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About Karoka

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    Kyshakk Koan
  • Birthday 12/17/1998
  1. Is there any Windows version of this?? I have never managed to find one.
  2. Originally Posted By: ixfd64 I see. Do you know how the SP is calculated, though? I imagine it'd likely be a function of the NPC's level, but I could be wrong. I don't know how to read/use the code, so I don't know. I speculate it has to do with the NPC's level and spell levels, though.
  3. 1. I'm pretty sure there is no way you can expand it once you've made it. What I do from preventing that kind of problem is starting with a 10x10 scenario. If I end up needing something longer, I can use nodes etc. to fit my needs. 2. As far I know, they are in fact unchangeable. I couldn't tell you why, though. Those properties are probably permanently linked to the terrain #.(As a side note, I found out that if you change one of the road terrains to, say, a custom road, they don't connect within the game ) 3. You don't have to worry about SP, the game does it for you. 4. The
  4. Originally Posted By: The Mystic I found some BoE-related articles archived here; they're a bit old, but helpful. This article in particular may be of interest to you. Sorry, but I couldn't find the answer. But it has a whole lot of good advice on other things, though! I apologize for such a late response.
  5. Originally Posted By: Sylae There is a "monster level" field in the scenario editor. What I mean is, how would one decide what level to make a monster? How would they decide if the monster should be level 11, as opposed to level 38. Sorry for the lack of clarity.
  6. Oh dear, it's dead again. But anyway, I was wondering exactly how the level of a monster was determined. Is it some kind of formula? An estimation based on existing monsters? Or does the designer just pick some random ol' number and say, "Hey, I like that number!"
  7. I noticed how default terrain #'s 5-21 are all cave walls. And when you put it into a town or outdoors, they automatically adapt to how they are supposed to look (excluding the four walk-through ones, of course). I also noticed that the two walkways (82 & 83) don't have separate terrains for their adaptation, even though they appear within-game. Here's my idea. Instead of having all those separate cave wall graphics, you could just condense them all into just one. There could be a button in the 'Edit Terrain Type' box that allows you to change what the adaptations are, like this:
  8. Originally Posted By: Excalibur That is nothing new. Okay, that's it. I'm moving to Canada.
  9. If they pass SOPA, wouldn't they be effectively breaking the First Amendment? As in, they are breaking their own law? WHAT IS THIS?!?!?!
  10. I don't know if it's just me, but when I try to use the 'Text Response?' node, it doesn't work properly. As in, only one of the possible nodes are called no matter what I say when I debug it.
  11. Originally Posted By: Alorael There's nothing there and no way to get in. An infinite number of soldiers will appear to block you. If you cheat to get through the fortress takes you to Krizsan because it's not supposed to be accessible and wasn't programmed to link to a town. If you can cheat your way in and out, then you'd have one hell of a training area.
  12. Originally Posted By: Actaeon Shun the non-believer. There should be a button that says, "Shun this person"
  13. Originally Posted By: Randomizer The number of posts needed for the next level gets increased whenever Alorael gets near the highest level. This is so like the Vestibule.
  14. At this rate, I'll end up getting a major in science as a sophomore.
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