Profile for ThirdParty
Field | Value |
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Displayed name | ThirdParty |
Member number | 3618 |
Title | Apprentice |
Postcount | 33 |
Homepage | |
Registered | Thursday, October 30 2003 08:00 |
Recent posts
Pages
Author | Recent posts |
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Rebel help in Blades of Avernum | |
Apprentice
Member # 3618
|
written Wednesday, April 14 2004 07:02
Profile
Look around in rooms that connect to the room the leader was in. As for the key, it lets you exit the leader's room from the south, as a shortcut back to the entrance. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Getting rid of webs in Blades of Avernum | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 20:45
Profile
It says it in the manual. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Town Entrance in Blades of Avernum Editor | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 20:42
Profile
The manual is completely clear, but I'll spell it out for you. First. The only thing that matters is which (outdoor) square the party steps on, not which direction it's moving when it does so. Stepping on a square on the southern border of the town result in entering from the south. Thus, 1x1's, 3x1's, and any other single-space-high town shapes will have only one entrance. Stepping on a square that's on the western but not southern border results in entering from the west. Stepping on a square that's on the northern but not western results in entering from the north. Stepping on a square that's not on the southern, western, or northern border results in entering from the east. What you want to do is make the town entrance 2x2, including the row of trees just south of the actual town. That way, entering from the west will be treated as entering from the west. Entering from the east will be treated as entering from the north. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Town Entrance in Blades of Avernum | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 20:42
Profile
The manual is completely clear, but I'll spell it out for you. First. The only thing that matters is which (outdoor) square the party steps on, not which direction it's moving when it does so. Stepping on a square on the southern border of the town result in entering from the south. Thus, 1x1's, 3x1's, and any other single-space-high town shapes will have only one entrance. Stepping on a square that's on the western but not southern border results in entering from the west. Stepping on a square that's on the northern but not western results in entering from the north. Stepping on a square that's not on the southern, western, or northern border results in entering from the east. What you want to do is make the town entrance 2x2, including the row of trees just south of the actual town. That way, entering from the west will be treated as entering from the west. Entering from the east will be treated as entering from the north. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum Editor | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 20:38
Profile
Actually, it might be possible to code it to behave properly, using the calls that we have. Isn't there a call for checking whether something is within line-of-sight and x range from something else? Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
intended behavior? (damage_near_loc) in Blades of Avernum | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 20:38
Profile
Actually, it might be possible to code it to behave properly, using the calls that we have. Isn't there a call for checking whether something is within line-of-sight and x range from something else? Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Getting rid of webs in Blades of Avernum | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 17:08
Profile
Stand still for one turn per web. (This can be achieved by clicking the "wait" button, or by pressing "w" or "5".) Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Article - Why? in Blades of Avernum Editor | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 16:08
Profile
I rather agree with Jeff here. Hey, I like stories as much as the next guy; I spend probably ten times as much time reading novels as I do playing computer games. But when I want a novel, I read a novel. When caught up in a great plot, turning a page to get to the next scene takes a lot less time than maneuvering through a dark maze or sneaking into the rebel fort. Although scenarios should certainly have plots to help the player figure out what to do next, the plot is not the main thing. If I'm playing a computer game, I'm interested in strategy: give me puzzles to figure out how to pass, tough battles to figure out how to win, and decisions about how to improve my party so they'll win future battles as well. My favorite of the built-in BoA scenarios is not ASR, but DwtD: there's great stuff for sale, but getting the fancy armor or the excellent weapon will come at the expense of learning top-level spells, or of acquiring knowledge brews and training from the countryside. And nothing beats the fun of finding the Black Dress of Speed and then realizing that my character will have almost no armor while wearing it. I also agree with Jeff that everyone should make the kinds of scenarios he likes; that way there will be something for everybody. For me, drop me in a detailed world with choices to make and tasks to do (real tasks, not boring courier missions with no combat that just waste time in between telling the story), and I don't really care if there's anything tying it all together or not. My characters are adventurers. They explore for exploration's sake (and the loot, of course), not because such-and-such threatens the destruction of so-and-so. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Article - Why? in Blades of Avernum | |
Apprentice
Member # 3618
|
written Monday, April 5 2004 16:08
Profile
I rather agree with Jeff here. Hey, I like stories as much as the next guy; I spend probably ten times as much time reading novels as I do playing computer games. But when I want a novel, I read a novel. When caught up in a great plot, turning a page to get to the next scene takes a lot less time than maneuvering through a dark maze or sneaking into the rebel fort. Although scenarios should certainly have plots to help the player figure out what to do next, the plot is not the main thing. If I'm playing a computer game, I'm interested in strategy: give me puzzles to figure out how to pass, tough battles to figure out how to win, and decisions about how to improve my party so they'll win future battles as well. My favorite of the built-in BoA scenarios is not ASR, but DwtD: there's great stuff for sale, but getting the fancy armor or the excellent weapon will come at the expense of learning top-level spells, or of acquiring knowledge brews and training from the countryside. And nothing beats the fun of finding the Black Dress of Speed and then realizing that my character will have almost no armor while wearing it. I also agree with Jeff that everyone should make the kinds of scenarios he likes; that way there will be something for everybody. For me, drop me in a detailed world with choices to make and tasks to do (real tasks, not boring courier missions with no combat that just waste time in between telling the story), and I don't really care if there's anything tying it all together or not. My characters are adventurers. They explore for exploration's sake (and the loot, of course), not because such-and-such threatens the destruction of so-and-so. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Caught in the Khoth-fire in Blades of Avernum | |
Apprentice
Member # 3618
|
written Sunday, April 4 2004 19:26
Profile
*spoiler* Sail back down past the trog fort, and Casser-Bok's lair will be about the second lake to the west. You might have enough time. I doubt it, but you might. Alternatively, you could give up on reaching the fort in time and instead just loot the Run for everything it's worth. (You'll still be able to escape past Khoth when you're ready to leave the scenario. It won't be a win, but your party will have at least gotten valuable experience, and will survive.) Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Caught in the Khoth-fire in Blades of Avernum | |
Apprentice
Member # 3618
|
written Sunday, April 4 2004 14:11
Profile
What precisely is the problem? If Khoth is attacking you, you probably made him mad by attacking the golems before they were all hostile. Return to a save from before you fought the golems. If Khoth wants a gift and you don't have one, go back down the run and look for one. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Town Entrance in Blades of Avernum Editor | |
Apprentice
Member # 3618
|
written Sunday, April 4 2004 14:09
Profile
See "Determining Town Entry Direction", in the Editor Docs pages 34-35. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |
Town Entrance in Blades of Avernum | |
Apprentice
Member # 3618
|
written Sunday, April 4 2004 14:09
Profile
See "Determining Town Entry Direction", in the Editor Docs pages 34-35. Posts: 33 | Registered: Thursday, October 30 2003 08:00 |