Profile for Kennedy
Field | Value |
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Displayed name | Kennedy |
Member number | 1016 |
Title | Warrior |
Postcount | 141 |
Homepage | |
Registered | Saturday, April 20 2002 07:00 |
Recent posts
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Author | Recent posts |
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Mountains in Blades of Avernum | |
Warrior
Member # 1016
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written Sunday, August 17 2003 10:26
Profile
Well, they have two story water fall tiles so I guess making a two story slope may not be as hard as first thought. Then all there is left to do is make a custom script for those tile. So that the player won't be able to enter the tile unless they are flying. If they are on the tile and thier flight spell runs out then they "fall down the mountain" moving them out of the tile to one at the bottom of the slope and causing them damage. Hopefully when the beta beggins testing somebody will try and implement this idea. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Scripts for tiles? in Blades of Avernum | |
Warrior
Member # 1016
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written Wednesday, August 6 2003 19:52
Profile
Am I correct in assuming that scripts can be added to types of tiles as well as maps? I assume this is what Jeff meant when he talked about editting a lockable door script. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Mountains in Blades of Avernum | |
Warrior
Member # 1016
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written Wednesday, August 6 2003 19:45
Profile
One way a designer might may be able to sort of implemement mountains would be to place a sloped area on top of a cliff. It would look better then the standard walls used to simulate them. Then the user could use a flying spell to "climb" the mountains (like in exile). A different option on Spiderweb's end would be to add the possibility of two-story, steep floor slopes, (kind of like tall trees). This would probably be the most pleasing to the eye but be much harder to program. That way if the flight spell runs out over a steep slope the player could take damage when they make a rough landing. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Enforced "goodness" -- a good thing? in Blades of Avernum | |
Warrior
Member # 1016
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written Friday, June 27 2003 15:11
Profile
quote:That's the nice thing about Avernum is that there's a reset hostile town function. I've had to use this after I made a few towns angry by defending myself. I think it was after I swiped that package in the back of the inn for some guy and set off an alarm. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Enforced "goodness" -- a good thing? in Blades of Avernum | |
Warrior
Member # 1016
|
written Thursday, June 26 2003 18:24
Profile
Well, I figure if a town attacks me first then I have no problem with wiping out all the hostiles since I'm only defending my self. I think something like this might happen on Bigail where you confront the inn keeper guy who stole the Nephil's chieftan charm. If your reputation isn't high enough supposedly the anama will get mad at you if you take him out. As for the scenerio with the empire fascists versus rebel anarchists I would probably join the rebels, but try to steer them away from doing anything awful like slaughtering innocent women and children. Killing women and children is a bad thing. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
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written Thursday, June 12 2003 22:13
Profile
Would it be possible to implement gender in Blades of Avernum? So we could choose wether our character is male or female? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
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written Sunday, June 1 2003 21:35
Profile
What about schedules? I was kind of surprised that all those shops stayed open 24 hours a day. Doesn't anybody sleep? Mybe this could be accomplished with code? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
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written Thursday, May 29 2003 18:33
Profile
quote:Well, in Nethergate you could have more than 4 party memebers so that change shouldn't be to hard to make since the Avernum engine is based partly on Nethergate. Also it would be nice if you could target field spells like cloud of blades at ANY square even if it doesn't have a visible creature in it, so you could get rid of those nasty guardians, black shades, and other invisible monsters. Or at least make a reveal spell that will make invisible monsters visible. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
|
written Saturday, May 17 2003 14:48
Profile
I would like them to bring back poisons for weapons. The tool use skill could determine how well you are at apllying the poison to your weapon. Then all the "posion potions" would actualy have a use! Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Muskets? in Blades of Avernum | |
Warrior
Member # 1016
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written Saturday, May 17 2003 14:35
Profile
quote:That sounds cool. I like maps based on real or well known places. Maps based on actual geographical locations like Europe or the white house are plenty of fun. Though it would be kind of dificult explaining why the Slith and Nephil are on Earth. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
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written Monday, April 28 2003 23:18
Profile
The nice thing about 6 character parties is you can carry more stuff. I also kind of miss the scry monster spell, but it would probably be better if you can find out a monster's stats and resistances by looking at it rather than having to cast a spell on it. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
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written Monday, April 21 2003 18:54
Profile
I would like an extra slot for NPCs to join the party so I won't have to get rid one of my 4 main characters. Isn't this what was done in Nethergate? That way you could make certain quest that require to take an NPC somewhere or something along those lines. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
The Louvre Q&A in Blades of Avernum | |
Warrior
Member # 1016
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written Wednesday, April 16 2003 23:33
Profile
The last time I tried to view that graphics my browser locked up on me. Has anybody else had this problem ever? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Graphic Requests? in Blades of Avernum | |
Warrior
Member # 1016
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written Wednesday, April 16 2003 23:29
Profile
Does anybody know who drew the graphics for the Nethergate and Avernum terrains and monsters? I think they would probably be the best ones to contact for custom graphics. Personaly I would love it if all the humanoid type monsters (Goblins, Troglos, Ogres, undead, ect) came with sitting graphics as well. A graphic of a Mac or a PC would be realy cool also. (Give them something to work at while they sit!) Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Color swapping? in Blades of Avernum | |
Warrior
Member # 1016
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written Sunday, April 13 2003 21:52
Profile
An idea that might increase the flexibility of graphics is the ability to swap certain colors with other colors. I noticed that there are many user made graphics that often times seam to just be recolors of the original done by shifting the hue slightly. By adding such a feature to the engine you could use a single graphic and have it display it in several diferent colors. Another way of doing this would be to have set range of colors (usualy blue) that could be replaced with a diferent range of colors. I've seen this done in Duke Nukem 3D and Daggerfall, but I believe that both those titles only had 256 colors, I don't know how well it would work in true color. The hue adjustment idea would probably still work though, (I think they offer this in rpg maker 2k). Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
What feature that the Avernum series lacked would you most like to see in BoA? in Blades of Avernum | |
Warrior
Member # 1016
|
written Sunday, April 13 2003 21:43
Profile
I'm trying to remember if Exile allowed characters to choose where they could drop things or not. It would be nice if you chould choose where you drop your items rather than just having them all pile up at your feet. I also would like the ability to put things into containers. Then maybe you could create something like "recycling bin" where it gives you 1 coin for each pile of trash you put on the space. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
seeing Blade's overpowered weapon and armour... in Blades of Avernum | |
Warrior
Member # 1016
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written Tuesday, April 1 2003 03:02
Profile
quote:Hopefully there will be an option to keep custom items from being taken out of the scenario they were designed for. Or the ability to make your scenerio so that players can only take the standard items with them into it. Otherwise you'll end up getting items like armor of tank magery prevents 1-100 +25 points of damage 0% attack penalty in combat +25 action points +20 to all skills +100 to all resistances protection from (list all bad conditions here) with one for each non wepon equibale item slot. or weapons like W3AP0N of K3WL D00D3RY 10-250 points of damage + 1 to 25 per level + 50 (each type of elemnt) damage + 50 damage to (list all monster classes here) (inflects all bad conditions on target) with one for meele, one for pole, one for missile, and one for thrown weapons. And of course the missile type would require no ammo and the thrown type would atomaticly return to the weilder. (I actualy considered making such items for BoE, but luckily couldn't quite acomplish this) Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
The Louvre Q&A in Blades of Avernum | |
Warrior
Member # 1016
|
written Thursday, March 27 2003 22:54
Profile
As for the graphics themselves, I'd suggest using JPG instead of GIF files. GIF files only support 256 colors where as Avernum uses true colors. Therefore converting the graphics from BMP to GIF can cause some loss of detail, using JPG images instead would prevent this. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Does anybody use the berzerk skill? in Nethergate | |
Warrior
Member # 1016
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written Wednesday, March 26 2003 22:32
Profile
It says that the skill makes you 5% more likely to hit your enemies, but your enemies are also 5% more likely to hit you. So wouldn't that mean if your berzerk skill was 20 or more the enemies would almost never miss? And why would it also be a character trait (considered a bad one at that)? Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Some ideas Jeff will never look at.... in Blades of Avernum | |
Warrior
Member # 1016
|
written Wednesday, March 26 2003 22:24
Profile
Well, If they allow users to place NAMES on the stuff done flags then it would be easier. Like you could assign SDF 3,5 the name "Bill's shoes" or something meaningfull. Then clicking on the flag would give you the name you assigned and the vallue you placed in it. Also I hope there is the ability to place comments in the code. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Trick for maximizing skill points in a new game. in Nethergate | |
Warrior
Member # 1016
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written Tuesday, March 18 2003 15:14
Profile
I noticed in Nethergate that characters created in diferent slots get a diferent amount of skill points then those in other slots. For the Celts the character in slot 3 gets the most points and for the Romans it's the character in slot 4. So to make use of this fact I deleted the characters in the other slots one at a time and then moved the character from the slot that gave the most advantage to the slot of the chracter I just deleted. Then I create a new character in the special slot now vacated by the character with the benefits. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
How about the ability to rob shop keepers? in Blades of Avernum | |
Warrior
Member # 1016
|
written Tuesday, March 18 2003 12:08
Profile
I think it would be nice if there was some way to steal the inventory from shopkeepers. If you don't have those 2000 gold coins to buy a knowledge brew why not just steal it from the shop keeper? Of course if you get caught the town will be made angry. Maybe have a stealing skill, or if you don't want to do that base the success probability on another skill like tool use or dexterity. Also it would be fun to be able to pick townspeople's pockets so you could get thier stuff without killing them. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
New Spells in BoA please? in Blades of Avernum | |
Warrior
Member # 1016
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written Friday, March 14 2003 00:52
Profile
quote:You mean something like a "dispell magic" that removes the affects of spells cast on a creature? I would actualy prefer such a spell be usable only on FRIENDLY creatures at low levels with level 3 affecting enemy creatures. Otherwise you'd have enemy wizards dispelling the parties beneficial spells. Though it would be nice if there was a spell that moake guardians and black shades visible. So "capture soul" and Simulacrum won't be in BoA? I was thinking maybe there might be some way to implement such a feture with a scripted object. Such as you carry around a soul crystal in your inventory then "use" it on a creture to capture it, after that each time you use it it would summon a duplicate of the creature captured. You could then have an option that would only allow the soul crystal to be used once a day like a spell shard, but then allow the user to carry multiple soul crystals with different monsters in each one. Would such a thing be possible with scripts? Anyway I hope that Blades at least includes all the other spells from ALL 3 Avernum games such as the ones that didn't carry over from the previous Avernums into later chapters like "beast ceremony" and "divine warrior". Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Use of Nethergate graphics in "Blades of Avernum"? in Blades of Avernum | |
Warrior
Member # 1016
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written Monday, March 10 2003 14:06
Profile
I was looking through the Nethergate graphics files and noticed that they seam to be the same size as the Avernum files in terms of dimensions. So it shouldn't be to dificult to make use of the graphics in a "Blades of Avernum" scenerio. Of course you would have to rework the graphics for the characetr sitting down. On possible option for this would be to not include the chair graphic in the graphics of the seated character. Instead the program would simply draw the character on top of the chair if they were facing South or East or draw the chair on top of the character if they were facing North or West. This would then allow for multiple chair graphics. Posts: 141 | Registered: Saturday, April 20 2002 07:00 |
Sequel Support in Blades of Avernum | |
Warrior
Member # 1016
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written Wednesday, March 5 2003 00:46
Profile
I would like some sort of variable that stores the name of the last scenerio the party was in and maybe another 8 bits to store weather the main objectives were complete. Then when I crete the next the scenario in the series it can check to see if the party was in the previous scenerio and weather or not they completed the main objectives. So if you killed Grahoth, assasinated Hawthorn, and escaped to the surface, when you exit the Avernum 1 scenerio that data gets stored in the character file. Then when you import the characters into Avernum 2, the game can react accordinly, ie King Micah sends a letter asking for your assistance based on your previous heroic deeds. (Note this just an example). Posts: 141 | Registered: Saturday, April 20 2002 07:00 |