Profile for Eldritch_Cadillac

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
Game speed in combat mode in Avernum 4
Apprentice
Member # 4119
Profile #0
Just started ZKR from Blades, in anticipation of a new Avernum game (I'm rather obsseional about mapping every square of every location, so whilst I played for many hours I only got around to completing the 1st 2 included scenarios - maybe the time-limit in this mission will cure me of my affliction).

Anyway, I've been reminded of one thing that really bugs me in these games. The fact that time goes much faster in town mode than combat mode. I can't see any logical reason for this. Clearly outdoors the time-scale's different and correctly so.

It's highly annoying. A major head-ache in exploring large dungeons is conserving spell points. If you move in normal mode (only fighting when you meet adversies), any enchantments wear off in a few moves; explore the entire dungeon in combat mode and you can get by with just the occasional top-up. However in fight mode you can't search, or save; it's a hassle to pick-up and distribute items - generally it's just a pain.

Is this still the case in A4?

[ Thursday, January 05, 2006 20:51: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How many hours of sleep do you get per 24 hours, on average? in General
Apprentice
Member # 4119
Profile #32
quote:
I recall a story about a 63 year-old Ukrainian who hasn't slept in 20 years.
Aaaah, the Ukrainian tabloids hey, can never trust them.

It is documented medical fact, that total sleep deprevation will result in death, quicker than and just as surely as starvation.

However it is perfectable possible to sleep without having any recollection of having done so, just as some people 'never dream', although everyone does.

[ Wednesday, July 13, 2005 17:14: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
A3: The first party of explorers. in The Avernum Trilogy
Apprentice
Member # 4119
Profile #28
There is nothing to suggest that the 1st group were a bunch of incompentant amateurs. They may well have been an elite group of highly trained killing machines. However they are not the prodigously gifted folk of legend that our parties quickly prove themselves to be, then who is?

We wipe out hideous, plagues that have over-whelmed the combined efforts of entire continents; destroy beasts of darkness they have reigned with terror for decades and uncover long lost mythical treasures than many have spent thier entire lives searching for, in futile.

Don't be so hard on the 1st party (God rest thier souls), we're just different class.

[ Wednesday, March 02, 2005 14:57: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
A problem: making game remeber where are the items in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #17
Im sure this is far from an 'impossible quest'. I still think it can be done with a couple of loops, if necessary placing the actual copy stuff code in the scenario module to get around line limits. The scenario won't remember the items posistions apparently, however you can pass the relevent data using SDFs.

Otherwise, is there a way to execute code everytime a character drops an item? In which case you could store the location and type using SDFs, then refit the party by checking these when switching to the clone town.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
A problem: making game remeber where are the items in Blades of Avernum
Apprentice
Member # 4119
Profile #17
Im sure this is far from an 'impossible quest'. I still think it can be done with a couple of loops, if necessary placing the actual copy stuff code in the scenario module to get around line limits. The scenario won't remember the items posistions apparently, however you can pass the relevent data using SDFs.

Otherwise, is there a way to execute code everytime a character drops an item? In which case you could store the location and type using SDFs, then refit the party by checking these when switching to the clone town.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
A problem: making game remeber where are the items in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #11
A simple nested loop

x : 1 to town_width
y : 1 to town_height
copy items
next y
next x

will work fine, i think.

The time taken should be neglible. Underestimating the capabilities of even prehistoric computers appears to be a common misconception.

There are other ways if this really doesn't work, but i'd try this first.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
A problem: making game remeber where are the items in Blades of Avernum
Apprentice
Member # 4119
Profile #11
A simple nested loop

x : 1 to town_width
y : 1 to town_height
copy items
next y
next x

will work fine, i think.

The time taken should be neglible. Underestimating the capabilities of even prehistoric computers appears to be a common misconception.

There are other ways if this really doesn't work, but i'd try this first.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Special Skills Question... in Blades of Avernum
Apprentice
Member # 4119
Profile #2
Thanks, that's just what I was after. ;)
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Special Skills Question... in Blades of Avernum
Apprentice
Member # 4119
Profile #0
If anyone could provide a quick description of the special skills I would be grateful. I've searched the forum & found details on the new skills, but the post simply listed Parry, Blademaster, Anatomy, Gymnastics, Pathfinder, and Magery as 'the familiar ones'.

That's as maybe, but having not played the previous Avernum games they're not familiar to me.

I've just started ASR and the only one of these I can train in currently is parry. However I have several items that provide bonuses in these skills and would like to know what it is they do, so that I can decide what to equip.

P.S.

I'd rather find out for myself how to train in them, just a brief description of the effects please.

Thanks,

Eldritch Cadillac
Posts: 23 | Registered: Thursday, March 18 2004 08:00
brass key,golem in library:help in Blades of Avernum
Apprentice
Member # 4119
Profile #7
You killed it after finishing the plague?

Hmmm, i find that kinda' hard to believe. One way, or another, it's already dead by then.
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Collaboration Request , lol in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #0
Wouldn't EXILE III be the best Avernum import? Complete with 2d graphics!

In this you'd be able to cast area of effect spells, choose who kicked in the doors, go mad with the time-twist, groundhog day that your life had become. Learn great new abilities, design your own, play 100's of other quests, & explore forests!

Oi! Don't get mad at me for bringing E vs A around again. I expect most of you have already posted on a similar topic at least once.

This is my rather unbalanced view, I'm an Exile not an Averneum; Exile 3 is the best Spiderweb game, but this Avernum editor is exceptional. Now come on you co-conspirators, go write me E3, BoA style!

[ Wednesday, July 21, 2004 12:17: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Collaboration Request , lol in Blades of Avernum
Apprentice
Member # 4119
Profile #0
Wouldn't EXILE III be the best Avernum import? Complete with 2d graphics!

In this you'd be able to cast area of effect spells, choose who kicked in the doors, go mad with the time-twist, groundhog day that your life had become. Learn great new abilities, design your own, play 100's of other quests, & explore forests!

Oi! Don't get mad at me for bringing E vs A around again. I expect most of you have already posted on a similar topic at least once.

This is my rather unbalanced view, I'm an Exile not an Averneum; Exile 3 is the best Spiderweb game, but this Avernum editor is exceptional. Now come on you co-conspirators, go write me E3, BoA style!

[ Wednesday, July 21, 2004 12:17: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Bug Report (I think) in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #2
Ugh! Didn't want to believe it, atleast no-one else will be able to bring out my innovations before me.

A real kick-in the teeth, but fairly sure it was wrong. Spent 2 days learning AvernumScript, 1 and a half of them re-typing this line to ensure against syntax errors!

------

(By tommorrow I'll probally know better) - signature / epitaph
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Bug Report (I think) in Blades of Avernum
Apprentice
Member # 4119
Profile #2
Ugh! Didn't want to believe it, atleast no-one else will be able to bring out my innovations before me.

A real kick-in the teeth, but fairly sure it was wrong. Spent 2 days learning AvernumScript, 1 and a half of them re-typing this line to ensure against syntax errors!

------

(By tommorrow I'll probally know better) - signature / epitaph
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #7
:D Ooops!

EXport, i see....

:(
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum
Apprentice
Member # 4119
Profile #7
:D Ooops!

EXport, i see....

:(
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #6
It would still be all wierd & diagonal (probally even wierder as perspective would be messed up), but atleast u could explore forests! You can already choose your door bashers with my scripts, soon exile will return!
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum
Apprentice
Member # 4119
Profile #6
It would still be all wierd & diagonal (probally even wierder as perspective would be messed up), but atleast u could explore forests! You can already choose your door bashers with my scripts, soon exile will return!
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #5
Not trying to drag up that old topic, but I'm an Exile, not an Avernum.

How about a 2d graphic set for Avernum Blades? Set all walls as blocked terrain, would this make importing easier?
Posts: 23 | Registered: Thursday, March 18 2004 08:00
How do I export a map? in Blades of Avernum
Apprentice
Member # 4119
Profile #5
Not trying to drag up that old topic, but I'm an Exile, not an Avernum.

How about a 2d graphic set for Avernum Blades? Set all walls as blocked terrain, would this make importing easier?
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #5
Things never get stolen do they? I thought that providing the town item limit isn't breached items will stay where you leave them. Therefore it shouldn't matter that much where the items are put, unless the player collects themselves (in which case they have them anyway) they will remain in the same spot.

Quick errata to my previous post : I wasn't suggesting that you kill then ressurrect the player immediately. Kill them off when you reduce the party; ressurrect when you want them reunited.

And again this isn't a perfect solution, but I'm not sure that any real alternative exists if it's what you really want to do with the scenario.

------------

(By tommorrow i may well know better) - signature / epitaph

[ Wednesday, July 21, 2004 09:06: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Splitting Up Party in Blades of Avernum
Apprentice
Member # 4119
Profile #5
Things never get stolen do they? I thought that providing the town item limit isn't breached items will stay where you leave them. Therefore it shouldn't matter that much where the items are put, unless the player collects themselves (in which case they have them anyway) they will remain in the same spot.

Quick errata to my previous post : I wasn't suggesting that you kill then ressurrect the player immediately. Kill them off when you reduce the party; ressurrect when you want them reunited.

And again this isn't a perfect solution, but I'm not sure that any real alternative exists if it's what you really want to do with the scenario.

------------

(By tommorrow i may well know better) - signature / epitaph

[ Wednesday, July 21, 2004 09:06: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Moving Along a Specified Path? in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #2
Duplicate. Sorry.

------------

Grrr those splitters, or whatever the proper term is, they bug me

[ Wednesday, July 21, 2004 08:32: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Moving Along a Specified Path? in Blades of Avernum
Apprentice
Member # 4119
Profile #2
Duplicate. Sorry.

------------

Grrr those splitters, or whatever the proper term is, they bug me

[ Wednesday, July 21, 2004 08:32: Message edited by: Eldritch_Cadillac ]
Posts: 23 | Registered: Thursday, March 18 2004 08:00
Moving Along a Specified Path? in Blades of Avernum Editor
Apprentice
Member # 4119
Profile #1
Newbie too, but waypoint sounds promising. I haven't looked at it yet, but that was my plan for implementing this when the time came.
Posts: 23 | Registered: Thursday, March 18 2004 08:00

Pages