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The Almighty Doer of Stuff

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Everything posted by The Almighty Doer of Stuff

  1. I'dn't've thought about this had I not seen Slarty's and Alorael's posts, but how informal would the occasion have to be to use the contraction at the beginning of this sentence, and does it reach a point where the occasion is so informal that chatspeak can be used before it reaches the point where the aforementioned contraction can be used? If so, would apostrophes even be necessary? Also, how many English-language words could be stuffed into one contraction before it becomes incomprehensible?
  2. What happens when you combine two contractions as a contraction? "I would have" could be "I'd have" or "I would've", but if you put them together is it "I'd've"? I think I was taught in school that you shouldn't do that at all, but they teach you not to do a lot of things in school without good justification for teaching it.
  3. I've never played DwtD, but Za-Khazi Run is one of my favorite BoE scenarios. Other people's opinions on what's good can be helpful, but take them with a grain of salt. EDIT: Although if you play BoA's ZKR, stay away from the Gazers. Just what I've heard.
  4. Originally Posted By: Iffy Foal Hoards OH NO! TOO MANY BABY HORSES! MY HEAD IS EXPLODING FROM ALL THE CUTENE*splat* Quote: Or course, you must play through the starter scenarios first. Be careful how you use the word "must", because in this case your statement is false and misleading. The only scenarios you can play in the unregistered version are the tutorial and Valley of Dying Things, but if you've registered, you can skip all of the starter scenarios completely and get straight to the user-made scenarios if you want to. Not that I'd recommend that though. I've only ever played VoDT in BoA, but it was excellent and the BoE versions of A Small Rebellion and The Za-Khazi Run were as well.
  5. I forget which one it was, but I have another book in the series, "Pipe Down!", on my shelf next to my computer. It was my favorite book in elementary school.
  6. Khoth and Stareye seem to have abandoned work on the Mac version for lack of time, although Stareye has apparently found the time to make a BoA scenario, so that may or may not change. Ormus works on the Windows version when he has the time, which is not very often.
  7. I would, but I was informed that the original program is not open-source, just the source code. Someone would have to compile it from the source first, then it could be uploaded. I'm also told this is much more difficult for the Mac version, which requires Classic and some difficult-to-find programs.
  8. Yes. If the NPC is his own monster type, you can call a Destroy Monster node to make him disappear (or if you do it through dialogue, there's a dialogue node type for that, in which case the NPC doesn't need to be its own monster type). Then, when you want him to reappear, place a duplicate of the NPC in the editor, and then use the Edit Monster tool (on the town map), click the NPC, and click Advanced. The bottom half of the window that appears deals with town Special Encounter types. Set that to anything besides None and 10, and then call a One-Time Place Town Encounter node, set to the same number.
  9. It's supposed to be impossible and the game proceeds as though she's still alive.
  10. Originally Posted By: Earth2025 Maybe Jeff takes new arachnid-pet and calls it Spider. I think he's actually done this before, multiple times. It may have just been a joke I didn't get at the time, though. The discussion I'm remembering took place in 2001 and my memory's fuzzy.
  11. Anything that follows the rules of the contest, anyway. Assuming there's really no entries. Of course, if it's really come down to an "anything regardless of rule-following" contest, I would like to submit The Killing Cave.
  12. These are friendly zombies though. A friendly zombie wouldn't be trying to eat your brain, would it?
  13. No, there's always been zombies in Avernum. I'm picturing a 16-foot-tall, heavily decaying corpse lurching around and talking in a shrill, squeaky voice. Calling you cute and trying to kiss you. *shudders*
  14. http://www.geocities.com/blyceum/DForum/023.html Quote: Item Graphics — In a shop, the item graphic will not be displayed. Instead, the graphic (if there is one) 5 slots ABOVE the designated item graphic will be displayed. You can work around this by creating duplicate item graphics, 5 rows apart. See the pumpkin, pick axe, sack of flour, and loaf of bread in the GIF file for Redemption for an example of this.
  15. That would probably explain it. Ormus rearranged where the files and resources are. The Super Editor is designed for the original BoE, so in the rearranged version it doesn't know where to look for the resources.
  16. Oh, so a child wrote the dialogue! That explains everything! Hint for the future: Write the dialogue yourself from now on. Some personalities were great, and others were ridiculous, like the shopkeeper who tells you to get out of the shop for no reason. At least we now know it means it isn't necessarily your own failing. I still haven't finished, and I really have no excuse. I did finish the ogre tower, though, and I thought it was refreshingly easy. That's not really a good thing, but given that it didn't actually have anything interesting in it, it's good that I didn't have to spend too much time fighting room after room of bland ogres. I would have preferred a genuinely interesting dungeon though. Something to make the ogres more than just generic ogres, perhaps something that would indicate the intelligence they must clearly have if they can put up such a difficult magical barrier. I did find the outdoor ogre shop charming though.
  17. The Super Editer is just an EXE program file called SuprEdit.exe, without anything else. You need to put that file in the same folder as BLDSCENED.EXE, in your Blades of Exile application folder, so it can use all the BoE graphics and resources and stuff.
  18. Were there any more details added to the dungeons in A1? In E1 I notice that most dungeons have only two or three interesting encounters, including the multi-level ones. Often not even that many for the single level dungeons.
  19. I don't really know what would make it unsuitable, except for the way mountains are rendered in A3, where inexplicable, vertical walls of brown rock shoot up from the ground with occasional sloping paths running between them, rather than a (comparatively) gentle slope running up to a peak. While Exile 3 didn't have height, it did have areas representing hills surrounding areas representing mountains surrounding areas representing impassibly high mountains, rather than just sheer cliffs with seemingly nothing on top. I played well into A3, though, and I liked it, anyway.
  20. Hey, while you guys are compiling the Mac source code, could you possibly compile the original, unmodified source code and put it somewhere online (Aran said he'd host it if need be)? People need it, as well as the original Windows version. All that really needs to be modified is the scrolling text animation (which may need gamma correction for Mac but it's not terribly important) and the license to indicate that it's under the GNU GPL 2.0. People with older Macs apparently can't use the new versions of BoE, and Ormus's version has scenario-breaking bugs in the main program and the scenario editor.
  21. No, I didn't forget Wensleydale. First, I didn't know there was such a thing, and second, the choosing of the names was partly because I particularly like those cheeses, and partly because I thought they would make good names for my characters. I considered using Feta, Gorgonzola, and Pepper Jack, but I decided the first sounded too unhygienic, the last sounded too cowboyish, and the middle one just sounds like a character similar to TB SMITH, from my latest BoE scenario, so I decided against them all. I like the names I chose. I don't have an Avernum party yet, but when I do the names will be Hardtack, Oyster, Saltine, and Graham. I don't like crackers nearly as much as I like cheese, but I needed a different theme, and think they will make a good party.
  22. That's true, but if you find yourself running out of special nodes as Mistb0rn is, that's not too practical. You could have a plain grass terrain that's blocked, and put all your different tree items on that terrain, thus reducing all your trees to one terrain. However, now you have the problem that if someone picks up the tree item, they have an inexplicably impassible grass tile. The same happens with Can't Enter. If you have very, very few trees in any given town, you could call a node every turn (or in the case of Can't Enter, before it in the node chain) checking for the tree on that tile before removing the block. However, with many trees, this becomes unwieldy to impossible. Another, heavy-handed solution is checking every turn to see if the party has a tree in their inventory, and abruptly killing them if they do. None of these solutions work outdoors, however, where you're likely to encounter trees, yet can't place items.
  23. I haven't played E3 since before I joined the community, and I never played E2, but I play E1 and BoE and I use the same party in both. All my PCs are humans. Queso Blanco - Fighter with Ambidextrous, Good Constitution, Highly Alert, Exceptional Strength, and Recuperation. At creation, I give him a few points each in edged, bashing, and pole weapons and defense, 3 dexterity, and then pour the rest into strength. Once strength hits 10, I start bringing dexterity up to 10, then switch back to strength until 20, then dexterity again. Along the way I usually boost the weapon skills and defense a few points, and maybe some mage lore if I particularly need it for something and I can't spare skill points for my priest/mages (Queso Blanco levels up much more quickly than they do usually, so he has more skill points available). After that, I just pour everything into luck. I haven't gotten my latest tweaking of this party build to high enough levels for me to do this, but once Luck is maxed out I'll put points into Assassination. Emmental - Mage/priest with Magically Apt., Cave Lore, Woodsman, Good Constitution, Highly Alert, and Bad Back. He starts with 5 mage, 4 priest, 4 intelligence, 1 SP (because of the mage and priest spell levels, he ends up with 28 SP to start.) I first focus on getting his intelligence to 10, then I get the SP up to 40, then 15 intelligence, 50 SP, 20 intelligence, and the rest is SP. Along the way I boost mage spells as needed, and sometimes give him a few mage lore points. He also wields a cursed knife, but that's for roleplaying reasons. In E1 he does not do this because sadly, there are no cursed knives in E1. Instead, he carries a steel dagger. Brie, Mozzarella, & Gouda - Priest/mages with Magically Apt., Good Constitution, and Highly Alert. They start with 5 Priest, 4 Mage, 4 intelligence, and 2 SP (bringing them to 29). I distribute their stats similarly to Emmental's, except they train priest spells instead of mage spells, and the put fewer points into SP and more into mage lore. Provolone - Priest/mage with the same attributes as the previous three. He trains the same way, except instead of mage lore, he trains alchemy. I don't really use alchemy, but I'm under the impression I need to for a quest in E1, and I've heard that making Knowledge Brews in E3 can be quite profitable. In BoE I don't use alchemy and put the points into mage lore like the other three.
  24. Even at maximum weight, you can pick it up. Also, you can walk on and through it if it's an item. EDIT: Whoops. Didn't see the second page.
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