they share the same root syntax, and the .NET framework has pretty good coverage for standard C library calls, that it would not be too overwhelming. In my experience they stretch the definition "sharing the same root syntax" a fair bit, and then you have the problems of C# not directly supporting global variables, requiring everything to be a class, not allowing multiple inheritance, etc.
  6. Also, you would have to completely re-write the code in C#, which I'm willing to bet would be a MASSIVE nightmare. You may as well write a new game.
  7. Exile 2, I like the whole concept of the chapters and the Dark Waters chapter is epic.
  8. I think HTML (Or chm) is preferable, since Vista wont open hlp files. PDF is ok too I suppose.
  9. Originally Posted By: Chokboyz Originally Posted By: Mistb0rn Is there any way to use a node to kill the party without them being able to block it with a life-saving item? Sorry for being late here ... In fact, the node "kill party" is supposed to ignore life saving items, but it seems i've forgot to put the check back when fixing the kill function. I've, of course, reverted it to the original behavior, but we can implement a kill node that allows choosing to force kill or not, if it seems revelant Chokboyz It makes sense to have an option in the node (as an extra value say) to force kill, or allow life saving items to work. What would the default be for compatibility?
  10. As was mentioned, you could just do it a few times. That would make 99% certain they were all dead.
  11. Originally Posted By: Ahbleza I can only imagine how all of you are trying to update a program of this size while trying to live your normal lives. The work you all are doing is much appreciated. tx, me +1 on this. I've looked at the code a bit and frankly I wouldn't know where to start lol. Personally, I'd rather try to rewrite the whole damn thing in C#, but that would kind of defeat in the object lol.
  12. Originally Posted By: Anyone Else with Them Why not have an option in the prefs to control this behaviour. That seems sensible.
  13. Could the edit skills dialog in the character editor be changed so that you can click on the number and type the value you want, in addition to being able to use the arrows.
  14. Wouldn't that defeat the object of it being one-time?
  15. Originally Posted By: Celtic Minstrel A switch for monsters could be introduced, but I don't think it would be worth it. Better is the ability to set the death sound to whatever you want. I think that would make the most sense.
  16. 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... This is ignoring the Feodric business lol. I would certainly be in favour of using the gender as you say.
  17. I didn't know that they could move diagonally in BoE.
  18. Did Jeff ever give a reason why boats can't move diagonally?
  19. Is there any chance of adding support for Skribbane addiction or something similar? Maybe allow an item to be flagged as a "drug", and have the addiction effects.
  20. I agree that you shouldn't be able to edit the level 1-3 spells, or the built in alchemy. It would be cool to be able to add extra ones though.
  21. Originally Posted By: Ishad Nha There may also be things with the E1:E3 spells that are not easy to replicate in BoE. Allowing us to edit spells in the same way we can edit items and weapons would be cool. Not sure how practical it is though.
  22. In that case, would it be possible to make the BoE limit 1024 or something?
  23. Random question, is there anything in E1-3 that it isn't possible to replicate in BoE? Admittedly, attempting to recreate the trilogy in BoE isn't really a viable proposition, but it should be possible. (Not that I suggest trying it lol)
  24. I would certainly play a new scenario. I use windows.
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