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A4 - The New Geneforge? in Avernum 4
Warrior
Member # 4792
Profile #29
So, from what Alorael has said, the engine plays more like Geneforge than ever. I assume you are a beta-tester, to have access to such information. Unfortunately, I hated the combat in Geneforge more than anything else. With so few attacks, it was very easy to come up with a combinated that worked. Every time. After that, the only time I had to change was when I met exceptionally difficult enemies and then I would have to retreat to replenish health. I could never come up with anything better.

In Exile III, and in earlier Avernum games to a lesser extent, there was so much flexibility in fighting style. With so many spells to choose from, and a wide variety of melee and missile weapons, combat almost never got boring. Once the number of spells decreased and the weapons became more specialised, combat did not involve careful selection of equipment. Instead, it was either you had powerful enough stuff or you didn't. To me, that determined much of the combat in Geneforge. It wasn't about the actual combat, but what you had to "get" beforehand to win. That cheapened the eventual conflict, for you already knew you had what it took.

Also, the graphics in E3 were far more preferable than Geneforge's. As mentioned before, the smoothness and "hyper-realism" detracts from gameplay. I prefer to concentrate on the tactics of the fight, rather than seeing a Cryoa bend forward and shoot pretty lights at me. Avernum's graphics I enjoyed as well, though, for they seemed to strike a bit of a balance between Exile and Geneforge. Semi-3D, but not much in the way of animation.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
A4 - The New Geneforge? in Avernum 4
Warrior
Member # 4792
Profile #0
From the screenshots that I've seen of Avernum 4 so far, I've noticed a striking resemblance to the Geneforge series. The characters, the battle sequences, and the interface all look very similiar to Geneforge. Now Geneforge is a good game in its own right, but Avernum is based on Exile, which, in my opinion, is the best series this company has yet to produce. A4 is certainly new and new features are expected, but if they are just becoming more like Geneforge, why not continue the Geneforge Series.

In light of this, and my undying ardor for E3, I am wondering what the support would be for an E4? This, of course, is entirely up to Spiderweb Software, but I'd be interested to know if there are many who feel as I do: that Avernum has been melded too much with Geneforge and that a revision to the past world of Exile would be a positive change. I'd invite your opinions.

Poll Information
This poll contains 1 question(s). 25 user(s) have voted.
Voting started at November 14, 2005 08:20 PM board time.
Voting stopped at December 01, 2005 01:00 AM board time.

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Posts: 57 | Registered: Wednesday, July 28 2004 07:00
I hope my opinion is shared. in The Avernum Trilogy
Warrior
Member # 4792
Profile #2
I'm not sure I follow what you guys are saying. Unless I'm mistaken, Spiderweb games have three movement types:
1. When destination is selected, character moves there without any animation. (Exile Series)

2. When destination is selected, character moves one space at a time in eight directions. (Avernum Series)

3. When destination is selected, character moves there in a fluid manner. (Geneforge Series)

Do correct me if I am wrong, for it has been some time since I have played either Avernum or Exile. Fromm what I understand it seems that Yawgmoth01 wants the movement one space at a time. Tuber vs. Tot's comments seem to indicate that A4 will have the Geneforge-like movement. This is what I gathered. Personally, I'd like to go back to Exile animations, or lack thereof. Things could be done a lot quicker and you could focus more on tactics, rather than watching your fluidly animated guy stabbing somebody again and again.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Orb of thralni in Blades of Avernum Editor
Warrior
Member # 4792
Profile #129
Yes, please, better spelling! The spelling and grammars in most of the scenarios has been atrocious! There have been times I wished I could bore my eyes out. I have gone through several dialog scripts in several scenarios and edited their grammar and spelling because I could stand it no longer. Proper capitalization would also be a plus.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Orb of thralni in Blades of Avernum
Warrior
Member # 4792
Profile #129
Yes, please, better spelling! The spelling and grammars in most of the scenarios has been atrocious! There have been times I wished I could bore my eyes out. I have gone through several dialog scripts in several scenarios and edited their grammar and spelling because I could stand it no longer. Proper capitalization would also be a plus.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Mad Ambition - The fight in the fort! in Blades of Avernum
Warrior
Member # 4792
Profile #2
Really? That makes no sense. How does that work? I am stuck at the same point and I will try that. Thank you.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum Editor
Warrior
Member # 4792
Profile #48
Did I say something funny? If so, it was completely unintentional. I wanted to verify Frankie Vallium's status two days ago, so I sent a PM to one of the forum moderators inquiring how he could be banned and yet still post. That moderator gave me the information I recently posted. Please forgive me if I was misinformed, but that is the message I received. I don't know exactly what a forum admin is, but Drakefyre is not listed as one of the moderators for this forum whom I contacted.

Please, though, continue to focus on the main subject here. I too prefer the hills to the pillars.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum
Warrior
Member # 4792
Profile #48
Did I say something funny? If so, it was completely unintentional. I wanted to verify Frankie Vallium's status two days ago, so I sent a PM to one of the forum moderators inquiring how he could be banned and yet still post. That moderator gave me the information I recently posted. Please forgive me if I was misinformed, but that is the message I received. I don't know exactly what a forum admin is, but Drakefyre is not listed as one of the moderators for this forum whom I contacted.

Please, though, continue to focus on the main subject here. I too prefer the hills to the pillars.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Getting bored...help! in Geneforge Series
Warrior
Member # 4792
Profile #16
Exile III rocked. It has been a few years since I last played it, but I don't remember anything wrong with it. A plethora of spells, massive map, exciting, vibrant, mysterious story, everything a great game really needs. This is probably the wrong forum to adulate E3, but I can't help it. I don't think G3 was that bad, and it would have been even better if I hadn't gotten sick half way through and forced myself to finish it. I got E3 the same way you did, Delicious Vlish, except for Windows, and I milked the demo for everything it was worth, again and again. It was the first shareware game I ever ordered, and I will not forget it.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum Editor
Warrior
Member # 4792
Profile #43
quote:
I don't know if you've noticed, but TM is banned and will be for some time.

Actually, despite the BANNED notice, I have it on good authority that Mr. Vallium is no longer banned.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum
Warrior
Member # 4792
Profile #43
quote:
I don't know if you've noticed, but TM is banned and will be for some time.

Actually, despite the BANNED notice, I have it on good authority that Mr. Vallium is no longer banned.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Fences in Blades of Avernum Editor
Warrior
Member # 4792
Profile #4
I have solved this dilema by cut-and-pasting the original fence icons into something similar to a wall set, and though it has required major tweaking, I've gotten them to work. I should post my images to the Louvre; they could prove useful to others.

quote:
Place the fences thus:

FENCE1
E
N
C
E
2

Instead of:
xFENCE1
F
E
N
C
E
2
Please don't underestimate my intelligence. Despite my numerous questions, I am not a newb. I quickly exhausted all possibility of that method; there simply were not enough fence graphics to do what I wanted to.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Fences in Blades of Avernum
Warrior
Member # 4792
Profile #4
I have solved this dilema by cut-and-pasting the original fence icons into something similar to a wall set, and though it has required major tweaking, I've gotten them to work. I should post my images to the Louvre; they could prove useful to others.

quote:
Place the fences thus:

FENCE1
E
N
C
E
2

Instead of:
xFENCE1
F
E
N
C
E
2
Please don't underestimate my intelligence. Despite my numerous questions, I am not a newb. I quickly exhausted all possibility of that method; there simply were not enough fence graphics to do what I wanted to.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum Editor
Warrior
Member # 4792
Profile #35
Fascinating imagery, but highly unusual. I am curious to see how this can figure into a BoA plot. It seems like you have much work to go, but I will await the release with much anticipation.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Missing... in Blades of Avernum
Warrior
Member # 4792
Profile #35
Fascinating imagery, but highly unusual. I am curious to see how this can figure into a BoA plot. It seems like you have much work to go, but I will await the release with much anticipation.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum Editor
Warrior
Member # 4792
Profile #6
Yeah, I guess you're right; I can just use the image twice in the creature picture. I know how to shrink them. Thanks.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum
Warrior
Member # 4792
Profile #6
Yeah, I guess you're right; I can just use the image twice in the creature picture. I know how to shrink them. Thanks.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum Editor
Warrior
Member # 4792
Profile #4
Ok, that makes sense, but I just investigated the graphics in G3 (I don't have G2), and they have but two oversized images. I would need four images, one from each angle, because it is to be a creature.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum
Warrior
Member # 4792
Profile #4
Ok, that makes sense, but I just investigated the graphics in G3 (I don't have G2), and they have but two oversized images. I would need four images, one from each angle, because it is to be a creature.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Fences in Blades of Avernum Editor
Warrior
Member # 4792
Profile #0
In one of my towns, I am relying on the use of fences heavily. Unlike walls, however, they don't fill in the gaps between the corners, so one can walk through them easily. I can think of three solutions to this problem, but they all seem difficult or time-consuming. I would like to know if I have missed anything that would do this easily.

1. Edit the BoA Editor code to recognize fences as walls (I am assuming it is hardwired into the source code to fill in the corner gaps for walls, as I can find no reference to this in the script).

2. Make the fence into a wall template.

3. Create custom terrain blocks to fill in the gaps at all corners.

If anyone has encountered a similar problem, I'd appreciate your suggestions.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Fences in Blades of Avernum
Warrior
Member # 4792
Profile #0
In one of my towns, I am relying on the use of fences heavily. Unlike walls, however, they don't fill in the gaps between the corners, so one can walk through them easily. I can think of three solutions to this problem, but they all seem difficult or time-consuming. I would like to know if I have missed anything that would do this easily.

1. Edit the BoA Editor code to recognize fences as walls (I am assuming it is hardwired into the source code to fill in the corner gaps for walls, as I can find no reference to this in the script).

2. Make the fence into a wall template.

3. Create custom terrain blocks to fill in the gaps at all corners.

If anyone has encountered a similar problem, I'd appreciate your suggestions.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum Editor
Warrior
Member # 4792
Profile #2
I can do that? I mean, it doesn't violate copyright?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum
Warrior
Member # 4792
Profile #2
I can do that? I mean, it doesn't violate copyright?
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Getting bored...help! in Geneforge Series
Warrior
Member # 4792
Profile #7
Yes, yes, the first time I played through I was expecting more sects. I think, though, that this was done purposefully to make you choose. I loved the Awakened and there were several times when I thought I was going to meet them. If there is a G4, and the plot of this game sure seemed to indicate there would be, I hope they'll be back.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00
Graphic Request in Blades of Avernum Editor
Warrior
Member # 4792
Profile #0
I was wondering if anyone would care to create a custom graphic set for me? I hate to ask this, but I am a horrible artist, and I can't seem to get anything even close to what I am trying to do. I want to make a mining cart, using a creature format. It doesn't need to have any fighting component, obviously, and a death graphic isn't really necessary. It would just be a rectangular design, sloping out at the top, in grayscale.
Posts: 57 | Registered: Wednesday, July 28 2004 07:00

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