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Display partie's location in Blades of Avernum
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Member # 148
Profile #1
Or just create a special ability. Saves an item slot.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum Editor
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Profile #94
I used command + c. Generic Macintosh Copy command.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum
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Member # 148
Profile #94
I used command + c. Generic Macintosh Copy command.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum Editor
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Profile #88
An error?

When I attempt to copy text outside of the BoA application and paste it into the "Intro Text" dialog boxes, I get nothing. I tried coping text from within the scenario and I had no problems. I attempted to copy from the outside again and I all got was the text I had copied from another dialog box. I tried this 3 more times before I gave up.

OS 10.2.8, Latest Version.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
BoA Editor Remake in Blades of Avernum
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Member # 148
Profile #88
An error?

When I attempt to copy text outside of the BoA application and paste it into the "Intro Text" dialog boxes, I get nothing. I tried coping text from within the scenario and I had no problems. I attempted to copy from the outside again and I all got was the text I had copied from another dialog box. I tried this 3 more times before I gave up.

OS 10.2.8, Latest Version.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Article - Basic Communities and Towns, A Concept in Blades of Avernum
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Profile #10
quote:
Originally written by DreamGuy:


Second, the numbers for town sizes are unrealistically large. It sounds like you took them from a modern source describing modern cities, or from some place doing the same (perhaps D&D, as I believe they had equally silly numbers).

Nope. They are actually close. Size is pretty dependent on the availability of food and that foods calorie yield. The easier it it is to get calories, the higher a population. Some medieval populations had numbers that fit this range. I based these numbers as a rough average of European and Asian populations during the peak of their medieval eras.


"Harvesting" isn't the best name for a group that gets goods that can't be replaced, as that's an agricultural term. Also, lumber wwouldn't technically have to be this type, as it can be replaced like other crops, it's just that most people don't bother because it's future generations that end up losing out.

People do harvest lumber. It is called harvesting. Also, once the trees are gone the trees are gone. If the tress are replanted then the time needed to get them to a servicable size limits the productions of the center. Once the lumber trade dries up, the town vanishes unless something replaces it (agriculture, mining, et cetera)


My main comment, though, is: OK, so why do we care? If this is all about designing towns for BoA scenarios, you are missing out on the practical end of things. How would you suggest people use this info to help create communities in the game? What potential plot points does it raise? How does this affect distance from each other, who lives where, who you can talk to, what quests you can do, how the buildings are set up, etc.?
It is not for that purpose. It is designed to give a solid framework to start from. Why should I tell you how to make a plot? I said this was a concept, not the practical. This is all about design and what you should pay attention to in your planning.

quote:
Originally written by Toasted Marshmallows:


Completely forgotten was the manufacturing centers. As far back as the bronze age, certain towns manufactured certain goods. Thus you could have all the furniture, ceramics, jewelry, tools, and other manufactured goods come from certain towns.

I know I left manufacturing out. I tried to list the basic three, and when I finish this other piece (damn class project) I will list things such as Religious Centers, Manufacturing Centers, Social Centers, and Military Centers. These four are outgrowths of the basic three. That is why I'm sticking them in another piece.


A factory full of summoned spirits or imps who work on a specific product. A golem mass production center-- they make cabinetry, chests, beds, etc. programmed to specification. You see very few people actually making things in Avernum.

There are a number of interesting things which I've noticed about Avernum. There is a four part ruling class-- priest, bureacrat, military lord, and mage in each city. The priest is usually in a spiritual non-governmental role. A triumvarate of mage, bureaucrat, and soldier is the direct government.

The cities are further divided into two sections-- one for the craftsmen and traders, and a separate usually better part for the rulers. This was true in Dealing With the Dead and other places as well.

Mages towers, research centers, educational centers, and magical schools are usually separated from towns by a good distance and have garrisons not far from them
because they contain either toxic potion materials, dangerous summoned monsters, or worse.
I was trying to stay away from "Avernum" style. I leave that to the designer. They may want to make an alternate world where the Avernum style does not exist.



[ Thursday, March 03, 2005 07:19: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades Converted To A Strategy Game in Blades of Avernum
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Profile #9
Ooooooh. Magic speak. :D

I've been in manager mode. Sorry.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades Converted To A Strategy Game in Blades of Avernum
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Hm. I don't wish to seem too nitpicking, but realisitically, you would use a messenger. Leaders should not wear themselves out by attempting to shouts orders to a group of people over the sounds of battle. That is what underlings are for.

Leaders give Strategic Goals, the next tier formulates the Tactical goals, and the last tier forms the Operational goals. Strategic is broad goals, Tactial is the plans, and Operational is the little details to do the tactic that follows the strategy. Operational Goal soldiers do not give orders. Strategic Goals soldiers do not yell and scream (except to motivate ;) ). They assess and order. The middle tier do the yelling. Think of these as the low level officers.

Edit:
Thus this is why you could easily use go-between. It also simplifies the problem.

I'd say you want to be at the middle tier, but bleh. Not very fun. Trust me. Be the leader or the heroic soldier. Top or bottom.

[ Wednesday, March 02, 2005 19:29: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Article - Basic Communities and Towns, A Concept in Blades of Avernum
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http://unix.csuchico.edu/~ps167/town.txt

Moved article to here.

[ Wednesday, March 09, 2005 20:44: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades Converted To A Strategy Game in Blades of Avernum
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Member # 148
Profile #5
quote:
Originally written by Kelandon:


But I meant taking orders from the player, not from some sort of scripted commander, although that might be interesting to try to pull off also.

Ah, but to give orders you need to talk to someone. That someone could be a messenger or an officer, or your could even be the advisor to a general. You might not be able to micromanage (what leader is?) a battle, but you can control the flow. Choices ARE limited, but there is room for control.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Blades Converted To A Strategy Game in Blades of Avernum
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Member # 148
Profile #2
Actaully, you create an "officer" script/node for creatures/terrian/town script and send messages. These messages are stroed in the appropiate memory cell or SDF and when a creature reads that memory cell, it executes a specific state which may be how to behave.

Hmm. I'll have to try this.

Doing this over and over might be a problem, but for a major battle...?

[ Wednesday, March 02, 2005 17:05: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Article -- Non-Linearity: The Doctrine of Causality in Blades of Avernum
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Profile #1
Tip: Explain what IC is.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Article - bjlhct2 On Scenario Design pt 1: Linearity in Blades of Avernum
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I'm getting lost reading this. I get the feeling that linearity is equaling 1)being over controlled by the designer and 2)limiting choices.

Am I incorrect?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum Editor
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Member # 148
Profile #20
quote:
Originally written by Thuryl:

Apparently, it's already possible for BoA to use scenario-specific custom sounds, but it's an undocumented and unsupported feature.
It is possible, but I would not recommend it.

The BoA engine uses sounds 0 through 174. The games only comes with 0 through 173 used. You could add 1 sound without replacing the others if you added that sound resource to the *.cmg file.

Of course, this method only works for Mac.

I get a Debug 000 1 - # error when I call any sound outside of the 0 - 174 range. # is number of the snd resource called by run_animation_sound().

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum
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Member # 148
Profile #20
quote:
Originally written by Thuryl:

Apparently, it's already possible for BoA to use scenario-specific custom sounds, but it's an undocumented and unsupported feature.
It is possible, but I would not recommend it.

The BoA engine uses sounds 0 through 174. The games only comes with 0 through 173 used. You could add 1 sound without replacing the others if you added that sound resource to the *.cmg file.

Of course, this method only works for Mac.

I get a Debug 000 1 - # error when I call any sound outside of the 0 - 174 range. # is number of the snd resource called by run_animation_sound().

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Weapons and Warfare in Avernum. in Blades of Avernum
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Profile #25
Oh. I admit, I was thinking of the Exile version when I said that.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
how to make skins tell me plz in Blades of Avernum
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Member # 148
Profile #10
Open via a resource editor (ResEdit) and copy/paste the graphic into the Graphics file.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Weapons and Warfare in Avernum. in Blades of Avernum
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Member # 148
Profile #22
A null bug is not immune to magic, but rather it creates a field that magic is inoperable in. If a Null Bug is NOT in such a field, then magic is effective.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum Editor
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Member # 148
Profile #8
Yay for names! I'll let this go for a week or so, and then I'll e-mail Jeff.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum
Infiltrator
Member # 148
Profile #8
Yay for names! I'll let this go for a week or so, and then I'll e-mail Jeff.

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Weapons and Warfare in Avernum. in Blades of Avernum
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Member # 148
Profile #20
First you have to capture, care for, and likely breed the null bugs. Who will do it?

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Graphic Requests... in Blades of Avernum
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Profile #20
I do know that some of those graphics TM used are from people who ripped off other people.

The cycle continues.

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum Editor
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Member # 148
Profile #2
I just want Jeff to tack these sounds into the "Blades of Avernum Sounds" file.

edit:
What, that is it? No one else wants Jeff to add these sounds so all can enjoy?

[ Wednesday, February 23, 2005 07:40: Message edited by: Dahak ]

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My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum
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Member # 148
Profile #2
I just want Jeff to tack these sounds into the "Blades of Avernum Sounds" file.

edit:
What, that is it? No one else wants Jeff to add these sounds so all can enjoy?

[ Wednesday, February 23, 2005 07:40: Message edited by: Dahak ]

--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00
Missing Sounds Petition in Blades of Avernum Editor
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Member # 148
Profile #0
I was going through the BoA Sounds via Resedit for my script (see bottom), and I was looking for the animal sounds that existed in BoE. It seems many of them are missing. Out of curiousity I decided to find all the BoE sounds "missing" from BoA.

As follows:
20000 Boing Up
20001 Boing Down
20003 poison cough
20004 Bottles II
20005 SFX_PlasmaExplode.cvt
20006 chomp 2
20007 gain level
20008 Untitled 7
20010 sensitive
20013 party dead c
20016 town entry
20019 swish 2 (19)
20020 yawn (20)
20021 pc dead
20022 startup music
20023 out combat
20024 priest spell (24)
20025 mage spell (25)
20026 ghost with stomach ache
20027 monster uh (27)
20028 wfall.1
20032 slay other #2 (32)
20033 slay squeal (33)
20040 thanks
20042 acid (42)
20043 petrify (43)
20044 breathe.c
20045 on.who
20046 see growl (46)
20048 splashing.c
20051 blotto
20052 phased
20053 vibrating strike
20054 scream (54)
20059 door close (59)
20060 little boom
20062 mmm.c
20065 drain (65)
20066 disease (66)
20067 huh.c
20075 cold damage.c
20076 chirp (76)
20077 chirp 2 (77)
20079 drip 2 (79)
20082 baa (82)
20085 horse Step (85)
20087 attack - bite (87)
20090 laser 2
20091 chirp 3 (91)
20092 chicken (92) c
20095 enter dungeon (95)
20097 monst.dead

I know it is easy to add sounds to the Mac version of BoA, but I do not know about the Windows version. Also, I do not feel that we are allowed to modify and distribute the sound file (we could also modify the window's sound?).

I want collect "signatures" of people who feel that the next release of BoA shoudl have these missing sounds. I know some of them (chirps, baa, thanks) would be very useful. If you think Jeff should add them, just post. Also, let others know. If I get enough responces, I'll e-mail Jeff.

Also, I wrote this script to create alternate ambient sounds. Please critique
// sound.txt - This is a terrain script that can be placed to to add realism to a town
// By: Dahak (pat.s.j@att.net)
// Please let me know of any errors.
//
// Due to the limit of terrain scripts placeable, and processor time, be careful to not abuse this.
//
// I designed this because I was having a problems with multiple background sounds.
// This works by ponly playing those sounds NEAR the party and only every 8 turns.
//
// You may it use up to 7 different sounds
// Cell 0 - 6 contains the number of a sound you specify
// Cell 7 controls the random factor. Enter a percentage (1% = 1, 100% = 100)
// When a sound is randomly picked, the random factor is applied.
// If the random factor is <= cell 7, then play picked sound.
// If you wish to make one sound more common, then enter it into multiple cells.
//
// The following is the sound list
// It is copied direct from the BoA Editor Appendix
// When entering a value in the memory cells, use number + 1.
// Therefore 'high beep', #0, is entered as 1 in a memory cell and NOT 0.
// Sounds shoudl range from 1 - 174 for the cells.
// This script DOES check, and will ignore bad values
//
// Why sound + 1? This is because the default cells are 0.
// Do you always want to edit the values?
//
// This script may be "turned off" by setting cell 7 to 0.
// This is how I switched between one background sound to another.

// Tip: You MAY play ambient sounds, but they play for so long that they may overlap.
// The effect is cool, but it may slow down the system.

// 0 - high beep
// 1 - low beep
// 2 - weapon swish 1
// 3 - cough
// 4 - magic sound (blessing)
// 5 - small explosion
// 6 - chomping noise
// 7 - magic sound (slowing)
// 8 - making a potion
// 9 - unlock click
// 10 - teleportation sound
// 11 - flying fireball
// 12 - magic sound (haste)
// 13 - party dead
// 14 - thrown missile
// 15 - cash register ding
// 16 - enter town
// 17 - poison squish
// 18 - drawing sword
// 19 - weapon swish 2
// 20 - yawn
// 21 - female human dying 1
// 22 - starting music
// 23 - outdoor combat starts
// 24 - magic sound (generic priest)
// 25 - magic sound (generic mage)
// 26 - gain level chime
// 27 - humanoid dying
// 28 - magic sound (generic beneficial)
// 29 - male human dying
// 30 - female human dying 2
// 31 - generic death
// 32 - lizard dying
// 33 - beast dying
// 34 - click
// 35 - high-pitched "Hi"
// 36 - high-pitched "Hello"
// 37 - button click
// 38 - coin hitting counter
// 39 - jingling coins
// 40 - undead dying
// 41 - failure "Ungh"
// 42 - acid hiss
// 43 - magic sound (stoning)
// 44 - breath weapon
// 45 - stone sliding on stone
// 46 - magic sound (curse)
// 47 - footstep on gravel
// 48 - magic sound (going berzerk)
// 49 - footstep 1
// 50 - footstep 2
// 51 - magic sound (shooting flames)
// 52 - magic sound (ice)
// 53 - magic sound (magic bolt)
// 54 - magic sound (lightning)
// 55 - footstep (squish)
// 56 - swallowing sound
// 57 - special encounter chime
// 58 - door opening sound 1
// 59 - door closing
// 60 - magic sound (angelic)
// 61 - magic sound (summoning boing)
// 62 - magic sound (long zap)
// 63 - "Owwww!"
// 64 - spit
// 65 - magic sound (draining)
// 66 - disease gagging
// 67 - light torch flames
// 68 - magic sound (identification peeyoop)
// 69 - sword blow 1
// 70 - sword blow 2
// 71 - pole weapon 1
// 72 - club/punch blow
// 73 - fire blow
// 74 - magic sound (fireball)
// 75 - magic sound (cold damage)
// 76 - clunk
// 77 - equip/get armor
// 78 - water drip
// 79 - slide and clunk
// 80 - equip/get weapon
// 81 - tiny poink sound
// 82 - open backpack
// 83 - close backpack
// 84 - male human dying 2
// 85 - rowing
// 86 - clawing sound
// 87 - bite sound
// 88 - slimy blow
// 89 - magic sound (magic zap)
// 90 - magic sound (laser zap)
// 91 - arrow sound
// 92 - humanoid dying
// 93 - sword sheathed
// 94 - level clunk
// 95 - long enter dungeon sound
// 96 - long yawn
// 97 - generic monster death
// 98 - missile blow
// 99 - rattling chain
// 100 - waterfall
// 101 - dropped item thud
// 102 - magic sound (big zap)
// 103 - slith dying
// 104 - magic sound (fast magic missile)
// 105 - nephilim death
// 106 - latch sound
// 107 - box opened
// 108 - crumbling rock
// 109 - magic sound (small fire boom)
// 110 - vahnatai door opening
// 111 - vahnatai killed
// 112 - magic sound (smite spell)
// 113 - talking skull 1
// 114 - talking skull 2
// 115 - talking skull 3
// 116 - horse moving
// 117 - mounting a horse
// 118 - large blow
// 119 - demon dying
// 120 - digging
// 121 - bug dying
// 122 - slime attack
// 123 - slime dying
// 124 - equip/get pole weapon
// 125 - equip/get thrown weapon
// 126 - equip/get bow
// 127 - equip/get potion
// 128 - equip scroll
// 129 - equip/get /get wand
// 130 - equip/get tool
// 131 - equip/get pants
// 132 - equip/get shield
// 133 - equip/get leather
// 134 - equip/get chain
// 135 - equip/get plate
// 136 - equip/get helm
// 137 - equip/get gloves
// 138 - equip/get boots
// 139 - equip/get cloak
// 140 - equip/get ring
// 141 - equip/get necklace
// 142 - equip/get bracelet
// 143 - equip/get arrow/bolt
// 144 - ambience - city background noise
// 145 - ambience - village background noise
// 146 - ambience - dungeon background noise (bats, hisses, fewer drops, clangs)
// 147 - ambience - machinery background noise
// 148 - ambience - outdoor, day background noise, first half
// 149 - ambience - outdoor night background noise, first half
// 150 - ambience - spooky chanting/clanking background noise
// 151 - ambience - outdoor, underground background noise (water drops)
// 152 - big explosion
// 153 - ambience - outdoor, day background noise, second half
// 154 - ambience - outdoor night background noise, second half
// 155 - ambience - winds
// 156 - ambience - creepy woods
// 157 - kick attack
// 158 - pole weapon 2
// 159 - door opening sound 2
// 160 - door opening sound 3
// 161 - meow
// 162 - odd, magical chime
// 163 - magical whoosh
// 164 - lightning strike
// 165 - magical conjuration
// 166 - blessing sound
// 167 - fiery breath weapon
// 168 - bubbly magic sound
// 169 - gassy, fiery boom
// 170 - fast, magic zap
// 171 - quick lightning zap
// 172 - moo
// 173 - dog bark

// This sound list is LIMITED in usefulness.
// I want some of the BoE (Blades of Exile) sounds incorporated for improvement
// I will contact Jeff.
// Sounds I'm hoping to get are the Baa, Chirps 1 & 2, Whinny, Horse Clop, etc

beginterrainscript;

variables;
short play_cell;
string buffer;

body;

beginstate INIT_STATE;
set_script_mode(0);
break;

beginstate START_STATE;
//Plays a random sound from cell 0 - 6
play_cell = get_ran(1, 0, 6);

//Test for invalid values, and report them
if ((get_memory_cell(play_cell) > 174) || (get_memory_cell(play_cell) < 0))
{
clear_buffer();
append_string("Invalid sound to be played in cell #");
append_number(play_cell);
append_string(" at X = ");
append_number(my_loc_x);
append_string(", Y = ");
append_number(my_loc_y);

get_buffer_text(buffer);

print_str_color(buffer, 1);

end();
}

//Determine if chosen sound is played
if ((get_memory_cell(7) != 0) && (get_ran(1,1,100) <= get_memory_cell(7)))
{
//Do not play 0 values
if (get_memory_cell(play_cell) != 0)
run_animation_sound(get_memory_cell(play_cell) - 1);
}
break;


--------------------
My ego is bigger than yours.
Posts: 480 | Registered: Thursday, October 11 2001 07:00

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