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Petition for Carbonized Character Editor in Blades of Exile
Shock Trooper
Member # 10488
Profile #2
I second this!! Please carbonize the PC Editor!
Posts: 334 | Registered: Friday, September 14 2007 07:00
PC Editor: Item Problems in Blades of Exile
Shock Trooper
Member # 10488
Profile #1
You should fix the problems yourself and release the fix somewhere, but also explain how you did it so someone can do the same to the Mac side (if necessary).

What file are these errors in? The executable? Only, if it's "Blades of Exile Base" (bladbase.exs on Windows), the errors can be fixed in the scenario editor... but it sounds like the errors are perhaps not in that file.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Blades of Exile Source Code Released in Blades of Exile
Shock Trooper
Member # 10488
Profile #74
quote:
Originally written by Arenax:

I'm ripping apart the source code in an attempt to port it to C#

Please, no C#! This is originally a Macintosh game, and C# is basically a Windows programming language. It needs to run on both platforms.
quote:
Originally written by Thomas Frost:

Is there any compiled registed version for windows? 16 bit will do
Ormus had a Win32 release. Check out this thread.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Changing the size of the playing field... in Blades of Exile
Shock Trooper
Member # 10488
Profile #9
I don't expect performance would be a problem, but if it is you could just update the automap (in an area that has already been mapped) when a terrain changing node is executed.

I think the other way would be better though.
Posts: 334 | Registered: Friday, September 14 2007 07:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 10488
Profile #60
I just remembered something about the Mac OSX release. All the resource files (Sounds, Graphics, and the .rsrc files) are twice the size they need to be because every resource in the resource fork is duplicated in the data fork. Only the ones in the resource fork are used.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Changing the size of the playing field... in Blades of Exile
Shock Trooper
Member # 10488
Profile #6
In this vein, if a special node changes the terrain on a space, the automap does not update until you walk on the space. With small changes this is not a problem, but if you're wrecking a building...

Basically it should map all squares in sight even if they've already been mapped.
Posts: 334 | Registered: Friday, September 14 2007 07:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 10488
Profile #58
Hex editing is infinitely more complicated than the dialogs in the scenario editor. It shouldn't be too hard to just remove the restriction on customizing these slots.
Posts: 334 | Registered: Friday, September 14 2007 07:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 10488
Profile #55
quote:
Originally written by Arachnid:


- The Edit Statistics node lets you edit any stat except HP or SP. You should be allowed to edit both.

Raising the maximum SP is especially important if Ritual of Sanctification is required early in the game in a low-level scenario. In particular, it would allow you to "teach" RoS by raising the SP of a PC.
quote:
Originally written by Crynsos:

I just noticed that the Uncurse Items spell doesn't seem to work (after 2 uses) and I doubt that I need higher INT or something...

Well... I'm not exactly sure how this spell is supposed to work, but this what I remember from the few times I've used it:
It only uncurses one item at a time.It only seems to work on equipped objects (for fairly obvious reasons). By this I mean you can't uncurse, say, a lodestone (I think).
quote:
Originally written by The Almighty Do-er of Stuff:

I don't know if any of these have been fixed already:
On the Windows version of the scenario editor and the main program (not sure about the Mac version), the smaller Alien Beast graphic does not appear when selecting graphics, when placing the monster in a town, or when seeing the monster in the main program (haven't tested outdoors, but presumably it would be no different). Rather, it is replaced by the Mind Crystal graphic.

This is a problem on the Mac version.
quote:
Originally written by The Almighty Do-er of Stuff:


The Strength Potion cannot be made via alchemy.

I've made a Strength Potion before. Maybe this is a Windows bug, or a bug from an early version that has already been fixed?
quote:
Originally written by Robsta:


I also have a few ideas to increase the possibilities in the race/traits window.
- Return the disadvantage Passafist, a disadvantage from Exile II that I liked, but was removed from its sequals.
- How about an advantage speedy - like sluggish, but the opposite, the PC gains 1 action point! This is powerful, so how about + 20 - 25% XP per level
- More races, *...*
Some races I'd suggest -
Goblin - *...*
Orc - *...*
Ogre - *...*

I also liked the Pacifist trait in E2 even though I would never give it to one of my characters. I would instead use it for one member of a prefab party.
On the races, I generally see Orcs and Goblins as the same thing, and in any case Orcs don't fit into the worlds (as Crynsos & Thuryl said). If three new races were added, I would want Goblin, Ogre, and Vahnatai. Another candidates is Troglodyte, though I see no reason to make it a playable race.
quote:
Originally written by Crynsos:

Another minor improvemet: Make it possible to use custom scenario icons.
Wonderful idea. On a related note, enlarge the record holding the details of scenarios in the scenario folder. At the moment you can only see the first 30 (I think) scenarios. This should be enlarged to, say, 1000, or even better, dynamically allocated based on how many scenarios are actually in the folder.
quote:
Originally written by Miramor:

If it hasn't been implemented already, and isn't too nasty... Checks for RoS casting on a space should be made into a check for a spell cast on a space, defaulting to RoS. There are ways around the lack of a spell-on-space check but they're kind of ugly, and don't really allow for requiring specific spells.
Only check for spells that actually trigger the targeting mode, of course. In particular, spells like Unlock, Move Mountains, Dispel Field, Dispel Barrier, etc. Also Fireball for those slime pools!

And a few more ideas of my own:
Allow complete editing of terrain types 63..90 at the very least. Even better to make all terrains editable, but that would be harder. In order to support this, add terrain properties for the roads and walkways.Make the variables for gold, food, day, level, etc unsigned so that a roll-over does not leave you in the negative (especially for gold).Make an option to disable the editor's automatic placement of terrains. This includes the conforming of cave wall, mountains, water, hills; placing hills around mountains; placing the second half of the 2-space rubbles. Especially when using custom graphics, the editor's conformation rules simply don't work very well in certain configurations.Two things that the BoA editor has already done: resizing the outdoors and importing an outdoor section.Possibly remove the limits of Item Ability Strength ≤ 10 and Monster Poison ≤ 8, because some default items and monsters break this rule (Exploding Missiles, Lightning Bolts, Talking Spider).A optional grid in the terrain editing screen so you can see where the edges of the spaces are.An optional target icon displayed over the central space so you know exactly which space is the central space before pressing num5. (although the previous suggestion might make this idea obsolete?)Please carbonize the Character Editor!
Posts: 334 | Registered: Friday, September 14 2007 07:00
Changing the size of the playing field... in Blades of Exile
Shock Trooper
Member # 10488
Profile #3
I kind of like this idea. You could allow the player to choose the size of the playing field - 9x9, 11x11, 13x13 etc.

On the other hand, it would change things outdoors as looking beyond the edge only works in town.
Posts: 334 | Registered: Friday, September 14 2007 07:00

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