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*i

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Everything posted by *i

  1. Use a piercing crystal. I believe she gives you one.
  2. I believe summoned monsters are supposed to work. I used them when I did this battle, although they were not horribly effective. Didn't have the ability to summon the two things you got when I played it.
  3. I tried 'portal' as well a week ago or so and it locked up my game eventually. I figured it was a debugging thing for Jeff so I left it alone. If you got it to work, more power to you.
  4. Did you kill the monsters in the pits as well? I killed them and it seemed to work.
  5. You should be able to store them anywhere. A convenient place is on the floor right where you appear after using the pylons.
  6. *i

    Luck

    What do the analysis people have to say about it for this game? Is it worth the skill points/money?
  7. This is tricky because you might not know what to look for. They are not the traditional signs, but the small gray stone posts in the middle of nowhere. When you go nearby, some text will display on the bottom of the screen. Nothing special will happen otherwise. When you find all three just return back to Harkin's Landing.
  8. Nope, aside from running away as fast as you can. Taking the Anama scrolls will make Anoharia permanently angry with you. Before doing this quest (if you decide to do it), make sure you have no further use for this city. The reward is a level of Arcane Shield, so it may be worth it.
  9. Here's what I did precisely. After killing the Chitrach Queen, I entered through the northwestern entrance, took the passage south to mindwarp area, proceeded south/southwest a tunnel until I joined up with one of the southern tunnels and exited. I reentered and found my way blocked. After that I left the way I came, and reentered from the northwest entrance. When I got there, I got a message about how this is confusing and using Kingsley's advice I was able to see past the illusion walls. Not sure if there is a specific stat requirement to do this. But this is what I did. Let me know if it works.
  10. It shouldn't matter if you killed the queen. My advice is to ask Kingsley in Anoharia about it. When you go through and double back, you should have an easier time here. At least I did. Nature lore is also helpful for this encounter.
  11. You can still do the Crockolisk quest. All others cannot be done. Head north of New Harston to the alchemist. You should see a small body of water there. If you wait around that (you may need some fish in your inventory) for a while, the crockolisk will appear.
  12. You should be able to come back following the ambush. Once the ambush starts, you have to keep going forward (outrun the people chasing you) until the end. After it, you may return via the pylons.
  13. You shouldn't kill them. Get as far away from them as possible. Periodically (every 3 turns or so) go back up to the machine after it has cooled down and insert another crystal. Once you have inserted enough, the encounter will end.
  14. "My party died because of a glaring inconsistency in the game mechanics that treats PCs and NPCs differently." So what? NPCs and PCs are and have always treated differently. They have more HP/SP than you can get, get battle tactics and spells that you can't have, etc. How is NPCs being able to summon more than you any different from basilisks having freezing touch, different breath types, automatic weapon poison, etc.? "Frankly, I don't see how it could be that hard to switch to a per-caster summon limit unless the code is an absolute mess. It sounds like an hour's work or less." Coding effort is not the problem here, I suspect. What you suggest should be easy to implement. The question about what should be done. You have your opinion on the matter, and Jeff has his. Who is right? No one. Which one gets implemented? Jeff's, because he is the author. If you write your own software, you can implement that as you wish. "Certainly I would have thought twice about registering if I had had the experience above before giving you my money." You are, of course, free to vote with your pocket-book as you wish. Quite bluntly, this one little thing to me seems like a ridiculous point of aggravation. Again, I could argue a lot of experiences where the monsters behave in ways inconsistent with what my PCs could do. So what? It's a game, not reality. "Since he can cheat by performing unlimited summons, I can cheat by using player knowledge to kill him as soon as I see him." I don't see how this is cheating. The real reason monsters need all of these special abilities is that human players are invariably smarter than monster AI. How is this any different from killing a basilisk right away because he can "cheat" by turning my PCs to stone (well freeze me, but whatever)?
  15. Both of them are supposed to die. While it is possible to keep them alive, they will play no part in the story afterward.
  16. Quote: Originally written by stevencook123: i dont care if im banned after this.. all i need is a "code".. is that too much of a request? Yes. It is far too much to request as it is illegal. You can pay the ~$30 like everyone else. Jeff Vogel is not a large software company. He depends on sales to make a living. Your account access privledges have been permanently suspended. Have a nice day.
  17. Quote: If i make a scenario called "swords.exe" Then the custom graphic should be called "swords.meg", right? Yes.
  18. Quote: Originally written by Robsta: I have a number of ideas for the OBoE, both having played the Exiles, BoE and being a programmer and designer myself. One thing I think Exile could use is less defined limits to advancement. While tempting now we have the source, I'm leary of changing the limits of PC advancement. One of the major tentents of this project is to ensure backward compatability in both functionality and balance. The problem is large scenarios that assume a level 50 party throughout might become too easy near the end. Adding new traits, while possible, again starts to affect game balance. This one is far less "offensive" than the others because it could be possible theoretically to enforce a ban on the new skills. As for more races, that can be a bit more difficult than you think and has the same reason as above. Orcs, definitely not. Only races that are part of traditional Exile canon should be allowed. While I could see the option of defining custom races for premade partys in specific scenarios, trying to coordinate all of the different races between them would be too difficult.
  19. Quote: Originally written by Robsta: Yeh, the editor is a must in BoE, in the scenario I'm disigning, I have a couple spots where it is impossible to get out of, but most of my tricky bits are possible. *Search for an escape you might find it* Consider making a special item that calls the End Scenario node if this is the case. It will really help out with keeping your players happy.
  20. Quote: Originally written by Lt. Sullust: Related to this, would it be possible to make bows and arts as useful in BoE as they are in the Avernum series? Yes, but it would break game balance of previous games. It is definitely possible, the question is of should.
  21. This hasn't been posted to in over a month. Right now there is some work going on Desperence for a more centralized thing. Contact Djur about that.
  22. Enlarging the size of the records is one thing that should be easier with the new file format. I do not support the use of separate files. BoE's biggest strength, in my mind, is its simplicity and keeping everything in two integrated files, a scenario file and a save file.
  23. The one on the Spiderweb site is unmodified. I do have a modified version of the OS X code with all of the changes. While I encourage people to work on it, right now I'm in the middle of rewriting the .exs file format which is a major overhaul and if we are not careful, what I am doing will conflict with a lot of things. If you want to do code development work, I can give you information on where to get the OS X source code. This will be useful to see the changes that have already been implemented (whether you work on Mac or PC). The forum here lists them, but the code has the actual source for them. I would encourage you stay out of changing any of the sizes of the records or touching the file I/O stuff for now as it will create major headaches. If you are developing new scenarios using OBoE, I would highly encourage you to wait until a more stable release. I'm hoping to have some finalized code by the end of August or early September. I know the format of a BoE scenario, and I will know the format of the released version, but anywhere in between is prone to have serious corruption problems. In other words, it's not ready for real design work yet. Trust me here.
  24. It may be possible, depending on how isolated parts of the equipped code are versus the selling parts. Knowing the way some of the code is written, it may be that being able to sell an item while equipped will cause problems elsewhere. Rather than doing a proper fix, it is not allowed. The other thing that makes me hesitate is a protection on the player from selling his/her best equipment by mistake. This merits more discussion either way. Right now I'm in the middle of the extensive effort to make the .exs file format cleaner and more managable. This turns out to be a lot more work than I had hoped as many parts and actions depend on these things and I'm having to take that all into account.
  25. Hmmm...it has been a while (> 5 years) since I've coded this. It is possible that this might be the case as a consequence of Variable Town Entry. I've never heard this reported as a but before. I have heard, a very, very long time ago, in another unrelated scenario, a story of how all of the items randomly vanished. I don't believe this could ever be reproduced and hasn't, to my knowledge, happened again.
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