Profile for Dastal
Field | Value |
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Displayed name | Dastal |
Member number | 3610 |
Title | Warrior |
Postcount | 129 |
Homepage | |
Registered | Tuesday, October 28 2003 08:00 |
Recent posts
Pages
Author | Recent posts |
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Moving carts in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Friday, October 22 2004 18:18
Profile
I could never get through the Golem's in E3. Heck, it took me forever to get through the E3 New Factory (is it just me, or was ther no real "new factory" in A3?). I never did beat it, since I cast quickfire into Rentar's courtyard, and then I couldn't contain it, and my last save was like before I finsihed the Trogo/Giants. Part of that, I think, was just unfamiliarity with the way it all worked (I mean, I was like 12 at the time, the first time I played it, at 10, I couldn't even beat the slimes). When I came back to playing A1, A2, and A3, I beat all of them, doing everything I could, in a bit over a day each of non-stop playing. [Hey! That's just how I am. I pulled the same trick with WC1+2, and then WC3 when I got it, NWN, EE, AoK, DS, C&C (all of 'em), and a bunch of others.] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Moving carts in Blades of Avernum | |
Warrior
Member # 3610
|
written Friday, October 22 2004 18:18
Profile
I could never get through the Golem's in E3. Heck, it took me forever to get through the E3 New Factory (is it just me, or was ther no real "new factory" in A3?). I never did beat it, since I cast quickfire into Rentar's courtyard, and then I couldn't contain it, and my last save was like before I finsihed the Trogo/Giants. Part of that, I think, was just unfamiliarity with the way it all worked (I mean, I was like 12 at the time, the first time I played it, at 10, I couldn't even beat the slimes). When I came back to playing A1, A2, and A3, I beat all of them, doing everything I could, in a bit over a day each of non-stop playing. [Hey! That's just how I am. I pulled the same trick with WC1+2, and then WC3 when I got it, NWN, EE, AoK, DS, C&C (all of 'em), and a bunch of others.] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Scripting Question in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:38
Profile
Thanks! I can't wait to see it done. When my scenario comes out (in a fair while, I'm still on town design) I hope you'll see it's been put to good use. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Scripting Question in Blades of Avernum | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:38
Profile
Thanks! I can't wait to see it done. When my scenario comes out (in a fair while, I'm still on town design) I hope you'll see it's been put to good use. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Moving carts in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:37
Profile
Ah well. Maybe you could only exectute the creature script when the party is nearby, so only one cart would be moving at once? Also, if the party trys to get in the way of the moving car, you could just move them off the script and give them a little damage on the basis of "being hit by a fast moving mine cart HURTS!" Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Moving carts in Blades of Avernum | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:37
Profile
Ah well. Maybe you could only exectute the creature script when the party is nearby, so only one cart would be moving at once? Also, if the party trys to get in the way of the moving car, you could just move them off the script and give them a little damage on the basis of "being hit by a fast moving mine cart HURTS!" Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
SHOPS - SHOPS - SHOPS> Oh, and more EVIL shops! in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:32
Profile
Why don't you look at the script for Warrior Grove? You can just use one of the shops there as your base, and then copy and paste it into your own town scripts. Oh, and traditionally, it's Triple Martian not Greek. Omnia Graeci mihi est! [ Friday, October 22, 2004 13:33: Message edited by: Dastal ] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
SHOPS - SHOPS - SHOPS> Oh, and more EVIL shops! in Blades of Avernum | |
Warrior
Member # 3610
|
written Friday, October 22 2004 13:32
Profile
Why don't you look at the script for Warrior Grove? You can just use one of the shops there as your base, and then copy and paste it into your own town scripts. Oh, and traditionally, it's Triple Martian not Greek. Omnia Graeci mihi est! [ Friday, October 22, 2004 13:33: Message edited by: Dastal ] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Scripting Question in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 16:32
Profile
I was thinking about a rock climbing script to get over certain cliffs. A few thoughts: 1) Checks for a certain object (rope, perhaps? maybe climing tools) and tool use or dexterity as one option. 2) Checks for a certain object or special item or SDF (orb or thralni? potion of flight?) and magery skill as another option. 3) Gives damage *if you fail* (maybe modified by luck). 4) Going the other way, gives you the option to reppel or levitate down (as above) instead of falling. 5) Uses memory cells to establish difficulty and (if necessary) position to end up in and direction. That would be really usful for me! My email is vdastal A-T h()tmail D-()-T c()m [() instead of o for spam spider protection]. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Scripting Question in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 16:32
Profile
I was thinking about a rock climbing script to get over certain cliffs. A few thoughts: 1) Checks for a certain object (rope, perhaps? maybe climing tools) and tool use or dexterity as one option. 2) Checks for a certain object or special item or SDF (orb or thralni? potion of flight?) and magery skill as another option. 3) Gives damage *if you fail* (maybe modified by luck). 4) Going the other way, gives you the option to reppel or levitate down (as above) instead of falling. 5) Uses memory cells to establish difficulty and (if necessary) position to end up in and direction. That would be really usful for me! My email is vdastal A-T h()tmail D-()-T c()m [() instead of o for spam spider protection]. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Moving carts in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:31
Profile
[Newbie warning] Couldn't you just use move object commands? [/newbie warning] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Moving carts in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:31
Profile
[Newbie warning] Couldn't you just use move object commands? [/newbie warning] Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Drugs are Hard, Mmmkay... in Blades of Avernum Editor | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:29
Profile
Alternatively, you could have two SDF's. [Call them (0,0) and (0,1). (0,0) is your timer, while (0,1) is your addiction counter.] When you first take the drug, (0,1) get set to 3. Then (0,0) goes up 1 every step. When (0,0) == 15 (for example), you get warned about a drug craving, and when it reaches 20, (0,1) goes down by one (to 2), (0,0) gets reset to 0, and you get damaged, say, 5 points. If you take the drug, then you gain, say, 3 addiction points on (0,1). When (0,1) finnally gets down to 0, you are no longer addicted. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Drugs are Hard, Mmmkay... in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:29
Profile
Alternatively, you could have two SDF's. [Call them (0,0) and (0,1). (0,0) is your timer, while (0,1) is your addiction counter.] When you first take the drug, (0,1) get set to 3. Then (0,0) goes up 1 every step. When (0,0) == 15 (for example), you get warned about a drug craving, and when it reaches 20, (0,1) goes down by one (to 2), (0,0) gets reset to 0, and you get damaged, say, 5 points. If you take the drug, then you gain, say, 3 addiction points on (0,1). When (0,1) finnally gets down to 0, you are no longer addicted. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
artifacts on scenario 1 in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:17
Profile
There's also the Emblazoned Shield (5% Magic Protection), but I don't know where it is. It kinda sucks though... Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Cave near Morog's castle. in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, October 21 2004 13:16
Profile
It's in ZKR. I think I know which one you're talking about. The one with the gazer ambush nearby? I'd guess that Jeff left that there in case anyone had managed to find an "Orb of Thralni" (or any other type of flight mechanism) in some other scenario. Chears and all. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Skills Bug in the Avernum Series in Tech Support | |
Warrior
Member # 3610
|
written Sunday, October 17 2004 18:01
Profile
In some of the Avernum games, there is a bug where if you raise a stat to it's maximum (100 + modifiers) and then recieve a point in the stat from somewhere, you can then raise the stat above its maximum. Using this strategy, I have just gotten a game in Avernum 3 where I have 250 in almost all of the stats (singleton + knowledge brew + herb lore == teh roxorz!). With the editor, this is even easier. I haven't really tried to find a maximum, but it's above 500. I have seen this bug in Avernum 2 and Avernum 3. I also suspect, though I have no way of confirming my suspicions, that you you could train untrainable special stats buy managing to raise them to above 100, perhaps with 34 mind crystals. Chears! Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Hawks Manse in Blades of Avernum | |
Warrior
Member # 3610
|
written Tuesday, February 10 2004 13:57
Profile
You'll have to pardon me for being unsympathetic. If you don't have the determination to sacrifice an hour of your time I don't think you'll make it far. Besides, I think someone who has the game would know how little help actually being in Hawk's Manse is. As far as pirating from a saved game, haveing never tried, I'm not sure. By the same token, I'd guess that anything comming from a registered game may hold some clue to pirateing it. So, I stand where I am. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Hawks Manse in Blades of Avernum | |
Warrior
Member # 3610
|
written Monday, February 9 2004 13:11
Profile
Wanna explain to me why you can't do it yourself? IF you have a registered copy of A3, then it should be no problem to get Hawks Mansion. I'm sure you have a game that has already killed the Slimes. If not, it's a piece of cake to do the slimes, take the portal to Lorelli and then use the character editor to get 10,000 gold and buy the Manse. Maybe an hour starting from nothing if you use the editor. IF on the other hand, you don't have a registered copy of A3, then neither I, nor any other person on this board is gonna help you pirate it. And, quite frankly, seeing the Manse in the game will help you not at all if you are trying to copy it in Blades. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Inevitability in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, January 29 2004 13:18
Profile
I dun know. It depends on if you've read the Odyssey before. I know when I read it, I didn't realize half the stuff happened. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Inevitability in Blades of Avernum | |
Warrior
Member # 3610
|
written Wednesday, January 28 2004 13:19
Profile
To quote Rameous: "Let them sing!" I'm looking into recreating the Odyssey, myself. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Developer's Update in Blades of Avernum | |
Warrior
Member # 3610
|
written Friday, January 9 2004 12:49
Profile
Any chance we can decide what races are availible, and even code new races in? Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Music in Blades of Avernum | |
Warrior
Member # 3610
|
written Thursday, November 20 2003 14:42
Profile
You could compose it yourself, but then, MIDI playback can be funny. You'd be supporised what the community can come up with. I do a lot of work in an electronic music studio, and many univeristies have computer labs devoted to electronic music. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Questions about the world that the Avernum series takes place on/in. in Blades of Avernum | |
Warrior
Member # 3610
|
written Saturday, November 15 2003 09:14
Profile
That would be the tomb labeled as the Spiral Crypt on Rache's maps. It's on Bigail to the east of the Friendly Roaches, to the north of the mountain containing the stone circle, and to the west on, I think, the town with a B, but I'm not sure of the name. Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |
Should color-edits be pulled from the Louvre? in Blades of Avernum | |
Warrior
Member # 3610
|
written Wednesday, November 5 2003 13:14
Profile
Why not just have two seperate data-bases? Or simply flag the color-edits in the data-base? Posts: 129 | Registered: Tuesday, October 28 2003 08:00 |