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Akhari Blaze

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  1. Updated to version 2.6, details in the opening post. Changes in 2.6
  2. Thanks. Apparently, loading and saving the file with IrfanView fixes the issues, so I'm using Gimp + IrfanView. http://www.mediafire.com/file/0zernlnqz0u1m9s/G1_normal_floor.zip For Geneforge 1, this is the floor from v2 (from ModDB), but to use with v1 (the link in this page). It changes the paved floor (upper left corner), from this to this
  3. found on ModDB thanks I found it on ModDB thanks. The second version looks much worse than the first one though (imo)...
  4. I can't find any graphics mod for G2. Do you have a link, please? Thanks. This one can work (unmodified) for some interface art, but not for terrains and buttons.
  5. I've been trying to port this to G2, but some changes are needed for some pics. The problem is that whenever I change a bmp for G2 (using Gimp), the in-game pic is corrupted. This didn't happen with G1, where I also changed some pics. I'm not even changing the palette in the files I'm trying to edit. Does anybody have a suggestion on how to do this, or the best program to use?
  6. Sounds good... It's a long time now I don't touch the mod, but I remember this behaviour, the discipline replaces the normal attack in many cases (and the tooltip shows no damage if you have 0 in the governing skill), in some others it is applied on top of the normal attack. It's impossible to prevent from performing the discipline if you have enough melee/polearm/missile skills, but the tooltip says if you do damage, if it says nothing, it means you'll waste the attack. For disciplines like sharpshooter spray/blade sweep I think it's better that you just can't perform them (no damage). There was a problem if I used the discipline on top of the normal attack (like the character running towards the target or asking for a target when it shouldn't have had). Just read the tooltip and you know if you'll do damage or not, when in doubt... Thanks for the pointers.
  7. Before playing A2:CS, I'm giving the original a shot. I like it a lot but I was a bit annoyed by some old graphics, so I changed some. Many new graphics come from A2:CS, mostly recoloured and modified to fit the original ones. Mainly: - Interface (a bit cleaner and smoother), Avernum 2 logo on top redone - Intro & main menu screens, plus chapters - Some floor tiles (lava & some paved floors) - Trees and mushrooms - A green table A warning: use only if you don't run A2 in 256 colours, or it may look weird Downloads (extract in your A2 folder and overwrite, make a backup copy of the original folder if you want to revert changes later): Full (with new tiles) Interface only (only interface elements and menu screens) Screenshots and comparisons:
  8. Ok thanks, definitely I'd have to play the game first (and I'd have to buy it first ), in reality I was thinking about the general text file system, between Avadon and EFTP some effects and stats changed their reference numbers but mostly they were the same, so I was hoping they are similar also in A2CS because otherwise it would mean guessing again which effect is which number. Anyway I wasn't really planning to do this soon, to be honest.. probably when I'll buy the game, and I don't know when it will be.
  9. No problem, I didn't really ask you to 'help me out' , mod is more or less finished (could use some weapon balance), I finished it on torment once and just asked for an opinion about difficulty if you tried both vanilla and modded on same difficulty level. Thanks anyway
  10. If the system hasn't changed radically (I'm sure it didn't) it should be possible but I don't have A2:CS... Also it would take some time anyway, and I'd have to play the vanilla game or at least gather info about what's unbalanced and so on, so right now it isn't in the plans.. Did you finish A1 with the mod? Did you play A1 vanilla? If yes to both, how do you think they compare difficulty-wise? Just to know, it could be useful for 'future plans'.. Thanks
  11. Thanks all for the feedback. I couldn't work much on balancing weapons, I just thought that in vanilla 2H was pointless and DW the only way to go, and I wanted to change that. So what would you suggest, reduce 2H power or beef up a bit DW (maybe allowing more weapons to be used as off-hand)? In theory, I think it would be best to use DW for more stat and resistance bonuses, and 2H for raw power.
  12. Not that you would be able to rotate freely, 180° would be enough, so only two possible views (it wouldn't even need different graphics). Anyway it's not that important, maybe it would be annoying, but it wouldn't damage the immersion I think.
  13. There are 2 mods that solve or change this, Slartibus' remix and mine, you may want to check them out. Slartibus' is better tested I guess, I added some changes (class-based disciplines, no minor heal and worse healing spells, better food, useful for healing at first). Nice points, I'd also add the thing that bothers me the most: in dungeons you can see everything you've discovered, only occasionally you can't see what's around you (Spiral Pit, Erika's Tower...), and this makes also light sources useless. There should be a limited sight range in dungeons, that increases with a light source, in my opinion, like in old Averum. About secret buttons, I think it would be nice if you were able to rotate the isometric view, so that buttons could be placed on all walls and you could still see them. These aren't a big deal, imo. Why should you know in advance if critters are hostile before you get near them, anyway?
  14. Version 2.5 with some fixes Changes in 2.5
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