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More than 2 NPC joining the party? in Blades of Avernum
Warrior
Member # 4186
Profile #4
quote:
Originally written by Newtfeet:

He's saying that he's thinking about adding an item that calls a script note that gives the player options relating to NPCs that have joined the party. Asking questions, asking the NPC to leave, etc.

I think it would be better to use a special scenario ability.

Great, this cannot be droped by the player so that will be possible?
Posts: 175 | Registered: Friday, April 2 2004 08:00
More than 2 NPC joining the party? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #3
1 - It is a strong disappointment to not be able to have more than two npc in a party.

I'm surprised this haven't been done before and that no authors wished that already.

Do it manually by script is interesting (more in fact) but I bet that this will be nightmare to manage in order to have the npc follow the party everywhere, in outdoor, in/out of town, from one area to another, through teleporters. Or there is a sample script to do all of that?

2 - When a npc is in a party it's not possible anymore to talk with him and I want allow that for scenario purpose. I also want to change some settings as to allow to ask to some npc to shut up a bit and speak only for important stuff, or few other settings stuff and if possible ask him few questions. My problem is to allow the player to do that.

So I thought it was possible to give an item to the party and when it is used it will trigger a dialog that depends of all the npc in the party. This dialog will allow to speak a little with each npc in the party in order to change few settings as mentionned above and if possible to ask him few stuff.

That's not possible?

I was asking before even to have fully understand what's possible with dialogs. I was just curious about possibility to port a scenario written for another game.
Posts: 175 | Registered: Friday, April 2 2004 08:00
More than 2 NPC joining the party? in Blades of Avernum
Warrior
Member # 4186
Profile #3
1 - It is a strong disappointment to not be able to have more than two npc in a party.

I'm surprised this haven't been done before and that no authors wished that already.

Do it manually by script is interesting (more in fact) but I bet that this will be nightmare to manage in order to have the npc follow the party everywhere, in outdoor, in/out of town, from one area to another, through teleporters. Or there is a sample script to do all of that?

2 - When a npc is in a party it's not possible anymore to talk with him and I want allow that for scenario purpose. I also want to change some settings as to allow to ask to some npc to shut up a bit and speak only for important stuff, or few other settings stuff and if possible ask him few questions. My problem is to allow the player to do that.

So I thought it was possible to give an item to the party and when it is used it will trigger a dialog that depends of all the npc in the party. This dialog will allow to speak a little with each npc in the party in order to change few settings as mentionned above and if possible to ask him few stuff.

That's not possible?

I was asking before even to have fully understand what's possible with dialogs. I was just curious about possibility to port a scenario written for another game.
Posts: 175 | Registered: Friday, April 2 2004 08:00
BoA editor 1.0.1 pdf doc up to date? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #0
I have downloaded BoA editor 1.0.1 and noticed that the .doc files are v1.1 but pdf only v10.

Are the pdf docs up to date?? I don't have word and checking it in texedit will be a crap.
Posts: 175 | Registered: Friday, April 2 2004 08:00
BoA editor 1.0.1 pdf doc up to date? in Blades of Avernum
Warrior
Member # 4186
Profile #0
I have downloaded BoA editor 1.0.1 and noticed that the .doc files are v1.1 but pdf only v10.

Are the pdf docs up to date?? I don't have word and checking it in texedit will be a crap.
Posts: 175 | Registered: Friday, April 2 2004 08:00
More than 2 NPC joining the party? in Blades of Avernum Editor
Warrior
Member # 4186
Profile #0
EDIT:
I have few questions about NPC :
1 - How to do in order to have more than two npc that joins the party at the same time?

2 - Is it possible and a good idea to use a special item in order to manage all npc that join the party? I mean an item that will trigger a dialog with some settings or basic talks for all npc present in the party.

[ Sunday, April 18, 2004 10:08: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
More than 2 NPC joining the party? in Blades of Avernum
Warrior
Member # 4186
Profile #0
EDIT:
I have few questions about NPC :
1 - How to do in order to have more than two npc that joins the party at the same time?

2 - Is it possible and a good idea to use a special item in order to manage all npc that join the party? I mean an item that will trigger a dialog with some settings or basic talks for all npc present in the party.

[ Sunday, April 18, 2004 10:08: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Designing Quality Towns in Blades of Avernum Editor
Warrior
Member # 4186
Profile #15
I have seen three usermade scenario (so not big projects full-time years involvement) that suceed make a plot mostly only through a town. For the three it was in town plus some underground, but one of them had an intro out of the town. None are BoE related that I never played.

For two, they was strongly based on a party with a main character who is a sneaker/thief. With BoA like parties, I doubt that this could be easy/enough realistic.

The main trick for non linearity management was not be able enter in house/area/street until you get the rigth pass paper, password, key, spell, information to allow the right dialog trigger. Each quests was very secret and had to influence only very few of the numerous npc in town.

That said, there was the third scenario. Not necesseraly thief based and a town design not very good because of too large area sometimes a bit empty.

This third scenario had an unusual quality to make plot evolves. There was no "old wizard", "mysterious voices", "king of the area", "captain" to guide you through the quests chains. You are just talking with npc, finding information scrolls, hear discussions. Most subquests you do have no link to main plot when the subquest starts but often lead you to an information or events related to main plot.

Most often making evolve the plot require to the player to have quote information (sometimes more than once) and have the curiosity to check. Overall the player has to set him ownself an investigation to do.

That also works well because it is based on "global conspiracy theory" and "hidden second secret gouvernement that took the power and lead puppets".

A problem with BoA engine for these three scenario is to not have a medium scale for towns (there are just "outdoors" and "not outdoor"). This could make difficult moving management throughout the town. One of these 3 scenario was using a solution that could probably used in BoA to manage in part this problem. Few free teleporters in town to jump from one area to few other far area. But for this sort of scenario in BoA, a more intensive use of underground (or perhaps stairs up) should probably be required anyway.

[ Sunday, April 18, 2004 05:01: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Article - Designing Quality Towns in Blades of Avernum
Warrior
Member # 4186
Profile #15
I have seen three usermade scenario (so not big projects full-time years involvement) that suceed make a plot mostly only through a town. For the three it was in town plus some underground, but one of them had an intro out of the town. None are BoE related that I never played.

For two, they was strongly based on a party with a main character who is a sneaker/thief. With BoA like parties, I doubt that this could be easy/enough realistic.

The main trick for non linearity management was not be able enter in house/area/street until you get the rigth pass paper, password, key, spell, information to allow the right dialog trigger. Each quests was very secret and had to influence only very few of the numerous npc in town.

That said, there was the third scenario. Not necesseraly thief based and a town design not very good because of too large area sometimes a bit empty.

This third scenario had an unusual quality to make plot evolves. There was no "old wizard", "mysterious voices", "king of the area", "captain" to guide you through the quests chains. You are just talking with npc, finding information scrolls, hear discussions. Most subquests you do have no link to main plot when the subquest starts but often lead you to an information or events related to main plot.

Most often making evolve the plot require to the player to have quote information (sometimes more than once) and have the curiosity to check. Overall the player has to set him ownself an investigation to do.

That also works well because it is based on "global conspiracy theory" and "hidden second secret gouvernement that took the power and lead puppets".

A problem with BoA engine for these three scenario is to not have a medium scale for towns (there are just "outdoors" and "not outdoor"). This could make difficult moving management throughout the town. One of these 3 scenario was using a solution that could probably used in BoA to manage in part this problem. Few free teleporters in town to jump from one area to few other far area. But for this sort of scenario in BoA, a more intensive use of underground (or perhaps stairs up) should probably be required anyway.

[ Sunday, April 18, 2004 05:01: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Really Minor Bugs in Blades of Avernum
Warrior
Member # 4186
Profile #20
About minor bugs :
Blessed steel helm is weaker than steel hem (3-8 vs 5-8). At least it's in item description.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Where report errors? in Blades of Avernum
Warrior
Member # 4186
Profile #0
I saw two scripts errors in Jeff scenario when I played them. Where report that?

Edit: Huu to spidweb@spiderwebsoftware.com? Boring! Well I thow that here, anyway I bet that had already been reported. So on v1.0 :

In A Small Rebellion : t5Mick error : State not ended properly in line 9.
In Valley of Dying Things : t2upperdlg error : Imporper comand in line 561.

[ Sunday, April 18, 2004 00:18: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
melora opal in Blades of Avernum
Warrior
Member # 4186
Profile #7
There is a hint book for BoA. I read on the book, Blades of Avernum, not Exile. :)
Posts: 175 | Registered: Friday, April 2 2004 08:00
melora opal in Blades of Avernum
Warrior
Member # 4186
Profile #4
You can also get the mushroom protection and the opal hint and then steal the scroll. You don't even need to fight Morog himself. Getting the opel is tough, I gave up finding one of the numerous secrets and used the hint book for it. It is very well done and it's easy check only what you want to check.
Posts: 175 | Registered: Friday, April 2 2004 08:00
skills in Blades of Avernum
Warrior
Member # 4186
Profile #19
quote:
Originally written by Thuryl:

Does he have the Fast on Feet trait? Maybe that's what's causing it.
No but she :-) has Divinely Touched and Sickness Prone traits
Posts: 175 | Registered: Friday, April 2 2004 08:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Warrior
Member # 4186
Profile #48
I have tried the demo of BoE and I also checked descriptions of Exile trilogie and Avernum trilogie. So now it seems to me obvious that avernum is the port of exile to a new engine.

And well it is new so overall the new version is much better. How it could be different? Appart if the author was an idiot and had just full luck to succeed Exile.

I can understand that some features could have been lost through the design evolution but overall that's just a wide improvement in many area.

For me that justify fully a port (or more exactly an adaptation ^_^). But ok I can understand that an author could be bored of the game or just doesn't want to spend plenty more time in something he had already finished a long time ago.

[ Friday, April 16, 2004 12:47: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Realism in Blades of Avernum
Warrior
Member # 4186
Profile #13
I quickly tried Nethergate demo and I agree its links conversation mode seems really interesting.

I also agree that BoA tree system makes more clear dialog progression.

About typing words, just a quick try of BoE demo gave me an example that it isn't so realistic. I was speaking with commander who speaks about Fort Talrus. So I typed Talrus, no answer, I had to type Fort.

All in all, I never experienced a lot a dialog system as nethergate but it seems to me the more natural. But to speaking about another subject than the previous talks (and their highlight words) it uses free text typing and I hardly believe of this system even if I know that there's a lot of progress in this area.

I think a sort of mix of the both, Nethergate and BoA would be the best, tree system the base and word links shortcuts to navigate through the tree.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Warrior
Member # 4186
Profile #41
quote:
Originally written by Stupid NEwbie Man:

Good luck. I tried playing E3 before A3 came out, and the interface was so horrid (to me) that I quit before I got out of the opening fort.
And I though graphics weren't a big deal to me....[/QB]
Well very sorry for BoE lovers and I don't want start a comparison thread but well.

If there was only graphics... Anyway you bet well there's mostly no chance I ever buy BoE. For plenty reasons I have no whish to push my try of the demo further. The only reason would be to be able play a scenario and be enough hypnotized to succeed to get used to the game. Alas the demo scenario are those of BoA minus one so this doesn't motivate me at all to try further the BoE demo.

To know there are giant scenario available if I buy the game doesn't help because without a real try to change my mind I can bet there's mostly no chance I get succeed play any scenario in this game.

So TM, thanks for this port!

For Nethergate it's different, ok design is much more near to BoE and the subject is intriguing. I'll push the demo further and there's a good chance I'll buy the game.
Posts: 175 | Registered: Friday, April 2 2004 08:00
skills in Blades of Avernum
Warrior
Member # 4186
Profile #17
quote:
Originally written by Gorvin:

Nephil characters start with a higher base Dex than the other races. Specifically, they start with a base of 4 Dex, while the others have a base of 2. However, a Nephil's base Dex also gets even higher as they gain levels. None of this bonus gets counted towards the requirements for the special skills though.[/QB]
I can't translate the last sentence. Can someone explain what it means? For mention, the char I mentionned is human barbarian at creation. Is its dex attributes had rise itself and I didn't noticed that?
Posts: 175 | Registered: Friday, April 2 2004 08:00
Really Minor Bugs in Blades of Avernum
Warrior
Member # 4186
Profile #18
Base lockpick gives no bonus isn't it? At least if their description is right (+0 more level Tools). So I don't see what their use if it's not because in theory you need a lockpick to pick a lock. It seems to me that the bug is more that you can pick a lock without a lockpick.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Really Minor Bugs in Blades of Avernum
Warrior
Member # 4186
Profile #9
quote:
Originally written by Thuryl:

[QUOTE]...The point is that it can say that your "lockpick" breaks even when you are picking a lock WITHOUT a lockpick.
I believed to have quote that it wasn't possible for a char to picking a lock if he hasn't any lockpick.
The char that will do the lockpick is the char with a lockpick who has the higher skill.

If I'm right how can you have this problem? Or perhaps the bug is more that if no char have a lockpick the party can still picking a lock (I haven't tested that).
Posts: 175 | Registered: Friday, April 2 2004 08:00
Experience in Blades of Avernum
Warrior
Member # 4186
Profile #3
Alorael, are you sure it works like that in BoA? I quote a part of the doc :

"The base amount of experience to
gain a level is 1000 (adjusted up or down by your advantages and disadvantages)."

So if undertsand it well, if you choose a trait with 20% xp penalty you'll need 1200 xp to gain a level instead of 1000 xp. The xp will then be shared equaliy among party members as there's already the number of xp required that has the penalty.

And that's roughly what I quote for my chars.

But for the fights I suspect there's a little difference, because all my chars haven't exactely the same number of xp.

This could come from another rule as mentionned by Drakefyre, still in the doc :
"The amount you gain
from killing a creature depends on how strong it is compared to you."

For a fight not all my char have the same level and the char with one or two more level will get in fact a bit less xp because of this rule.

But I'm not sure at all, at least I know there are few differences between my chars, not coming from traits xp bonus and penalty.
Posts: 175 | Registered: Friday, April 2 2004 08:00
stuck on ... in Blades of Avernum
Warrior
Member # 4186
Profile #13
quote:
Originally written by Errant:

...Some places, i would like to note, ive had no luck at all in trying to enter restricted areas, such as the center room in the top of the spiraling crypt in ZKR.
I think there's in fact like a minor bug there, don't worry to not be able remove the magical lock with your spell as it seems required. In fact you just need to get the the right key.

BUT (I haven't checked so I'm not sure) you perhaps also need to achieve another goal at top but not center part.

[ Tuesday, April 13, 2004 11:35: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
skills in Blades of Avernum
Warrior
Member # 4186
Profile #15
quote:
Originally written by Thuryl:

Perhaps you have an item equipped which raises Dexterity, or you bought a Dexterity increase from a trainer at some point?
Good points, for items I checked and removed all of them, this char had none. Are really skills point trained through a trainer doesn't count? I dunno.

I can't remember have met any trainer that increase my dex (first 3 Jeff scenario).

Also this would have mean to have unlearned defence skills as I started with 2. Or the special rule apply only for the 4 first skills.

About special cases, I also quoted that some skills automatically add one point to some other skills when they reach some value, perhaps those added points count or not in base. I dunno.

[ Monday, April 12, 2004 03:39: Message edited by: Vent ]
Posts: 175 | Registered: Friday, April 2 2004 08:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
Warrior
Member # 4186
Profile #34
Thanks for the points. About porting a scenario from BoE to BoA, I agree that it's not the best advice. It doesn't seem that the difference between BoE and BoA is so major that playing a scenario in BoE will be less fun than in BoA.

Well, I could change my point of view, after to have play BoE demo and have buy it (or not!).

That was anyway a nice shot to have port it to BoA thanks for it, I'll try it once I will have finished Jeff scenario.
Posts: 175 | Registered: Friday, April 2 2004 08:00
Getting rid of webs in Blades of Avernum
Warrior
Member # 4186
Profile #10
Lol thanks Arancaytar for the nice translation :P .
Posts: 175 | Registered: Friday, April 2 2004 08:00

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