Jump to content

Cryolemon

Member
  • Posts

    119
  • Joined

  • Last visited

    Never

Everything posted by Cryolemon

  1. Originally Posted By: Mistb0rn You mean, just different colored versions? Like purple and black? I could do that easily, although it's up to CM whether he wants to include them. Yeah, as long as you could make them do the right type of damage in the editor as needed.
  2. Originally Posted By: Celtic Minstrel It's like lava, but it's blue, and does cold damage. There's a small patch of it in the bottom left corner of Upper Avernum if I recall correctly. I actually usually call it "slush", but I said "anti-lava" here in order to be absolutely clear. Makes sense, thanks for the info. Are there (Or could you make) other versions that do magic or dark damage?
  3. What is anti-lava? /has never played Avernum, only Exile.
  4. Originally Posted By: Ahbleza Instead of speculating, why not just ask Jeff about what may, or may not, be questionable? me That would be the sensible thing to do, yes.
  5. Originally Posted By: The Almighty Doer of Stuff Perhaps we wouldn't even be allowed to include them if Jeff knew about it. That seems rather unlikely to me. Why make the game open source if you aren't going to allow the graphics to be distributed with it (obviously at the same time keeping ownership of the graphics)? Maybe someone should make some brand new graphics just in case, but I can't see it being an issue.
  6. Originally Posted By: Thuryl Originally Posted By: Sirath The Destroyer Well just click here click here i think i found it What is this post? Why are you posting the terrain sheet for the old version of Exile II? Are you trying to admit to pirating it? I am confused. Could have been like an Exile themed Rickroll?
  7. With a luck stat of 255 I'm guessing it would be impossible for that PC to die? Or does luck only give up to say 999/1000 chance of surviving?
  8. Speaking of the windows help file for BoE, it doesn't work on windows Vista, is there a HTML version of it about?
  9. Originally Posted By: Niemand Originally Posted By: Cryolemon (I can program a bit, but hate c++ with a passion) Then you're in for a treat! The scenario loading and storing functions contain some marvelously crusty old C(-style) code. It's got lots of pointers, verbose error checking; it's great! (Or or you know, horrible, but it sure isn't properly idiomatic C++.) That's even worse, I know nothing at all about C, except the history of it. Pointers are most of the reason I hate C++. Originally Posted By: Celtic Minstrel I think the easiest thing to do here would be to import Warrior's Grove if requested, then add all the other requested towns. Then if you put 3 in the "medium towns" box and also check off Warrior's Grove, you'll end up with 4 medium towns in total. That makes sense.
  10. Originally Posted By: The Almighty Doer of Stuff Probably because Warrior's Grove is a medium-sized town, and in order for the program to import the town from Bladbase.exs, the first town needs to be medium as well. I'm assuming it wouldn't be too tough for the editor to be made to check if the Warrior's Grove button is selected and only then require that the first town be medium, though. (Speaking from no coding experience and not having seen the code, anyway.) That makes sense. I haven't read the code either (I can program a bit, but hate c++ with a passion) so I don't know how easy or hard it would be to implement.
  11. Is there any reason why Town 0 has to be a medium sized town? It seems a bit of an arbitrary restriction.
  12. Originally Posted By: Celtic Minstrel You mean, turn it off for all items of a particular type? You probably could, yes. We'd have to add something to the party struct to keep track of it; perhaps a vector of item numbers who have had Conceal Ability turned off. Then when loading the game we'd have to go clear the Conceal Ability flag for all items in said list. (This mechanism would not allow you to conceal the ability of an item whose ability was not concealed in the scenario file.) Yeah that was the idea. I think what you say is probably the best way to do it.
  13. Originally Posted By: Celtic Minstrel Maybe. What mechanism do you suggest? It's impractical to have a special node affect an item for several reasons. First, there is no way for the player to choose an item in someone's inventory in a special node sequence (though there is the whole Sell button mechanism). Second, you'd either need to affect all items in a specific PC's inventory, or all items of a specific type in a specific PC's inventory. Both lead to potentially odd results; the former means that the NPC can tell you about any item you may posses, and both imply that if the ability is revealed on (for example) a Brew of Lethe, the next time you find a Brew of Lethe its ability will no longer be revealed (which doesn't make sense to me). It could also be implemented like a sage selling identification, but that still leads to the same problem about not knowing the ability for future items of the same type. If you have any suggestions, or believe one of these problems isn't truly a problem, fire away. Hmm. Could you have a special node or something similar that turns off the "Conceal ability" flag for the item? Or would that not work / cause more problems?
  14. Originally Posted By: Celtic Minstrel Originally Posted By: Cryolemon Is there any way for the party to find out what the concealed ability is? Say by a special or something? No, there is not. Do you think it would be a good idea (or indeed practical) to include something like that? It would be cool to be able to create an item that has a concealed ability until the party read about in a book or get told what it does by an NPC.
  15. Originally Posted By: Celtic Minstrel So, if two items are unidentified, you don't know what either of them is, and you can't be sure they are even the same. If, however, they are identified but have a concealed ability, you know what they both are and know that they are the same, so they should combine. That's pretty much what I meant. As long as it's only the ability that is concealed then they should combine if they can. Is there any way for the party to find out what the concealed ability is? Say by a special or something?
  16. Originally Posted By: Celtic Minstrel I don't think conceal ability should have an effect on whether they combine. Isn't the purpose of conceal ability just that you don't know what an item does? If you have 2 items the same but don't know what they do then they should still combine.
  17. Originally Posted By: Thuryl Originally Posted By: Cryolemon Also, on a slightly different subject, is there a limit to how much damage one attack can do? I'm guessing 255 if there is? More like 32767. The practical limit on how much you can do with maxed-out hacked weapons with the Flaming Weapon ability is somewhere around 1000 per hit, though. Makes sense, on both counts.
  18. So game balance is the biggest issue then? Regarding the last thing maybe there could be a general scenario option to not allow levelling up? (Doesn't really help the compatibility issues, but does solve it for the future =/). Chokboyz, Yeah increasing damage, etc as well would be the idea, so you could have things like in FFVII (maybe not to the level of millions of HP though). I suppose the increased caps could be optional and default to off (have them as general scenario options or tied to a saved game or something). Also, on a slightly different subject, is there a limit to how much damage one attack can do? I'm guessing 255 if there is?
  19. I'm not sure if this has been mentioned (hopefully you'll forgive me for not reading ~600 posts) but is there any fundamental reason for keeping some of the statistic caps at what they are? It would be useful if we could set a monsters health above 2500 in the editor for example. I'm not sure what I think the max should be, 65535 comes to mind although that seems excessive (having said that RPGs like FFVII have had monsters with 1,000,000+ health...) The same goes for PC stats, is there any reason why the stats have to max out at 20? I'd suggest 32. I think max PC Health should be at least 1024 (maybe more, see my previous comment) max level could maybe be increased to 64 or 100. I haven't read the source code (nor do I intend to in detail, c++ isn't really my thing) so I'm not sure if these could be done easily. Hopefully this makes sense.
×
×
  • Create New...