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Avernum 4? in General
Apprentice
Member # 2119
Profile #365
New interview at RPGVault is up with a few new screenies.

Can't wait.
Posts: 39 | Registered: Monday, October 21 2002 07:00
Damn Rentar!! (Avernum 3) in The Avernum Trilogy
Apprentice
Member # 2119
Profile #12
Well, Rentar has punted me twice already so maybe I'll just go that route. But I was hoping to see the showdown with Erika... :(
Posts: 39 | Registered: Monday, October 21 2002 07:00
Damn Rentar!! (Avernum 3) in The Avernum Trilogy
Apprentice
Member # 2119
Profile #9
I have the Amulet but I can't recall if I ever got it activated or not. I suppose a visit to Erika would tell me....?
Posts: 39 | Registered: Monday, October 21 2002 07:00
Damn Rentar!! (Avernum 3) in The Avernum Trilogy
Apprentice
Member # 2119
Profile #5
quote:
Originally written by Drakefyre:

Umm ... that's a bad idea. You won't be able to get to the control panel until all of the beams are in working order. You just need to go back down to the four basement areas and check to see that all beams are pointing to the middle.
How? I can't see the middle! I thought I'd gotten it right finally and sure enough, there was a new message in Rentar's Hall that said she "nervous" about the pit or something but Erika still doesn't show and when I get near the panel I get teleported out.

I've gone outside to reset the panels to start over from scratch but that doesn't work, does it? Oh boy...
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum Editor
Apprentice
Member # 2119
Profile #8
quote:
Originally written by Imban:

It depends. I really don't believe that a lot of scenarios stand to gain from using a premade party.

Maybe not the average scenario but for a good storyteller/designer I'd imagine it'd be quite useful to know ahead of time who/what the characters/party will be.

But then again I'm not familiar with the BoA Editor so maybe it wouldn't make a lick of difference!
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum
Apprentice
Member # 2119
Profile #8
quote:
Originally written by Imban:

It depends. I really don't believe that a lot of scenarios stand to gain from using a premade party.

Maybe not the average scenario but for a good storyteller/designer I'd imagine it'd be quite useful to know ahead of time who/what the characters/party will be.

But then again I'm not familiar with the BoA Editor so maybe it wouldn't make a lick of difference!
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum Editor
Apprentice
Member # 2119
Profile #6
quote:
Originally written by Grey-Eyed Stranger:

quote:
Originally written by GuildBoss:

Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA

If I meet a scenario telling me to do that I totally ignore the advice.

If the scenario kills me as a result, then I can easily edit the script files and edit it out.

Even if the scenario wouldn't be as enjoyable or make sense?
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum
Apprentice
Member # 2119
Profile #6
quote:
Originally written by Grey-Eyed Stranger:

quote:
Originally written by GuildBoss:

Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA

If I meet a scenario telling me to do that I totally ignore the advice.

If the scenario kills me as a result, then I can easily edit the script files and edit it out.

Even if the scenario wouldn't be as enjoyable or make sense?
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum Editor
Apprentice
Member # 2119
Profile #4
quote:
Originally written by The Demonslayer:

Force: No. But if you want to include a pre-made party, go ahead. You'll just need to let the user know that the scenario will not be enjoyable without using the supplied character. You could do what I like to do, and look over the player's inventory. If they are carrying a certain item (meaing they aren't using your characters), kill them instantly! Good way to 'force' usage.
Ooh, yeah, that's one way to enforce it. :) Reminds me of my D&D DM'ing days when dealing with unruly/uncompromising/cheating! players.

But seriously, a scenario I've got in mind just wouldn't be nearly as fun (or make much sense) without playing with very specific characters.

Thx
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum
Apprentice
Member # 2119
Profile #4
quote:
Originally written by The Demonslayer:

Force: No. But if you want to include a pre-made party, go ahead. You'll just need to let the user know that the scenario will not be enjoyable without using the supplied character. You could do what I like to do, and look over the player's inventory. If they are carrying a certain item (meaing they aren't using your characters), kill them instantly! Good way to 'force' usage.
Ooh, yeah, that's one way to enforce it. :) Reminds me of my D&D DM'ing days when dealing with unruly/uncompromising/cheating! players.

But seriously, a scenario I've got in mind just wouldn't be nearly as fun (or make much sense) without playing with very specific characters.

Thx
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum Editor
Apprentice
Member # 2119
Profile #2
Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA
Posts: 39 | Registered: Monday, October 21 2002 07:00
Rookie Aboard in Blades of Avernum
Apprentice
Member # 2119
Profile #2
Rookie question:

Is it possible to include premade characters/party and force the player to use them?

TIA
Posts: 39 | Registered: Monday, October 21 2002 07:00
Avernum Online in General
Apprentice
Member # 2119
Profile #12
quote:
Originally written by Sir Motrax of Exile:

This should really go in the FAQ. It's been asked too many times, especially as of late.
It's more of a wish than anything but still it would be a good idea to put it in writing.

Edit: FYI, I did a search for "online" before posting this and out of 39 previous posts, nothing looked relevant.

[ Wednesday, October 15, 2003 05:31: Message edited by: GuildBoss ]

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GuildBoss - Guild and Clan Manager for Windows
Posts: 39 | Registered: Monday, October 21 2002 07:00
Avernum Online in General
Apprentice
Member # 2119
Profile #11
quote:
Originally written by Omlette:

Plus, it's turn-based, as all Jeff's games are (including Geneforge, although that's kinda mock-real-time, but the combat is turn-based...). There's no way a massively multiplayer turn-based game will ever be feasible.

-E-

The original NWN was turn-based. Legends of Kesmai was based on a system of timed rounds. It could work. IMAGE(Spiderweb Software Boards Avernum Online_files/smile.gif)

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GuildBoss - Guild and Clan Manager for Windows
Posts: 39 | Registered: Monday, October 21 2002 07:00
Avernum Online in General
Apprentice
Member # 2119
Profile #0
Any chance to come to fruition? I would pay to play in a heartbeat. I cut my "online RPG" teeth on tile-based adventuring and still prefer it over all the fancy 3D graphics and Dolby Digital sound you can throw at me. IMAGE(Spiderweb Software Boards Avernum Online_files/wink.gif)

Or the next best thing, how about a multiplayer Avernum system where anyone can run a server and generate their own "persistent worlds"? Sorta like NWN but with the Avernum engine. IMAGE(Spiderweb Software Boards Avernum Online_files/smile.gif)

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GuildBoss - Guild and Clan Manager for Windows
Posts: 39 | Registered: Monday, October 21 2002 07:00