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BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #38
quote:
Originally written by Ballad:

Don't forget that your custom data script takes precident over corescendata.

Are you saying that the game loads the custom script before it loads corescendata? It shouldn't do that.
quote:
Originally written by Ballad:


If I were you, I'd reassign the altered floors a different, unused number, leaving the first cave floors well alone. That way is far easier than redefining all of the grass floors again.

Maybe, but I've already done it now. :)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Iffy's contest idea in Blades of Avernum
Shock Trooper
Member # 10488
Profile #5
You could make it a Choose Your Own Adventure type of thing - ie just like Iffy said but every minute or so (at crucial points) it stops and you do something.

Still not a great idea, I guess... but better!
Posts: 334 | Registered: Friday, September 14 2007 07:00
New scenario / Update to another in Blades of Avernum
Shock Trooper
Member # 10488
Profile #23
quote:
Originally written by ginger8445:

I did that and tried to search it but all it says is "you look at the space and see BOX and DIRT". Is there something wrong with the scenario?

I recommend starting over if the screwdriver cannot be found.
quote:
Originally written by ginger8445:

I tried to download the Mac version but it didn't work. I don't know why. Can someone make a Mac Stuffit Expander version for me that doesn't say cgi. or something because I couldn't seem to load it properly?
What do you mean by the Mac version? You need to download this and this to play the game on the Mac. The cmg file needs to be put into the Mystery Manor folder. If you have Stuffit Expander or Mac OSX, a zip file should be no problem.
quote:
Originally written by ginger8445:

Also I notied that when I load my party in the scenario, it gives me an error message saying it failed to load a graphic.
:confused:
quote:
Originally written by ginger8445:

I stupidly figured I could try to run the Windows version so I think that's the reason the scenario is buggy for me. Thanks for everyones help! Sorry about all the inconviences! :(
The only difference between the Mac version and the Windows version is how the graphics are stored. If you downloaded the Windows version together with the cmg file that Thralni made it should work.
Posts: 334 | Registered: Friday, September 14 2007 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #35
(Sorry about double post!)

I found another odd bug. I altered the cave floors to add an icon adjust value, and for some reason the adjust value was carried over to the surface floors as well - even though I had not added it. I added to specifically cancel the adjust on the surface floors for it to work properly.

Edit: Thought I should be more specific. I modified them by importing them into 254 then reimporting that (implicitly) back into the original slot, rather than completely redefining them.

[ Saturday, October 27, 2007 11:08: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
New scenario / Update to another in Blades of Avernum
Shock Trooper
Member # 10488
Profile #14
Thanks. I've finished it now. I really like this scenario, short though it is.
Posts: 334 | Registered: Friday, September 14 2007 07:00
New scenario / Update to another in Blades of Avernum
Shock Trooper
Member # 10488
Profile #12
It's an interesting scenario. Is there a way into the basement?
Posts: 334 | Registered: Friday, September 14 2007 07:00
New scenario / Update to another in Blades of Avernum
Shock Trooper
Member # 10488
Profile #6
quote:
Originally written by Fractal:

quote:
Originally written by Thralni:

Pity that they're only windows versions, but that's easily fixed.
How?

Send it to someone who uses a Mac. It takes about two seconds to generate the custom graphics file using Graphics Adjuster or a little longer with a resource editor. And that's the only thing that needs to be done to use it on Mac.

(The only exception is if it uses a prefab party; that would take a little longer!)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Servile player in Geneforge 4: Rebellion
Shock Trooper
Member # 10488
Profile #7
quote:
Originally written by Travers:


Player: "I am a servile. A rogue creation. Nothing but death awaits me at your hands.";

Crowley: "You really think that? Recent events have forced us to ... to reevaluate some of our policies. Make no mistake. You will not be hailed as a hero. But you will not be destroyed."
...
Crowley: "That is why we can forgive you for your crimes. We can even ignore the way you, a creation, have gone so completely rogue. We can learn from each other, instead of us having to destroy you. But only if you aid us. Help us to help you"

Isn't Crowley the general you speak to in the Shaper camp? Does he say those things there or do you meet him again later?
Posts: 334 | Registered: Friday, September 14 2007 07:00
BoA BUGS v6.0 in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #34
There's a bug with item graphics. If you give an item an inventory graphic that is not in the first row of the sheet, it will be displayed correctly in the Get window, but once it is in the inventory the graphic at the top of the same column will be shown instead (ie, if it was slot 11 or 21, then the graphic in slot 1 will be displayed). Floor graphics in the second row work perfectly fine.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Blades of Avernum Improvements in Blades of Avernum
Shock Trooper
Member # 10488
Profile #76
Now that my CD is here, I've investigated the bug with multiple row item sheets. The game will display graphics from a second or third row on the floor, but in the inventory it displays the graphic at the assigned slot, mod 10. Hence it is useless to have more than two rows.

Strangely, it displays the right graphic in the "get" screen though. :confused:

[ Thursday, October 25, 2007 06:38: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
Servile player in Geneforge 4: Rebellion
Shock Trooper
Member # 10488
Profile #1
Based on circumstantial evidence, I don't think the people react any differently than in you are human. That said, I started the game specifically to determine this, and I only talked to one loyalist. So at least at the beginning there is no difference.
Posts: 334 | Registered: Friday, September 14 2007 07:00
List of Bugs in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #20
It's still about the best one to try though.
Posts: 334 | Registered: Friday, September 14 2007 07:00
List of Bugs in Blades of Avernum Editor
Shock Trooper
Member # 10488
Profile #18
Well... yellow is green + blue, so you could try an invert. Or a colour swap - "xx_icon_adjust = 5;" will swap yellow with red. (Replace xx with it, fl, te, or cr as appropriate.)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Fantastical Thoughts On RPG Game Mechanics in Avernum 4
Shock Trooper
Member # 10488
Profile #10
Okay, for the most part I don't think I like this idea. In particular, the complaint that magic is too "magical" seems silly. Magic is magic - it's supposed to be unrealistic just by definition. Sure, magic can completely heal an acid burn or small wounds instantly. Larger wounds may take more time depenfing on the power of the mage.

On the other hand, the hacking does get boring after a while. This can be overcome (I assume) by the tactical puzzles such as many BoE designers (and presumable BoA designers) have used.

There was a game called Realmz (by FantaSoft) that I found on the same CD as Exile I and II, and I think it was more realistic. For example, when you were hit, you would start bleeding. I think you would have to rest after wandering for a certain time. I really didn't like it.

quote:
Originally written by Synergy:

Healing would work very differently too. Virtually all games have this silly ability to heal magically either ranged by another PC or by simply applying a medkit/healing potion instantely, even in the middle of battle. This is of course ridiculous. I'd love the challenge to make healing something like the older Avernum games where you had to rest or reenter a town/go to a healer when you are more gravely injured.
Not so ridiculous when magic is involved. And what's this about older Avernum games? You didn't have to rest, reenter a town, or go to a healer when you more gravely injured - unless you didn't have a priest capable of casting a healing spell. As far as healing goes, all the Avernum games are basically the same.

(This infinite arrows thing - that's just in A4, right? In all the other games you have limited arrows.)

(By the way, I think this topic would be better in General.)
Posts: 334 | Registered: Friday, September 14 2007 07:00
G3-why do you dislike it in Geneforge Series
Shock Trooper
Member # 10488
Profile #5
I haven't finished/registered it yet, but in general I prefer to take a neutral course between the rebels and the shapers, so the fact that it is not available will be annoying (once I actually get the game).

(I have completed the demo portion of G3.)
Posts: 334 | Registered: Friday, September 14 2007 07:00
What Is *Your* Favorite Spider Web Software Game? in General
Shock Trooper
Member # 10488
Profile #15
... A1-3 is old? It's not really that much different/older than the Geneforge/A4 engine, especially graphically.
Posts: 334 | Registered: Friday, September 14 2007 07:00
OBoE Suggestion List in Blades of Exile
Shock Trooper
Member # 10488
Profile #67
I'm pretty sure I've gotten that feature to work. What exactly did you do? Maybe you missed something important. :confused:
Posts: 334 | Registered: Friday, September 14 2007 07:00
What Is *Your* Favorite Spider Web Software Game? in General
Shock Trooper
Member # 10488
Profile #9
I think Blades is probably my favourite... followed by Geneforge.

Not sure which Blades or which Geneforge I like best though.
Posts: 334 | Registered: Friday, September 14 2007 07:00
I killed Athron... Can I still get the password? in The Avernum Trilogy
Shock Trooper
Member # 10488
Profile #1
I think the character editor has an option to restore major PCs which you should be able to use to "unkill" Athron.

Someone confirm this please? (Or deny...)
Posts: 334 | Registered: Friday, September 14 2007 07:00
Do you like changes in Avernum or not in Avernum 4
Shock Trooper
Member # 10488
Profile #12
quote:
Originally written by Necromancy's Only Mistake:

I loved the A3 and BoA engines. I liked G1 and G5's. I disliked A4's.

Um... Geneforge 5 isn't even announced yet!

I didn't mind the Avernum 4 engine, but I did miss elevation. I still like the older BoA and BoE engines though.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Temporary Replacement for Character Editor in Blades of Exile
Shock Trooper
Member # 10488
Profile #2
I think this one is more flexible than the others. I used it to build prefab parties for a few scenarios.

But yes, unfortunately a party builder cannot fully replace the PC editor. :(
Posts: 334 | Registered: Friday, September 14 2007 07:00
Temporary Replacement for Character Editor in Blades of Exile
Shock Trooper
Member # 10488
Profile #0
Since nobody seems to have made any progress in porting the character editor to OSX (and Win32), I have created a utility scenario to partially fill the gap.

Use this if you want to create a higher level party. I think it can do everything that the character editor can do to a party that is not in a scenario. It's pretty slow and clunky, but it will do the job.

It can be downloaded here.

[ Friday, October 19, 2007 18:14: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
in Blades of Exile
Shock Trooper
Member # 10488
Profile #0
I thought it would be good to consolidate the list of suggestions proposed in this topic. I will edit this list as more ideas are proposed. You can post suggestions either here or in the other topic.

CM = Me (Celtic Minstrel)
ADoS = The Almighty Doer of Stuff

  1. (Milla)Fix the acid weapon doubles as living saving charm deal.
  2. (Miramor)The mindduel code appears to check for items that grant magic resistance (ability 75) instead of will (ability 53).
  3. (Crynsos)Fix the Conceal Ability flag so that it actually conceals the ability.
  4. (ADoS,CM)Fix the bug that prevents the use of the small Alien Beast graphic.
  5. (ADoS)Fix recording of dialogue nodes which result from a special node sequence.
  6. (ADoS)Strength Potion cannot be made via Alchemy on Windows?
  7. (Kelandon)Reduce Mac font size so that dialogue is not cut off.
  8. (CM)Also fix the truncated dialogue problem involving the Macintosh string length limit that Windows seems to lack. (I've heard of this bug but not experience it yet.)
  9. (Robsta)Fix masking on custom item graphics in the inventory?
  10. (Miramor)Fix up time passage as per this post and this post.
  11. (CM)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).
  12. (CM)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.
  13. (CM)The Mac resource files have two copies of every resource: one in the data fork and one in the resource fork.
  14. (CM)Make the waterfalls work in town.
  15. (CM)When the party is split up, Affect PC special nodes should only affect the active PC.
  16. (CM)When an item is placed and the Amount/Charges field is filled in with a number other than -1, it has no effect (unless the item is food or gold).
  17. (Miramor,CM)Fix automap updating so that changes in terrain will appear on the automap.
  18. (Milu)When "Custom Scenario" is clicked and then cancelled, the following message appears: "This scenario was created by BoE v2.0 or later and can't be run using this copy..."
  19. (CommonGenius)Apparently the Defence skill rather than the Thrown Missiles skill is checked when firing missile weapons.
  20. (Eschar Blacke)This bug (not sure if it has been fixed or not).
  21. (Milu?)Fix Destroy Items node so that it works for rectangles as well as a single space.
  22. (*i)Apparently event timers are broken.
  23. (novaalpha/Ishad Nha)Custom scenarios not detected in Windows?
  24. Item Stuff(Crynsos)Allow the specification of a missile animation for items. Maybe custom animations too.
  25. (Crynsos)Make it possible to make an item call a scenario special when used. (Implemented)
  26. (Miramor)An item ability to allow the creation of stat boosting/draining potions.
  27. Node Stuff(Arachnid)A special node to check the level in a certain skill. (May have been done already)
  28. (Arachnid,CM)The Edit Statistics node lets you edit any stat except HP or SP. You should be allowed to edit both.
  29. (Miramor)A special node to check for a spell targeted on the space (like the Ritual of Sanctify node).
  30. (Robsta)Concerning the special nodes that check for items: use the 2a and/or 2b fields to check either how many items or how many characters with items.
  31. (ixfd64,CM)A special node that displays a graphic in a dialog window.
  32. Races/Traits(Robsta,CM)Add Pacifist from Exile II.
  33. (Robsta)New trait Fast on Feet or Speedy or something like that.
  34. (Robsta)New Race - Goblin
  35. (Robsta,CM)New Race - Vahnatai
  36. (Robsta)New Race - Ogre
  37. Character Editor(Ishad Nha)Allow the player to add items from the scenario list rather than the default list.
  38. Scenario Editor(Ishad Nha)Allow customization of the toolbar button hotkeys.
  39. (CM)Remove editing restrictions on the first 91 terrain types.
  40. (CM)Allow the designer to resize the outdoors
  41. (CM,Hrothgar)Allow the designer to import an outdoor section
  42. (CM)An optional grid in the terrain editing screen so you can see where the edges of the spaces are.
  43. (Miramor,Thuryl)Increase the maximum values for some of the fields in the monster, item, and (possibly) terrain editor.
  44. (CM)When creating a new scenario, allow a choice of bladbase.exs files.
  45. Major Changes(various)Raise/remove the various arbitrary limits on every aspect of the game - # of terrains, items, monsters, etc.
  46. (CommonGenius)The ability to target spells using letter designators. (So you do not have to resort to the mouse.)
  47. (CM)Allow the Automap window to be resized.
  48. (*i)Campaign Flags
  49. (jockmo42)Teleportation Memory
  50. (*i)Location Specials
  51. Other Minor Changes(Crynsos,CM)Allow the use of custom scenario icons.
  52. (Crynsos)Use the MaidenWork font that comes with it.
  53. (Ishad Nha)Allow custom map icons.
  54. (CM)Mac version: Make the game first try to open a data fork resource file and only upon failing attempt to open a resource fork. If this is not simple it should be moved to the above list.
  55. (Kelandon)Make the Mac version accept BMP graphics files. (done)
  56. (CM)Remove the password-protection option for scenarios.
  57. (CM)Align the labels for checkboxes to the right rather than the left so that it is easier to see which label corresponds to which checkbox.
  58. (SlothMan,CM)Create a Preferences option to increase the size of the terrain view area from 9x9 to 11x11, 13x13, 15x15, etc.
  59. (Dahak)Support movement using the arrow keys rather than the keypad.
  60. (CM)Make the BoE Editor application open a .exs file when it is double-clicked or dragged and dropped on the application icon.
  61. (King InuYasha)Possibly a Linux port?

[*]Probably Bad Ideas
Note: These are listed as "bad" either because they are mine and I think they're bad, because someone else on the board disagreed with them, or because they conflict with what I feel is a better idea.
  1. (Crynsos)Raise the maximums for Character/Monster Stat Points
  2. (CM)New Race - Troglodyte
  3. (Robsta)New Race - Orc
  4. (Robsta)See first half of this post.
  5. (CM)An optional target icon displayed over the central space so you know exactly which space is the central space before pressing num5.
  6. (Robsta)Here's another suggestion, this time about modifying the stairway node - make it that if extra 1a and 1b are set to -1, than place the party in the new town with the same x and y coordinates(it currently puts them at (-1,-1)).

[*]Already Implemented
(links to the threads discussing them; all were implemented by Stareye unless attributed otherwise)
  1. Item Call Global Special Ability
  2. Town Lighting
  3. Party Size?
  4. Has Enough of Species?
  5. Any Barrels or Crates?
  6. Has Enough of Statistic?
  7. Monsters Calling Specials
  8. Affect PC nodes affect monsters
  9. Pointers
  10. Mage and Priest Spell Nodes
  11. Select Random PC
  12. Town Hostile -> Set Attitude
  13. Petrification Touch
  14. (ADoS)Main Menu Scrolling Text
  15. Removal of Node Chain Length Limit
  16. Other Stuff
  17. (Khoth?)Make the Mac version accept BMP graphics files.
  18. (CM)Make the game list more than 20 scenarios, and not list the default 3.
I have ommitted any suggestions that were unclear to me.

[ Sunday, May 11, 2008 09:43: Message edited by: Celtic Minstrel ]
Posts: 334 | Registered: Friday, September 14 2007 07:00
The Original Three Scenarios (Attention Kelandon!) in Blades of Exile
Shock Trooper
Member # 10488
Profile #0
Since BoE is now open source, could you host the three original scenarios on your scenario archive? And possibly also the original bladbase.exs, although this is less important.
Posts: 334 | Registered: Friday, September 14 2007 07:00
Location Specials in Blades of Exile
Shock Trooper
Member # 10488
Profile #1
I resurrected this three-month old thread because I felt it was a good idea that had gone unnoticed. Does anyone else have thoughts on the matter?

I think I like option 3 best, but option 2 would be my second choice.
Posts: 334 | Registered: Friday, September 14 2007 07:00

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