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osnola

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  1. If I remember correctly, I think I managed to kill them all one by one by playing a "fake pacifist" (helped by cryoas) in torment mode, detonating mines, before rushing to the exit, the cryoas blocking the way and using their passive frost ability to sometimes finish off a Sholai. But that was at the end of the game, I was very strong, and I got killed a lot, really a lot...
  2. I use the new version of BOE https://github.com/calref/cboe which allows to import old scenarios ( without checking the password ) or rather a personal version which I modified a lot. But I believe (to be checked) that the editor of Blades of Avernum does the same thing. Just as a note, I also have a piece of code that allows me to retrieve the password of a scenario; I sometimes use it to reopen a scenario in the old editor and check that BOE didn't make a mistake when importing a scenario.
  3. Concerning Chains, I just looked at the scenario code: normally the special at 53x62 in Over Harker looks at whether the Enhanced Crystal Piercing is dropped on the special barrier tile (53x62). So I guess you have to drop it there and then try to look at or use the special barrier tile to activate this special... Normally, you will find the contract/special robe a little later. You will need to use it much later.
  4. Hello, regarding Shadow of the Stranger, look for hidden passages in the two walls: normally when when you step on the 4x14 square a message is displayed the first time: Something seems strange about this passage. You don't seem to be getting anywhere. If you are in 4x14 and you pressed the hidden stalagmite button, there must be secret passages ( not sure, but I think you can go to safety W, N, NE, N, NE, NW, ... ). Note: If a click message appears, I think we have to start all over again: stalagmite, ...
  5. Hi, if my notes are correct, the replacement for Gov. Yvette is stored in the sdf(80,9) : 3 means that Gov. Yvette is confirmed, 4 means that Gov. Yvette is replaced.
  6. The changes in this branch are more important, the game no longer knows the old format of special nodes(*). So writing a complicated assembler to produce nodes that would then have to be converted back into scripts seems like an inefficient idea... (*) there are two exceptions: when a legacy scenario is loaded, all its special nodes are converted to scripts, the code I just added in Scenario Editor to allow the user to use the old interface (slightly modified) to write code. But these intermediate nodes are converted back to script as soon as the user has modified them. I'm not really sure about this, i.e. with a little modification of my current code, it would even be possible to present the user with the old interface that allows users to enter their code as nodes and modify them (hiding the fact that the game runs as scripts behind it). But I find that not hiding it allows : novice users to code almost as before and then decide whether or not they want to start writing code directly, to the others to work as they want, including through their favorite code editor (probably using from time to time the syntax checking tools I added and the mini editor to correct typos).
  7. Hello, I have just added the possibility to use templates (which look a bit like the previous system) to edit scenario/outdoor/town specials, I did some tests (but there must be still some problems, the interface must be improved, ...). Note: I also added in https://github.com/fosnola/cboe-distrib/tree/main/MacOsXUnstable a version compiled on OsX if some people want to look.
  8. I would have said set a cauldron on fire, which starts the process. But maybe I'm wrong, it's been a long time since I played Queen Wish 1.
  9. Ok. Unfortunately there are another ending codes where my formula is one point off, for instance, when I look at the code qw2cabbdddpgcdm, my formula gives 1+(4: rebellion crush utterly), ie 'f' not 'g' :-~
  10. Yes, I have seen that sometimes my formula for letter 9 was one off (that's why I added ... at the end the formula). It is possible that another term or others are added (maybe some action in High Litha). Or that the formula for governor replacement are more complicated, for example it could be : - if gov. Yvette not replaced: 0 - if gov. Yvette replaced: 1 + ( if action1 performed: 1) + (if ... : 1)
  11. Yes, I just played a singleton in casual mode and completed all the quests.
  12. I just did some more tests, here is what I found: letter 1 (Nisse): c': discovered, d': a wish, life of comfort and leisure, e': a wish, life of power, ..., g': a wish, crown. letter 5 (Sacramentum) : c' : no QW1 code, 'd' last answer to the reward : back to Sacramentum, 'e' last answer to the reward: .... letter 7 (Queen's favor) : 'a' : very low, 'b' : low, 'c' : high, 'd' : very high letter 9 (final status of Rokaj) : challenge not answered : 'a' otherwise, the formula looks like (with 'a'=0, 'b'=1', c='2', ...) 1 + (gov Yvette replaced:2) + (gov Aato replaced:2) + (Miranda's answer, 0=do nothing, 3=crush the rebellion slowly, 4=crush the rebellion completely)+ ... Concerning the letter 3, I didn't make much progress, a hypothesis could be that it corresponds to Slutter favour, in this case, 'a' : very-low, ..., 'd' : very-high and 'q' : insulted Next: I did some more tests. In fact, regarding the letter 9, the reputation with the Rokaj seems to play: if it is too low, no extra points are added when replacing governors. In one game I also got 1 extra point while confirming Governor Yvette but I don't understand why, so (gov Yvette replaced:2) should be replaced by (gov Yvette replaced:2 otherwise 0 or 1).
  13. Hello, I just tried to get several codes, here they are: 1 cc bi cb ab ihtn 2 cu bl co au alif 3 ci br ce ap avjv 4 ck ql ca ab aqif 5 ce qh ce ap aovg 6 cp qh cy aw auif 7 cu qc cy aj antv 8 cx qb cj ac ayai 9 ce qa ci av admf 10 ce bu cw ad afla 11 cd bl cr af itra 12 cr qr co at flnr 13 cv bf ci aj jary 14 cy qd cs ay idyl 15 cs qo cd qc icai 16 ch qx ca aj ivwc 17 ci qt ce ab ibqh 18 ct ql cd ay idpx 19 cq qy cv al imxo In all these games, I have acquired a high favor on the Rokaj side and a low favor on the Haven side. The code 1 corresponds to a game where I played a group in normal difficulty, the codes 2 to 19 a singleton in casual difficulty. For the codes 2 to 1O, I went out before accepting the challenge, the others, the challenge was accepted, ... Codes 4 to 7 correspond to the same game: I saved before the last dialog and gave the same answers; the same for codes 16-19. Looking at these results, I have the impression that: letters 1,3,5,7,9 are important, letters 2,4,6,8,10 seem random, letters 11-12 are maybe used to store a checksum. Concerning the letter 3, I obtained 'b' except when I answered in the last dialogue, that there was another pretender to the throne 'q'. Concerning the letter 9, it seems to depend on the last choice with Miranda and if the challenge was done or not, I got : 'a' (no challenge), 'f' (challenge, do nothing), 'i' (challenge, slow response to rebellion), 'j' (challenge, crush rebellion).
  14. I will try to find the time to do that... I just added some functions : see the end of https://github.com/fosnola/cboe/blob/monsterCode/doc/HowToWriteSpecial.md . Note: - monsterCode is a temporary branch, I usually create such branch to test something before deciding to keep them or not; here as I play a singleton, at the same time in Queen's Wish 2, the only thing I test is if this branch compiles, ...
  15. Just for note, if we choose to have scripts and also add basic templates to help build pieces of code, for example, a template for "Stuff Done Flag", we can generate the script: //----start_template("Stuff Done Flag",7,5,1,4,-1,-1,6)---- if (sdf(7,5)>=1) jump(4); jump(6); //----end_template("Stuff Done Flag",7,5,1,4,-1,-1,6)---- then it will be enough to look if the player clicks in a template zone; in this case, we reopen the dialog which corresponds to "Stuff Done Flag" (verifying first if the intermediate code was modified or not).
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