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TriRodent

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Everything posted by TriRodent

  1. Interesting idea but I can see a couple large problems right off the bat. First, by transferring over the people from A1 they'd be starting off A2 as level 30+ famous heros. The story is (as of now) that you're new recruits to the army & just got up to the Ft Draco area just as the barriers went up. Jeff would need to completely rewrite things to explain why the heros who just saved Avernum were shoved off in the backwaters of the caves rather than living it up near/in the Castle. 2nd, Jeff would have to completely rewrite the monsters encountered as the level 30 heros would just tear through everything with no challenge until they got back & started beating on the empire troops (& even then not much of a fight). Then there's the whole, if you ran a singleton in A1, would you be forced to do the same in A2? So an interesting idea for conversation purposes but as far as 'real life' down in the caves, it wouldn't be worth the time or the headaches it would cause Jeff. Let your guys from here fade off into the history books & make room for some new people to name schools after....
  2. Windows in in your Document library under Spiderweb Software/Avernum Saved Games.
  3. IIRC, if you have the graymold & you've given Kai the recipe, you still need to ask him to make you a potion (you have to ask after you've given him the ingredients). If you don't want to wait for the patch to regenerate (which happens reasonably quickly anyway...) you could go try the sliths at the top of the Waterfall Warren. I'm pretty sure that they have some (& some mandrake too)
  4. I forgot to mention that I really like the ideas in your original post. You're Heros of Avernum, there's no reason that you shouldn't be involved with various projects in various towns with all your traveling around & helping different people. For A2, gathering items to help the Vahnatai wake up/rebuild, items that are only found/available in Olgai, or elsewhere that has been awake for a little while. Bringing special equipment up to Harston/Scimtar that they need for their raids/dissent. Etc If Jeff is going to do a full rewrite of at least through A3, we should start brainstorming things like that that might be able to be included to really add to the background 'feel' of the game.
  5. Originally Posted By: Mad Genius Perhaps in Avernum 2 they'll be united. Perhaps, of course by then another pair of ... er ... 'special' friends are torn asunder.....
  6. Although, with money as tight as it is in this game, an A3 style jobs dispatcher with requests for those mundane items would be a great thing to have.
  7. Other than the crystals for the cave (which go into the special item place) & special use crystals (wisdom, piercing, purging, etc) you can go ahead & sell all of the other crystals for as much cash as you can squeeze out of the miserly storekeepers. None are needed for any crafting or item quests. Actually I guess you could sell the wisdom & other purpose crystals but it tends to be better to actually use them I've found.
  8. You also need to talk to Amie (sp?, in the tower on one of the northern islands) to trigger something that will give Khoth the dialogue option. I had gotten & returned the scroll but when talking to Khoth he was still complaining about the missing scroll. Leaving, talking to her & then returning had flipped whatever needed switch & he was happy again (so there isn't a particular order that things have to be done in).
  9. This was one of my more favorite dungeons. I think I first came across it around level 18, promptly got my butt kicked & came back at 25+. By that time the extra hit points as well as more damage done per turn was enough to make it through. The combination of puzzles, secret doors & tough fights made for an enjoyable time. Originally Posted By: Juan Carlo This dungeon was kind of a pain, mainly just because it's so energy draining. There are a bunch of huge fights which require lots of energy to survive. So for me the worst part about Bahssikava wasn't so much the monsters as much as it was the tediousness of having to run back through three levels (including a boat ride and tons of switches with monsters that periodically respawn) to a town after every fight. It really made me wish I had invested in First Aide, but by then it was too late. I try to play a clean game, but a situation like this is one where I'll break out the cheat codes. I too used to spend a lot of time running back & forth to town to recharge but then decided that if I had a safe route out of the dungeon/was at the start of it/start of a level that I should just use the 'imdrained' cheat to reload the energy. It may not be completely pure but I justify it with the fact that my available time for goofing off on the computer is a lot more limited these days. I figure that if I'm at the point where I could make it back to town to reload without trouble, it's justifiable to 'cheat'. Over a complete game, those 2-3 minutes that would have been spent running back & forth just to recharge can easily add up to an hour or more of time saved. It's your game to play as you wish. Some may not consider this completely kosher but I'd rather spend my play time doing something other than wearing a path through the wilderness going back & forth to town.
  10. Ah, so I shouldn't sit there casting it again & again trying to get BF? (not that I'd know anything about that..... )
  11. I just discovered an interesting bug with the L3 Haste spell (Windows version). I played Jeff's version all the way through & am replaying with the Remix, this only just started happening so I'm assuming that the bug is here rather than with Jeff. When in combat anyone, starting with 8 action points (I don't know about more/less points as I haven't gotten to the point where more is available yet) who casts Haste (L3) ALWAYS uses 5AP & has 3 more left over for another spell. This is only with the L3 spell as everything worked normally (L1&2) until I broke into the Tower's room to read the book for Haste. If you cast haste again, spell energy goes down but you cycle back to 3AP available. If you really wanted you could, on the same turn, cast haste over & over until all the spell energy is gone. Casting a different spell will end the player's turn as will hitting the space bar. Any subsequent actions play out normally, it is just that you ALWAYS have an extra 3AP to do something with after casting Haste. It does make it nice (assuming lots of spell energy available) to be able to top off everyone's haste every couple of rounds & still be able to make a normal attack of some sort.
  12. This one took me a while to figure out as well. There is the one visible bunch of Nephilim due west of Cotra on the western side of the wall of rocks. Look due north from the last fight & slightly east (almost directly west from the entrance to the crystal cavern) there is a campfire ring all by itself in the rock spires. That is the Raiders, they just don't show up on the map until you're actually in combat. (or that is the encampment & the other is the raiders, whatever it is those two places). There are two distinct fights, for one though you have to step right next to the campfire icon to activate it.
  13. Thanks friedlizard, that was exactly what I was looking for. I had looked at that file in the saved games folder before but it being a "Video CD Movie" type threw me. Once I had the folder show the file extensions the .dat showed up & everything fell into place. Anyway, thanks all for helping me start the new game with a clean slate.
  14. Thanks for the quick response. I've got the Windows version, do you happen to know where that file is located? I've looked around the various subfolders in the AEFtP directory but can't find it or anything similar to that.
  15. Is there a way to reset the stats & medals back to zero? I just finished my first run through the caves & now am going to do so again with the Remix option (an AWESOME addition to the game btw. I haven't even gotten past the bandits yet & I'm loving the changes encountered so far). Perhaps an option/idea for Jeff for future games would be to have an "all time" stat page (I really like knowing those #s, I'm a geek that way) & have another one that can be reset at the start of another playthrough. Thanks
  16. I'm just about done with my first playthrough & am really looking forward to installing this & running through again. It looks really well thought out & addresses many of the minor complaints that I had/encountered during the initial run through. Thanks for the time you put in, I'm sure it was a LOT but it will benefit a lot of people as well.
  17. Friedlizard, That would have been a really interesting (& a fairly logical) twist to that section.
  18. Originally Posted By: Kreador Well, if any of the characters are not currently ready to level up (Question Mark hasn't turned to green), you can click that character's question mark then click on the portrait of any other character to switch. That's the easiest way to check. As long as one person isn't able to level up you can check on any of the others (without going through the level up process) just by clicking on their portrait when the stat screen is open. The other easy way to do so (even if everyone has to level up) is to save the game (which you should be doing anyway in case you screw something up while leveling), go through the process & then reload the game.
  19. That's what I thought (although the other way would be impressive...). Thanks.
  20. This is something that is confusing me. Let's say for instance I have a Level 10 (experience) fighter with a couple (2) points of Blademaster skill. On the description for Blademaster it says that each 'level' will increase damage by 3%. Does that mean that my fighter will be dishing out 30% more damage (level 10) or 6% more (two 'levels' of Blademaster)? Thanks for reducing the confusion, now back to spelunking....
  21. At this point early in the (hard) game I've got a reasonably dedicated archer (one point in melee to help open disciplines & to help when monsters close in & one in priest for help healing when needed). Would it be better to keep him on this path (strong archer) or to start to branch out (probably) into the melee direction? If so, opinions on how soon to start pumping up the other & how far to take archery would be appreciated. Originally Posted By: Pemptus Originally Posted By: Lilith It's not so much a bug as an engine limitation: there's no specific "+X% to missile accuracy" or "+X% to melee accuracy" property. It is a little odd, admittedly. It's these kind of things that make me not want to buy the game. Come on now, Jeff has been making stat-heavy rpgs for HOW long? How do incredibly basic bugs and "limitations" like this still crop up? I bought a new truck a couple of months ago. One of the things I noticed when checking it out was the the defrost on the windshield worked really well. However I couldn't turn that completely off & direct the heat only to my feet, the defrost is essentially a permanent option/part of the setting. It never crossed my mind to reject the entire truck because of such a stupid little thing. In your world though apparently it is a valid reason to not buy something because the auto company has had 100 years to figure it out.... I'm getting 40+ hours of great entertainment for roughly an hour's worth of my labor (& that 40 is if I only play this once & never again, highly unlikely). If that kind of return isn't enough to make you overlook a couple tiny issues then I really don't know what else to say, it just boggles the mind.
  22. Originally Posted By: Sprinkles29 The only reason I haven't bought Avernum is because even though I'm sure it's a much different game, the graphics look very similiar to Avadon. I understand completely, why when I was dating I had a horrible date with a blonde woman. Because of that one experience I crossed all blondes off of my list of potential mates...
  23. First of all, this looks & plays great. Thanks Jeff, even if people complain that it is recycled it is a very playable & enjoyable game. Minor gripes though. 1). Having to spin in circles to recharge upon leaving town. If I do a quest in town that eats up health or energy I have to leave town, turn right around & come back in & then turn around again & leave once more to be able to hit the road fully ready to go. Recharging people entering or leaving makes play much smoother. 2). What's with people taking off running to get to a shooting position? Here I am in one of the early battles. I set up the fighter in a decent blocking position to protect the other three behind him. On the archers turn, he's back a bit so I click on the bad guy to see if he's in range yet (wanting to keep him back as far as possible) & this goofball vaults over the top of the fighter, races into no-man's land & takes a shot at the bad guy (who promptly storms up & smashes the underarmored sniper wannabe). Same with the magic users. If you think that their line of sight is ok for a fireball & they don't, they'll charge off into the middle of everything to cast the spell. Yikes. Suddenly my ambush has turned into a rescue mission. Things need to go back to the point where, if a shot doesn't work, it's up to me to decide what the next action is. Overall things are great & I'm enjoying my self considerably. Those two (so far) little things though do rip me out of the mental cave system where I'm young & strong and out to save the world right back to being an old, broken down goof in front of a computer scratching my head in confusion.
  24. Worked like a charm, thanks much for the head's up.
  25. Hmmm, it's 7:30am out in Seattle. I wonder when Jeff's going to have enough coffee in him to update the web page with the link....
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