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yarrmateys

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Everything posted by yarrmateys

  1. You are a: Objectivist Anarchist Isolationist Nationalist Reactionary Collectivism score: -83% Authoritarianism score: -83% Internationalism score: -67% Tribalism score: 17% Liberalism score: -50% while the test is likely not that accurate considering it's just another online test made by someone with too much time on their hands, to some people this probably makes me the literal satan. lol.
  2. yeah, that. i never kept one in my inventory long enough, so i just went with the icon, which looked like a cookie.
  3. the trick is that the people as a whole would need to know what they want, and have high education and strong wills to avoid coercion into changing them. unfortunately, in most cases there's huge discrepancy in what people want, and then there's the problem with people's opinions being pretty easy to sway through manipulation of media, so things they may wish can be shaped by any group with money and a malevolent agenda.
  4. i wonder if when he gets around to a4+, he'll add overworld maps like a1-3, or will they use the same interconnected map system the originals used.
  5. i had some fun eating every single cookie i found in game. as soon as i found one in someone's house, lair or base, the first guy in my team munched it down. back in exile times i had some fun placing magical barriers in doors and windows, then tossing quickfire into buildings. too bad it hasn't been possible for a long time.
  6. there are a lot of height differences, but you should never see it unless you somehow glitch through the walls, in which case they'll get uncovered just like a regular map. i once had a glitch like that happen in a2:cs, and explored various strange outside map locations, including the inaccessible empire controlled lands. they were full of height differences outside the visible map boundaries to account for different heights of the different map areas. jeff apparently doesn't bother making the invisible parts flow nicely, because i doubt anyone will ever see them, barring an accident with save or memory corruption.
  7. yeah, around launch day and a little bit after it they had lowered prices. gog's was 14 euro as far as i remember, i was speaking of the non-discounted prices. steam always charges europe more for everything, even the poor countries.
  8. if you live in europe, the games are more expensive on steam, since it uses an unfair 1:1 conversion rate for euro, so crystal souls for example ends up costing about 23-24 usd. if you can only get the game with euro, gog is a much better alternative since it has correct exchange rates.
  9. the easiest way to make sure is to download the demo from the site and try, unless you have some really restrictive bandwidth limit imposed by your isp. if it works, you can buy a full version.
  10. i've been watching babylon 5 recently. i never got to watch the whole thing (or hell, i couldn't watch most of it really, just fragments when i was lucky enough to catch it), back when they were airing it it was always at such an inconvenient time i was at school or something similar, and a vcr was a luxury in a post communist country, so i couldn't use that either.
  11. if you use windows 7, you can technically control it already. every program has its own volume in the volume mixer, so you could make avernum's volume much lower while keeping the radio's louder. the idea for that tunnel digging sounds a little bit like the freehold of kyass. it could maybe work, if it would be simply replacing the map area bit by bit every time you advance the quest line to make the tunnel longer, until it gets somewhere. maybe uncovers a new, smallish, dark cave, ready to explore when you get tired of dealing with the vahnatai and empire and just want a bit of change.
  12. i'd like an ability to make the text larger than it is alreadt (larger than the option that already increases its size. maybe instead of just standard and larger give a drop box with font sizes, so if default was 10 i could change it to 16 if needed). i'm running it in my native resolution which is 1080p, and sometimes it gets hard to read because things are so small. i kinda miss the darkness from the old avernums, where the light spells/light sources were actually necessary, as opposed to nearly useless in the more modern games where they just apply a transparent overlay on an already perfectly visible scenery.
  13. it's also possible an overly eager antivirus might be corrupting the download or stopping the installer from working right.
  14. it's too bad the gog version doesn't have the directx exe and doesn't accept one from the original release. if someone has a gpu with poor opengl drivers such as some intel hd or amd cards, the gog release can be unplayable for them, which in my opinion is a pretty serious flaw. the only way they can get the game to work in that case is to contact spiderweb to have their authorization code ported over to the regular game.
  15. did you try running the game through the directx exe? your gpu's opengl support might be bad. directx support is almost always good, microsoft pays for them to be, but opengl, being free is often ignored/neglected by the companies that made the card.
  16. the links in the first post should probably be updated. they point to the old forum server and software which doesn't exist anymore.
  17. funny, i copied the folder there and renamed it, and it worked. afterwards, when i renamed my original folder from blades_of_avernum to Blades of Avernum it started working there too. it doesn't seem to accept any custom naming of the game's folder, it has to be exactly "Blades of Avernum" or it'll fail. the error message could mention that. i assumed it checks for the exe because of one of the posts above that said it'll check for the exe to confirm the game's presence, not the game folder's name. installing the game allows you to change the folder name, so maybe this kind of detection isn't the best since that can be easily customized. the editor works fine now. *** Program started at 2013/03/30 5:06:11 AM *** Host OS Operating System: Microsoft Windows NT 5.1.2600 Service Pack 3 PlatformID: Win32NT Loading config files... Initial Setup Setting up the environment... Made directory tree Printed scripts Blades of Avernum located at F:\games\avernum\Blades of Avernum Detected OS: Windows ARGB Format: 0xFFAABBCC Image conversion took 9.3286 milliseconds. Resource access took 3.2072 milliseconds. Startup complete with no errors.
  18. i'm not sure whether it's my system (winxp sp3 32 bit), folder structure (F:\games\avernum\blades_of_avernum) or game installation (installed some years ago, survived few system wipes and reinstalls), but the editor can't detect my boa copy no matter how many times i point it to its folder. even if the editor's placed in the same folder as Blades of Avernum.exe it still can't detect it.
  19. and even if you somehow gain access to there, the area's empty. i once glitched past the id checking outpost out of curiosity, and entered the abyss area. it was mostly mapped out, but completely barren and flat (no terrain features, no frills, no trees, towns or anything, just huge expanses of flat cave floor).
  20. yeah, 5, i was going from memory and got it wrong. lol. it's still not a full action though, so it allows you to do more damage/healing than normally.
  21. they're sometimes useful for fighters to get some extra damage in, when your turn ends too far from the enemy to melee it, but close enough to use a wand/scroll on it. the damage'll be pretty small, but it's still better than ending your turn without doing anything. edit: oh, yeah. you can also use them before attacking to get 2 attacks in, like, if you have 8 ap (so only one full action), you can use the wand/scroll to attack for like 3 ap, and then do the proper attack and get more damage in. i also found the group healing scrolls really useful, having my first character use it to heal everyone up so that they don't die from for example acid/poison, and after that he still gets to attack. and then the other characters and the now healed priest can survive the acid burn and use curing items/spells.
  22. in older games luck was much more useful too. at high enough levels it made you practically immortal, since almost every death blow gave you a "but you lucked out" type message.
  23. you don't have to buy it immediately if you're not sure you'll like it. the sw site has a huge free demo, get that and try it out, if you'll like it then buy the full game.
  24. if they could be hired in gnass or other friendly non-human settlements, then sure. otherwise i don't think it'd make sense since your characters are banished from the surface at the start. sliths are native to the caves, and all surface nephils hated humans (those who still survived, and weren't mostly exterminated/banished through the other portal).
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