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Extending Graphics Comp Deadline in Blades of Avernum
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Profile Homepage #21
The .rar file didn't open- try some other format.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
A Perfect Forest Beta Call in Blades of Avernum
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Name : Terror's Martyr
Platform : Mac OSX v10.2
Designing Experience : None
Testing Experience : None
Relevant Information : im a n00b pick me!!!! i really wan play new senarios fo boa :(

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Critique in Blades of Avernum Editor
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Wow. You really are a whiz with terraining.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Critique in Blades of Avernum
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Wow. You really are a whiz with terraining.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Nudism in General
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Profile Homepage #58
People and, might I add, tentacle monsters. ^_^

Unless I'm mistaken, though, aren't the saunas and baths gender-segregated? Even in this western society, nudity among the same gender isn't generally considered to be nearly as taboo as nudity among both genders. (Use of the word gender being intentional.)

That said, I also think part of the reason why nudity is frowned upon is to keep people- especially women- feeling ashamed about their own bodies. Why do you think Sarah Michelle Gellar is considered to be attractive, in spite of being dangerously and grotesquely thin? Because man wants woman to keep hating herself, that's why.

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Special Weapons in Blades of Exile
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quote:
Originally written by The Creator:

For "bows" you just can't go past the guns in Doom Moon II. But then, for super-powered anything you can't go past Doom Moon II.
The Baleful Fasces with Flaming Weapon from Fahd al Ghalib tops the Queen of Swords. Destiny almost ties it. And of course, B2 is chock-full of encumbrance-0 armor at evert turn. And then, there's the Flamethrowers... :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Conan vs. Drizzt in General
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Profile Homepage #9
IMAGE(http://www.pinetreeweb.com/conan-doyle.jpg)

This sorta goes along with Slith's post.

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人 た ち を 燃 え る た め に 俺 は か れ ら に 火 を 上 げ る か ら 死 ん だ
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
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Profile Homepage #18
Personally, I'd like an unlimited *number* of variables.

Because as it's going, I'm going to flat-out run out of them for my Area of Effect custom AI script.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
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Member # 4
Profile Homepage #18
Personally, I'd like an unlimited *number* of variables.

Because as it's going, I'm going to flat-out run out of them for my Area of Effect custom AI script.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Special Weapons in Blades of Exile
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Profile Homepage #2
Bandits II, as Thuryl said, has some crazy-powerful weapons of every type imaginable. Echoes also has powerful weapons of every type imaginable, seeing how the default weapons in Echoes are stupid-powerful to their maxima.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
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Member # 4
Profile Homepage #16
You can replace any variable with 2 SDFs. To define the variable:

while(damage >= 255){
inc_flag(1,1,1);
damage = damage - 255;
}
set_flag(2,1,damage);

To re-use the variable:

damage = 0;
while(get_flag(1,1) >= 1){
inc_flag(1,1,-1);
damage = damage + 255;
}
damage = damage + get_flag(2,1);

Voila! Variables now become permanent at the cost of two SDFs. Three, I suppose, if you want to be able to keep track of negative values. (That is, set (3,1) to 1 if damage is negative, and multiply damage by -1 if 3,1 is 1.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
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Member # 4
Profile Homepage #16
You can replace any variable with 2 SDFs. To define the variable:

while(damage >= 255){
inc_flag(1,1,1);
damage = damage - 255;
}
set_flag(2,1,damage);

To re-use the variable:

damage = 0;
while(get_flag(1,1) >= 1){
inc_flag(1,1,-1);
damage = damage + 255;
}
damage = damage + get_flag(2,1);

Voila! Variables now become permanent at the cost of two SDFs. Three, I suppose, if you want to be able to keep track of negative values. (That is, set (3,1) to 1 if damage is negative, and multiply damage by -1 if 3,1 is 1.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum Editor
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Member # 4
Profile Homepage #13
quote:
Originally written by Kelandon:

If we get these things, I would also like a much more solid variables system. Right now variables get messed up when reloading in the outdoors. I want variables to STAY, just like SDFs.
How about no?
If you want a variable to remain permanent, use SDFs. You have, god, over one thousand of them.

For me, what I'd absolutely LOVE to see...

* Dialog boxes.
* Pathing.
* Getting/setting memory cells.
* Getting/setting time calls.
* Getting/setting daylight/nighttime calls.
* Getting/setting immunity calls. (Make the work easier for all of us- and hell, make Area-of-Effect spells possible with something resembling decent AI! Oh lord, have I got ideas for THIS...)
* Deducting AP, even though I'm not sure how this would work- would the character's turn thereafter somehow be compromised?
(Am I the only one who is seriously pissed that JV did flat-out nothing with his new day/night innovation for A3?)
* Vectors. Damn, it can't be THAT hard, can it?
* Is Space Blocked? calls would be lovely. But really, can't we split the floor+terrain and blocked to NPCs into separate calls?

Also, Kel, shame on you! Where are Stareye's spell libraries? I'd LOVE to have them. Put them up on the list, post-haste. A concrete, mid-combat way of changing strategies could make things incredibly interesting.

A few more ideas:

short is_valid_target(short from_who, short whom, short good_or_bad);
Where from_who is the person being compared to the target, whom is the target, and good_or_bad is the type of hypothetical ability being tossed about. This would only be of good use in creature scripts, but it still deserves mention.

Targetable items that call scripts- even scripts that help the creature- say if you want to anger the town or not by doing this. And then, even if you use a damaging item on the character, the character stays friendly to you. The latter can (obviously) be worked around, but the former is more difficult. Why not get rid of the default prompt as to whether the player wants to attack a friendly creature have this in its stead:

short request_crime();

It would call the special, center-screen dialog, and would return a 1 if the character goes through with the action. This also requires getting rid of the prompt on useable items, but still...

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Requests for BoA Scenario Format 3 in Blades of Avernum
BANNED
Member # 4
Profile Homepage #13
quote:
Originally written by Kelandon:

If we get these things, I would also like a much more solid variables system. Right now variables get messed up when reloading in the outdoors. I want variables to STAY, just like SDFs.
How about no?
If you want a variable to remain permanent, use SDFs. You have, god, over one thousand of them.

For me, what I'd absolutely LOVE to see...

* Dialog boxes.
* Pathing.
* Getting/setting memory cells.
* Getting/setting time calls.
* Getting/setting daylight/nighttime calls.
* Getting/setting immunity calls. (Make the work easier for all of us- and hell, make Area-of-Effect spells possible with something resembling decent AI! Oh lord, have I got ideas for THIS...)
* Deducting AP, even though I'm not sure how this would work- would the character's turn thereafter somehow be compromised?
(Am I the only one who is seriously pissed that JV did flat-out nothing with his new day/night innovation for A3?)
* Vectors. Damn, it can't be THAT hard, can it?
* Is Space Blocked? calls would be lovely. But really, can't we split the floor+terrain and blocked to NPCs into separate calls?

Also, Kel, shame on you! Where are Stareye's spell libraries? I'd LOVE to have them. Put them up on the list, post-haste. A concrete, mid-combat way of changing strategies could make things incredibly interesting.

A few more ideas:

short is_valid_target(short from_who, short whom, short good_or_bad);
Where from_who is the person being compared to the target, whom is the target, and good_or_bad is the type of hypothetical ability being tossed about. This would only be of good use in creature scripts, but it still deserves mention.

Targetable items that call scripts- even scripts that help the creature- say if you want to anger the town or not by doing this. And then, even if you use a damaging item on the character, the character stays friendly to you. The latter can (obviously) be worked around, but the former is more difficult. Why not get rid of the default prompt as to whether the player wants to attack a friendly creature have this in its stead:

short request_crime();

It would call the special, center-screen dialog, and would return a 1 if the character goes through with the action. This also requires getting rid of the prompt on useable items, but still...

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Extending Graphics Comp Deadline in Blades of Avernum
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Member # 4
Profile Homepage #19
http://www.geocities.com/blyceum/Olympia/boa_gc_rules.html

The directions are all there.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
AC3:Retribution at Spidweb, but... in Blades of Exile
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Profile Homepage #4
You have got to be fucking kidding me.

Two months, and NTH STILL isn't up there, and now B2 has disappeared. This is outright intolerable. I knew we were going to be mostly abandoned, but this is way beyond the rejection I had anticipated.

Bollocks. Utter bollocks.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Chapman's help! in Blades of Avernum
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Profile Homepage #1
This is NOT the correct place to post this.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Chapman's help! in Tech Support
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Profile Homepage #1
This is NOT the correct place to post this.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Artifacts Hall in Blades of Avernum
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Profile Homepage #6
I'm leaving these items exactly as they were in the scenario, identification (and its lack thereof) included.
It's for posterity's sake.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Extending Graphics Comp Deadline in Blades of Avernum
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Member # 4
Profile Homepage #13
I do accept those, yes.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Artifacts Hall in Blades of Avernum
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Profile Homepage #3
I made it to make Kel's HLPM effective- a party with access to the B. Imperial and Sol Phantasmal becomes far more realistic. With this, a party level doesn't mean that a party from a Bixler scenario has to be ten times weaker than one from a TM one, since parties can collect items to make up for the curve.

Updated the Hall to include the Wand of Opening from Death at Chapman's.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
New Scenario: Death at Chapman's in Blades of Avernum
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Profile Homepage #8
Ripper - Reload from before you used the charm.

FrozenSteel - No clue, sorry.

Pyro - Use the charm in Melville's room. Yeah, yeah, I know: It's incredibly pointless and doesn't make sense. Deal with it. -_-

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Where should I start designing? in Blades of Exile
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Profile Homepage #58
I believe so.
Yeah, you convinced me not to release it. I put it out anyway, but you've seemed to stick steadfastly to that philosophy in the interim.

On an unrelated tangent, how's RiB doing?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Extending Graphics Comp Deadline in Blades of Avernum
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Member # 4
Profile Homepage #11
Got two emails today. Yeah, yours are fine.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
New Scenario: Death at Chapman's in Blades of Avernum
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Profile Homepage #3
RE Death Charm- it's line 21, actually.

I remember that because it caused me to reload many times in frustration.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00

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