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*i

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Everything posted by *i

  1. If you have Gladwell's geas you cannot join the Anama.
  2. The problem is that creature scripts and terrain scripts do not meld together very well in the current engine. This issue should be addressed so that, at very least, the pathing algorithm can recognize doors and remove the obstruction. Also, monsters cannot use area effect spells as PCs can. Now granted, they can "radiate" things to the same effect, they are not the same spells. I'm divided on whether or not this would be truly better to implement.
  3. This really is not that bad. To limit frustration, before entering any portal, save the game in some backup spot. Enter. If the teleporter takes you back to a place you have already been, reload and try another. Just be methodical about it.
  4. Talk to the Crystal Soul in Thalants.
  5. Difficulty levels: I agree that changing the names is a pretty good idea. Matching the style of player is also good. In fact, change the name from "Difficulty" to "Play Style". From looking at things posted, here is a suggested list: Casual Standard Veteran Extreme Haste: I think the problem stems from being able to do multiple spell attacks. I don't think melee is as bad. So if magical spells were treated differently I think it would restore some balance. Attacks drain the usual 9 AP whereas spells could use 14 AP. It's still possible to get multiple casting, but pretty hard unless you have special skills or rare items. What this would mean is that melee fighters become even more effective. Spell casters would still be powerful, but no more double Arcane Blow rounds. If this were done, I think haste should just be a group effect spell as well.
  6. Take a look at any of Jeff's scenario town scripts. Near the top, you will see a section for variables. You will often see: int i, j short choice "i", "j", and "choice" are variables that are used throughout the script. You may define your own. Read the section on it in the documentation. If this gives you trouble, read up on the BASIC programming language. It should give you a basic understanding of the variable.
  7. Also, I believe you can damage your own characters when they are charmed.
  8. It's in the Drake Pillars. Go east of Harkin's Landing until you reach a mine owned by a Nephil. Enter that mine, you will find an elevator. Use it. Head north to the next section and then west to the next. In this section, one of the tunnels will take you south. This will get you to Khora-Vysss.
  9. Good strategy and a lot of patience. Probably more of the latter, although both are necessary.
  10. Unfortunately not. I would suggest asking Jeff for the ability to take away skills with the editor. If enough people ask and it is fairly easy to implement, he might just do it.
  11. Speak with the ogre in Melanchion's Keep. He has the vital piece of info that will allow you to trigger this encounter.
  12. Californian: I don't think anyone is attacking you or your play style. It's your copy of the game and you can do with it what you want. On the same token, there is no need to lash out at the rest of the board when no one has said anything to merit it. As for the Howling Depths: Don't kill anything if you are having trouble, just haste everyone and run. When you encounter resistance, summon a shade at the end of the turn to slow down everyone chasing you. Being shielded helps with being peppered with arrows. I do think A5 is a bit less lenient to players that do not allocate their skills as well. My first playthrough was fairly naive with skill building: I didn't take any traits and didn't really plan ahead and a lot of fights were tricky. My second playthrough I used good planning and the whole thing was significantly easier. If anything, this is a weakness to the game. Finally, I hope Jeff gets around to fixing the dead character work around for leaving the testing grounds.
  13. A cleaned up version by Laz and myself is available below. It does a few things differently: 1) Removes obsolete/redundant variables. 2) Solves a nasty problem of mixing the identity of the NPCs. 3) Extendable to work for any number of NPC types so long as they do not have the same creature ID. 4) Transfers level, stats, and status effects allowing more dynamic NPCs if the designer wishes. Please give comments and bug fixes. I'd be surprised if it works in general. As a side note basicnpc is a bad idea with this script as it has a tendency to just return to its original editor placed position. A companion joinablenpc script should be developed. Code: //Created by Dahak on SAT DEC-29-2007//Revised with the help Lazarus, Nioca, and Stareye. Thanks for the help!begintownscript;variables;int i, new_npc1 = -1,new_npc2 = -1;body;beginstate INIT_STATE; // Remove local versions of NPCs erase_char(6); erase_char(7); //all the way up to char xbreak;beginstate START_STATE; //Split NPC from Party when combat begins if ( is_combat() && char_ok(4) ) { new_npc1 = -1; i = 6; while (i <= 7) { if (creature_type(4) == creature_type(i)) new_npc1 = i; i = i + 1; } if (new_npc1 == -1) { print_str_color("ERROR: No matching NPC to slot 4 found.",1); } else { spawn_creature(new_npc1); set_level(new_npc1, get_level(4) ); i = 0; while (i <= 31) { alter_stat(new_npc1, i, (get_stat(4,i) - get_stat(new_npc1,i)) ); i = i + 1; } i = 0; while (i <= 30) { set_char_status(new_npc1, i, get_char_status(new_npc1,i), 1, 0); i = i + 1; } change_char_health(new_npc1, -1000); change_char_health(new_npc1, get_health(4) ); change_char_energy(new_npc1, -1000); change_char_energy(new_npc1, get_energy(4) ); relocate_character(new_npc1, char_loc_x(4), char_loc_y(4)); erase_char(4); } } if ( is_combat() && char_ok(5)) { new_npc2 = -1; i = 6; while (i <= 7) { if (creature_type(5) == creature_type(i)) new_npc2 = i; i = i + 1; } if (new_npc2 == -1) { print_str_color("ERROR: No matching NPC to slot 5 found.",1); } else { spawn_creature(new_npc2); set_level(new_npc2, get_level(5) ); i = 0; while (i <= 31) { alter_stat(new_npc2, i, (get_stat(5,i) - get_stat(new_npc2,i)) ); i = i + 1; } i = 0; while (i <= 30) { set_char_status(new_npc2, i, get_char_status(5,i), 1, 0); i = i + 1; } change_char_health(new_npc2, -1000); change_char_health(new_npc2, get_health(5) ); change_char_energy(new_npc2, -1000); change_char_energy(new_npc2, get_energy(5) ); relocate_character(new_npc2, char_loc_x(5), char_loc_y(5)); erase_char(5); } } // Rejoin NPC with Party when combat ends if ( (is_combat() == FALSE) && char_ok(new_npc1) ) add_char_to_party(new_npc1); if ( (is_combat() == FALSE) && char_ok(new_npc2) ) add_char_to_party(new_npc2);break;beginstate EXIT_STATE;if ( char_ok(new_npc1) ) add_char_to_party(new_npc1);if ( char_ok(new_npc2) ) add_char_to_party(new_npc2);break;
  14. Have you been doing missions for Lark in New Harston? If not, I'd suggest going back and doing them. If you got the relevant quest, speak with the white armored person in the southern part of Muck.
  15. You are going to the defaced gray claim marker posts, right? If so, just go from post to post. Eventually you will find them.
  16. I believe you only get there if you have a Geas put on you: see Gladwell or the Anama.
  17. You should have been given a piercing crystal. Use it. Granted, you don't really need to go here until you reach Solberg's Tower, at which point you can learn dispel barrier so the point is mute.
  18. You can find them in the resting chambers. If you find them, they should reappear there. If you need to complete the quest, try revisiting them.
  19. Head east from Harkin's landing. You will find a mine tended to be a Nephil. Speak with him and he will disable his traps. Enter the mine; you should find an elevator. Use the elevator and head north into the next section. Then head west to the next section. Finally head north to reach Lysaak's base.
  20. Yes, you can level up Sharpshooter. You just need to train in 6 dexterity and 8 bows or thrown first. Note that you must actually train in these: Item, trait, or race bonuses do not apply. After this, you may get train in it. Note that you might want to wait until the Azure Gallery and buy training in Sharpshooter from the Fang Clan Outpost first. You can only buy three levels of skills that you have not trained. For example, if you train in something twice, you can only buy one level.
  21. One thing that's deceptive are the 0.1 or 0.2 pound items out there. The amount you carry is actually a bit higher than is displayed. The code is working right, it's just the display is too approximate.
  22. Quote: Unless smaller companies start making their games available for Linux alongside whatever platforms they currently support, there will be no change among the larger companies, and thus few commercial games on Linux, and finally keeping people from taking the plunge to use Linux. Spiderweb Software is a small company with three employees that serves primarily to support a family. To devote time and effort to please a few is a big risk, especially with a family business. I agree in concept that it would be great if there was more support for different platforms; however, asking Jeff to risk a significant portion of his family income for an abstract and altruistic gain is a bit too much to ask. Ironically, it is the larger companies who are most suited for taking the risk, but their marketing people see that the best way to make money is to do Windows-only games. I can't say I like this being a Mac user, but I cannot blame them for doing what is best for them. I impart with you the wisdom that change begins on the individual level. If you feel strongly about this matter, start your own company and sell games to a bunch of platforms. Be part of the solution rather than asking others to.
  23. The issue is, regrettably, one of money. Fortunately a port from OS X to Linux is, in general, not too bad. However, time being money and these games being Jeff's source of income, there have to be priorities of releasing new games versus capturing the Linux users, which are (at current) a small market share. Personally, I would love to see the Linux community grow so that it becomes a more business viable focus for software companies.
  24. Try walking in a circle up and down the hills toward and away from the walls. It takes maybe about 100 steps of doing this or so.
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