Profile for Kelandon

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).

Recent posts

Pages

AuthorRecent posts
A1: Barrier to Adze-Haakai in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #1
You can need the Crystal Key, which you can get from Solberg's Tower.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #21
What I don't understand, Arenax, is against whom or what you're arguing. No one wants dumbed-down tools. The question is how to create tools that have the same power as handling raw script and are easier to handle.

I don't know how you manage to start bickering on every thread that you enter. I think Imban's characterization fits well: "You clearly do not play well with others."

EDIT: For instance, you may notice that no one on this thread has suggested a node-based town script editor. Why you would discuss a town script editor when you haven't finished porting your dialogue script editor or even made your custom objects script editor yet, I don't know.

One thing at a time, dude!

[ Sunday, November 21, 2004 13:51: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #21
What I don't understand, Arenax, is against whom or what you're arguing. No one wants dumbed-down tools. The question is how to create tools that have the same power as handling raw script and are easier to handle.

I don't know how you manage to start bickering on every thread that you enter. I think Imban's characterization fits well: "You clearly do not play well with others."

EDIT: For instance, you may notice that no one on this thread has suggested a node-based town script editor. Why you would discuss a town script editor when you haven't finished porting your dialogue script editor or even made your custom objects script editor yet, I don't know.

One thing at a time, dude!

[ Sunday, November 21, 2004 13:51: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Why are certain level 1 spells not available? in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #1
You can get Dispel Barrier in Squiggus. That's in the southeast of Valorim, due north of Storm Port.

All spells are available in the game.

EDIT: Ach, that's level 3. Hold on. You can also get level 3 from Ernest, but let me see where you can get a lower level. I know you can get it because I did.

EDIT 2: I can't find level 1, but you can get level 2 from the spellbook in Sharimik after completing the mayor's quest... you don't need to know it at level 1 to get it at level 2... I don't know what the problem is.

Specifically, after you complete the troglo quest and bring the Troglo King's message back to Mayor Knight, he tells you to read a spellbook. That spellbook is southeast of him behind a door in the library. That spellbook will give you Dispel Barrier at level 2.

[ Sunday, November 21, 2004 13:34: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #33
I think that last post was the first one that even hinted at a "If you're not going to do it right, don't do it at all" mentality. That's just something you made up, Arenax. Go back and re-read.

Moreover, no one attacked you until you started insulting Djur. Djur may not be a big-name designer, but he's our friend.

Also, I think the "use a decent language" comment was more intended to deal with the "cons" in your original post than it was to attack you. Stareye said much the same thing: there's no hurry. If there's some question about whether you'll make it, we'd rather something than nothing, but if you're going to make it, you might as well make it well.

If it's almost done, then I guess there's no point in talking about it anymore. If you weren't going to listen to us anyway, I'm not sure why you asked our opinion. And don't pretend: you said yourself that the program was already mostly done by the time Djur suggested to use a different language, which was less than four hours after you first posted. If you were too far along in the process to listen to anyone after four hours, you weren't going to listen to anyone at all.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #33
I think that last post was the first one that even hinted at a "If you're not going to do it right, don't do it at all" mentality. That's just something you made up, Arenax. Go back and re-read.

Moreover, no one attacked you until you started insulting Djur. Djur may not be a big-name designer, but he's our friend.

Also, I think the "use a decent language" comment was more intended to deal with the "cons" in your original post than it was to attack you. Stareye said much the same thing: there's no hurry. If there's some question about whether you'll make it, we'd rather something than nothing, but if you're going to make it, you might as well make it well.

If it's almost done, then I guess there's no point in talking about it anymore. If you weren't going to listen to us anyway, I'm not sure why you asked our opinion. And don't pretend: you said yourself that the program was already mostly done by the time Djur suggested to use a different language, which was less than four hours after you first posted. If you were too far along in the process to listen to anyone after four hours, you weren't going to listen to anyone at all.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Suggestions for Geneforge 3 in General
Off With Their Heads
Member # 4045
Profile Homepage #5
No, he does read them right after the games come out. We know this because of various posts in the BoA and BoA Editor forums (like, for example, this one).

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #16
quote:
Originally written by Arenax:
Now we come to something of a slippery-slope argument. On its own, this design is acceptable (but not one I'd personally use, as I dislike the entire idea of visualizing it because I don't find it necessary). But once you simplify dialogue--what must now be done is simplify script editing, which is where the real problem lies. Again, you're taking this to a different place than I am. I agree with Brett, who said, "Now I'm sure some will argure that not all aspects of BoA scripting could be covered by this approach, and you are right. If we make as many things as simple as possible, well, that's a good goal to shoot for." Let's make dialogue and custom objects script editors now, because making good editors for those scripts is far easier than for town scripts and no such editors exist, and we can worry about town script editors later. They may not use the same ideas at all.

However, if a town script editor included all of the same capabilities as writing raw script — and I'm not sure I would make the distinction that you make between "data entry" and "real scripting," because what I'm suggesting may be "data entry" — then I couldn't argue with it. The goal is not to dumb this down so that we have BoE all over again; the goal is to make the system more user-friendly so that people who can write good stories won't have to worry about learning how to program in order to make scenarios.

BoA has the inherent problem that the people who are capable of writing good stories and therefore plots that we would want to role-play are usually not the same people as the ones who can code very well. To put it another way, math/science/computer people are usually different from humanities people. But ultimately we would like to attract writers as well as technical innovators, because the writers are the ones who will make good scenarios.

Any editor aid that will make it easier for humanities people to write a scenario — and has the same abilities as writing raw script — seems like a good thing.

The only real issue with your design is that coding it would be awfully difficult and probably out of my league if I wanted it to be cross-platform. I'm not saying it's not possible for others--but the benefits are outweighed by the inherent issues. Inherent issues? It seems like you're saying that my idea is bad because it would be hard for you personally to program. I'm not asking you to program it, and you are not the only programmer out there. I'm going to learn C and C++ one of these days — over Winter Break I'll start, probably — and I may make this program myself.

To be more explicit: I'm not really talking in your direction, Arenax. Not everything is about you.

I wrote AvDialogue because I needed something to speed up writing dialogue, not to idiot-proof it for me or make it more "understandable," because as it stands Avernumscript is perfectly understandable. That's great. However, you know multiple programming languages. Other people don't. One shouldn't have to learn C in order to make a scenario, at least in my opinion. We want people who can write good stories.

Also, certain people around here think that it's important to work for the community and not just for one's self. My favorite thread on any message board ever has entire paragraphs relating to this. To quote Alcritas:

"I believe it is the responsibility of every member of any community, including the BOE community, to contribute to the community's strength and well being.... I find the view that individuals do not bear any ethical or moral responsibilty to contribute to a community they receive benefits from nothing short of pathetic."

One can replace everything he says about "fun" with "useful to me" and the same argument would apply (probably better) to this situation.
Besides, I don't really understand what the problem is with the "kewl i can make a scenario w00t" mentality. BoE has almost 250 scenarios. Roughly a third of those are garbage that no one would want to play anymore.

However, you of all people should understand this, Arenax, because you were around for the early years of BoE: activity in a community is good. A bad scenario released is better than no scenario at all. Where would BoE be if the only scenarios released during the first year were Tatterdemalion, Nephil's Gambit, Requelle's Nightmare, RotS and DotS, and Islands of the Wheel? BoE had dozens of scenarios released over the first year, and it was better for that flurry of activity, even though for every Nephil's Gambit there was a Compositus.

I think that the day when Micael releases Undead Valley will be a good day for the community, because it's a new scenario. Never mind that it's bad; it's still a scenario that people can play. We have people who like fighting in the arena in the HLPM, for crying out loud. We as designers should give the players what they want, and the overwhelming consensus is they want new scenarios, regardless of quality.

Wow, this turned into a long rant. I'll be coming back to these points repeatedly over the next few months, probably.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #16
quote:
Originally written by Arenax:
Now we come to something of a slippery-slope argument. On its own, this design is acceptable (but not one I'd personally use, as I dislike the entire idea of visualizing it because I don't find it necessary). But once you simplify dialogue--what must now be done is simplify script editing, which is where the real problem lies. Again, you're taking this to a different place than I am. I agree with Brett, who said, "Now I'm sure some will argure that not all aspects of BoA scripting could be covered by this approach, and you are right. If we make as many things as simple as possible, well, that's a good goal to shoot for." Let's make dialogue and custom objects script editors now, because making good editors for those scripts is far easier than for town scripts and no such editors exist, and we can worry about town script editors later. They may not use the same ideas at all.

However, if a town script editor included all of the same capabilities as writing raw script — and I'm not sure I would make the distinction that you make between "data entry" and "real scripting," because what I'm suggesting may be "data entry" — then I couldn't argue with it. The goal is not to dumb this down so that we have BoE all over again; the goal is to make the system more user-friendly so that people who can write good stories won't have to worry about learning how to program in order to make scenarios.

BoA has the inherent problem that the people who are capable of writing good stories and therefore plots that we would want to role-play are usually not the same people as the ones who can code very well. To put it another way, math/science/computer people are usually different from humanities people. But ultimately we would like to attract writers as well as technical innovators, because the writers are the ones who will make good scenarios.

Any editor aid that will make it easier for humanities people to write a scenario — and has the same abilities as writing raw script — seems like a good thing.

The only real issue with your design is that coding it would be awfully difficult and probably out of my league if I wanted it to be cross-platform. I'm not saying it's not possible for others--but the benefits are outweighed by the inherent issues. Inherent issues? It seems like you're saying that my idea is bad because it would be hard for you personally to program. I'm not asking you to program it, and you are not the only programmer out there. I'm going to learn C and C++ one of these days — over Winter Break I'll start, probably — and I may make this program myself.

To be more explicit: I'm not really talking in your direction, Arenax. Not everything is about you.

I wrote AvDialogue because I needed something to speed up writing dialogue, not to idiot-proof it for me or make it more "understandable," because as it stands Avernumscript is perfectly understandable. That's great. However, you know multiple programming languages. Other people don't. One shouldn't have to learn C in order to make a scenario, at least in my opinion. We want people who can write good stories.

Also, certain people around here think that it's important to work for the community and not just for one's self. My favorite thread on any message board ever has entire paragraphs relating to this. To quote Alcritas:

"I believe it is the responsibility of every member of any community, including the BOE community, to contribute to the community's strength and well being.... I find the view that individuals do not bear any ethical or moral responsibilty to contribute to a community they receive benefits from nothing short of pathetic."

One can replace everything he says about "fun" with "useful to me" and the same argument would apply (probably better) to this situation.
Besides, I don't really understand what the problem is with the "kewl i can make a scenario w00t" mentality. BoE has almost 250 scenarios. Roughly a third of those are garbage that no one would want to play anymore.

However, you of all people should understand this, Arenax, because you were around for the early years of BoE: activity in a community is good. A bad scenario released is better than no scenario at all. Where would BoE be if the only scenarios released during the first year were Tatterdemalion, Nephil's Gambit, Requelle's Nightmare, RotS and DotS, and Islands of the Wheel? BoE had dozens of scenarios released over the first year, and it was better for that flurry of activity, even though for every Nephil's Gambit there was a Compositus.

I think that the day when Micael releases Undead Valley will be a good day for the community, because it's a new scenario. Never mind that it's bad; it's still a scenario that people can play. We have people who like fighting in the arena in the HLPM, for crying out loud. We as designers should give the players what they want, and the overwhelming consensus is they want new scenarios, regardless of quality.

Wow, this turned into a long rant. I'll be coming back to these points repeatedly over the next few months, probably.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #14
Representing a system in a different way is not dumbing it down. I myself understand dialogue pretty well, but it would be easier if it were represented visually. For two years in high school physics, my teacher forced us to draw diagrams for every physics problem that we got. Was that dumbing down the problem?

It's not removing complexity. All of the components are still there. It's a matter of changing the representation. Simplifying something only becomes a problem when you lose utility, and the program that I'm imagining would not erase any components.

Programs have been made that do individual parts of a custom objects script already, but they aren't very good, not because they dumb down the system — they're actually easier to use than writing raw code — but because they don't have enough features. They can't handle more than one object at a time, and they can each only do one type of object, for instance.

Arenax, I recommend you look at the description that I posted above and tell me exactly what would be missing from such a program. What could one do writing raw code that one could not do with the program that I described above?

Similarly, take a look at an editor for custom objects scripts that has already been made and tell me what one could do writing raw code that one could not do with such a program. This creature editor and its cousins need more features, certainly, but I challenge you to tell me how they are less powerful than scripting directly.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #14
Representing a system in a different way is not dumbing it down. I myself understand dialogue pretty well, but it would be easier if it were represented visually. For two years in high school physics, my teacher forced us to draw diagrams for every physics problem that we got. Was that dumbing down the problem?

It's not removing complexity. All of the components are still there. It's a matter of changing the representation. Simplifying something only becomes a problem when you lose utility, and the program that I'm imagining would not erase any components.

Programs have been made that do individual parts of a custom objects script already, but they aren't very good, not because they dumb down the system — they're actually easier to use than writing raw code — but because they don't have enough features. They can't handle more than one object at a time, and they can each only do one type of object, for instance.

Arenax, I recommend you look at the description that I posted above and tell me exactly what would be missing from such a program. What could one do writing raw code that one could not do with the program that I described above?

Similarly, take a look at an editor for custom objects scripts that has already been made and tell me what one could do writing raw code that one could not do with such a program. This creature editor and its cousins need more features, certainly, but I challenge you to tell me how they are less powerful than scripting directly.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
A1 and A2 for OS X? in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #1
I'm pretty sure the answer is no. Jeff is busy making new games, Geneforge 3 and Avernum 4, so I doubt he's planning to go back and update the old ones.

Besides, A1 and A2 worked better for me in Classic mode than A3 does natively in OS X, so I'm not sure that I would want him to.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #8
Let me put it another way: we're not seeking to simplify the system, but rather to represent it in a different way.

One could represent the "state =" and "nextstate =" as line connecting text boxes. Those text boxes could be the "text1 =" and "text2 =" and so on. I suppose one could have a "personality =" box above the text boxes.

I suppose one could then put an "action =" menu right below the boxes with all of the possible action calls as menu choices. Then underneath that, one could put a "code =" box that could be filled in with optional code. Oh, and above those two, a "condition =" box, which, if not set to 1, would change the color of the connecting lines.

After all of this was filled in, one could press a button that says, "Generate script," and it would create a text file with the appropriate code.

With enough features (being able to import an already-made script, not creating a code line if nothing was in it so that if the "condition =" box had nothing in it then no condition line would show up in that node, etc), this program could replace scripting dialogue by hand.

There's no point in arguing about it, really. I don't have the technical skill to make such a program, so obviously I'm not going to. If Arenax doesn't want to, then he's not going to, either. Someone else may or may not.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #8
Let me put it another way: we're not seeking to simplify the system, but rather to represent it in a different way.

One could represent the "state =" and "nextstate =" as line connecting text boxes. Those text boxes could be the "text1 =" and "text2 =" and so on. I suppose one could have a "personality =" box above the text boxes.

I suppose one could then put an "action =" menu right below the boxes with all of the possible action calls as menu choices. Then underneath that, one could put a "code =" box that could be filled in with optional code. Oh, and above those two, a "condition =" box, which, if not set to 1, would change the color of the connecting lines.

After all of this was filled in, one could press a button that says, "Generate script," and it would create a text file with the appropriate code.

With enough features (being able to import an already-made script, not creating a code line if nothing was in it so that if the "condition =" box had nothing in it then no condition line would show up in that node, etc), this program could replace scripting dialogue by hand.

There's no point in arguing about it, really. I don't have the technical skill to make such a program, so obviously I'm not going to. If Arenax doesn't want to, then he's not going to, either. Someone else may or may not.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #4
Arenax, you missed Brett's point rather badly. The idea is that one could create a visually-oriented program that would then write script. The "state =" and "nextstate =" could be represented by lines connecting dialogue text.

People who don't know how to script aren't necessarily identical to people who don't know how to write stories and develop interesting scenarios. The idea is that the process of scripting could be made easier, not that people would create scenarios without scripting.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Creating New Editors for BoA in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #4
Arenax, you missed Brett's point rather badly. The idea is that one could create a visually-oriented program that would then write script. The "state =" and "nextstate =" could be represented by lines connecting dialogue text.

People who don't know how to script aren't necessarily identical to people who don't know how to write stories and develop interesting scenarios. The idea is that the process of scripting could be made easier, not that people would create scenarios without scripting.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Getting to King Micah without the Royal token. in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #3
One thing: if you write a walkthrough for any game, make sure you proofread it for spelling and grammar. If you write a walkthrough in the same manner as you wrote that post, no one will want to read it.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Avernum 4 in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #1
Note the four-page thread on this very topic over in General.

In short: we know little more than that it is Avernum 4, it will have a new engine, and it will come out after Geneforge 3.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Late one... in General
Off With Their Heads
Member # 4045
Profile Homepage #38
SD, I think you missed the fact that both of them were joking.

EDIT: Although your defensiveness about the subject suggests that maybe you have something to hide....

[ Thursday, November 18, 2004 20:54: Message edited by: Kelandon ]

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
3D BOA Editor (Windows) in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #11
That would require re-writing the editor from scratch, wouldn't it? That's a slightly larger issue than adding a new capability or two.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
3D BOA Editor (Windows) in Blades of Avernum
Off With Their Heads
Member # 4045
Profile Homepage #11
That would require re-writing the editor from scratch, wouldn't it? That's a slightly larger issue than adding a new capability or two.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Simulacrum!.. what monsters are on your list? in The Avernum Trilogy
Off With Their Heads
Member # 4045
Profile Homepage #50
Sorry. Didn't notice that part of the post.

If it's possible to choose which slot the monster goes into, I never figured out how. I had monsters overwriting other monsters while there were still empty spaces left to fill. But then, I never really used Simulacrum that much (or any kind of summoning, for that matter).

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Roots Released! in Blades of Exile
Off With Their Heads
Member # 4045
Profile Homepage #1
tomsterthemonstr (7:07:56 PM): Um, I have an entirely stupid question.

...

tomsterthemonstr (7:09:03 PM): I see.
tomsterthemonstr (7:10:21 PM): So I take it the scenario is not about the history of the oppression of black people in the United States?
Thuryl (7:11:34 PM): No. No, it's not.

Darn. That would've been interesting. A scenario adaption of Roots.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
One-PC Parties Rule in Nethergate
Off With Their Heads
Member # 4045
Profile Homepage #6
I think it'd be easier to be a Roman singleton than a Celt singleton. I've never been terribly good at singletons, but it seems like you'd only need the ability to cast some very basic spells as a Roman, because Romans don't get good high-level spells anyway. Celts kind of do.

A Celtic duo works really well, though. That is, a fighter and a magic-user. That was probably my favorite way to beat the game.

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
OK, folks, looks like I can port my tools to a Mac... in Blades of Avernum Editor
Off With Their Heads
Member # 4045
Profile Homepage #1
Considering that a sizable percentage of the Blades community is Mac-using, especially among designers, I say you should make everything cross-platform whenever possible.

I may be slightly biased because I am a Mac user. :P

--------------------
Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00

Pages