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Age in General
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quote:
Originally written by Irrational Hatred:

I'm 18, and it doesn't really show. So, let's say I'm 13. Makes more sense with my behaviour.
AHH

Feran : Khoth : Edgar Humbert :: Kelcie : Riibu : Dolores Haze

AUGH IMAGE(tongue01.gif)

EDIT: And FYI, I don't consider myself "smart" or "dense". I'm at the middle ground that most people should be at, but aren't. So if I appear intelligent, it's only relative to a world full of idiots. Because as we all know, everything is relative. IMAGE(wink0000.gif)

And Mind is still an emo fackwit.

[ Tuesday, April 27, 2004 13:22: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
What articles would you like to see? in Blades of Avernum Editor
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This could easily be an article, were it not for its poor English.

IIRC, however, you are not a native speaker (thus making your rants coherently is a large plus). I would nevertheless suggest that you use an English spellchecker on Microsoft Word.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
What articles would you like to see? in Blades of Avernum
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This could easily be an article, were it not for its poor English.

IIRC, however, you are not a native speaker (thus making your rants coherently is a large plus). I would nevertheless suggest that you use an English spellchecker on Microsoft Word.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum Editor
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No offense, spiderbytes, but I couldn't make out a single word of what you were saying. PC users will see "Avernumscript" before other PC users? Well, obviously. But nevertheless, there's still 1 (soon to be 2, assuming Khoth puts it out quickly) scenario already out for BoA by Mac user(s). The PC'ers, regardless as to whether they are testers or not, already have a disadvantage when compared to all Mac users.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum
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No offense, spiderbytes, but I couldn't make out a single word of what you were saying. PC users will see "Avernumscript" before other PC users? Well, obviously. But nevertheless, there's still 1 (soon to be 2, assuming Khoth puts it out quickly) scenario already out for BoA by Mac user(s). The PC'ers, regardless as to whether they are testers or not, already have a disadvantage when compared to all Mac users.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Building Blocks in Blades of Avernum Editor
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...come to think of it, Creator's right.

My scenarios are all sequences.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Building Blocks in Blades of Avernum
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...come to think of it, Creator's right.

My scenarios are all sequences.

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Age in General
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18

The porn's legal, I swear.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum Editor
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Do you people not listen at all? Jeez! Post on the online form when it comes about.

That said, I'm curious (to Jeff) as to why PC beta-testers are ineligible for the contest. Mac non-beta users are at more of an advantage (especially myself, and soon to be Khoth) than PC beta-testers would be.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Beta for Windows BoA about to start. in Blades of Avernum
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Do you people not listen at all? Jeez! Post on the online form when it comes about.

That said, I'm curious (to Jeff) as to why PC beta-testers are ineligible for the contest. Mac non-beta users are at more of an advantage (especially myself, and soon to be Khoth) than PC beta-testers would be.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
I need the strength of numbers, please help. in General
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I have bought Spidweb games before.

...

What? I didn't pirate nothing.

...

Do you people have a PROBLEM of sorts?

...

Get off my back!

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Reeeeealy long story. in General
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tl,dr

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
RP: Around the human body in however long it takes! in General
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OC: we are all in jonnie's most turgid of appendages

lolocaust amirite


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Betatesters wanted for betatesting in Blades of Avernum
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I'm currently the most experienced third-party designer for BoA. :P

terrorsmartyr@wi.rr.com

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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When I said that I beat the scenario with a level 1 singleton, I did not imply that I had not previously played it with a higher-number party. I have, in fact, gone through with a level 1 party- admittedly not, however, the pre-fabricated party that many players would attempt. The four-ruby ambush was vastly easier with a level 1 party, and the rest was simple for both me and my singleton.

And for reference, are there really any items worth having in RoR other than the Cloak? Also, I didn't need nearly all of the energy potions for both my singleton or my 4-person party.

I'm noticing a few "reviews" on Spidweb that are taking a more insult-the-scenario-author tone and are bereft of comprehension of the texts described therein. (And they insult modernism? Phaugh. :P ) I'm pleasantly surprised that the seemingly-intuitive aspects of this scenario could be so mistifyingly vague to others. It is, after all, a dire amalgam of irony and flattery.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
RP: For The Sun And Crown in General
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Ah, the emerald plains of Northern Valorim's Gail-Loray Province, led by the venerable Duke Kazyk-Trenton II. Centrefuge of the rebellion that ruined the Empire, its capital of Gail is the location of the Gale Monument, celebrating this fact. Gail-Loray is often abbreviated as the Green Province, or simply Green.

The name comes from its two main cities, Gail and Loray. Older texts label these metropolises as Gale and Lorelei respectively, although time and the development of the Green dialect have led to many name changes. (Calling the cities Gale or Lorelei would be akin to talking about Peiking, Congo or Burma.) Stretching from one ocean to the other, Gail-Loray is one of the former-Empire's most productive bread baskets. All of Gail-Loray's 7 million residents are well-fed, and the Green's primary export is wheat in various forms, mostly bread and alcohol. Green also supplies some of the Empire's finest wood, although many of its city walls are still made of stone. Granite can be found in the hills on Gail-Loray's northern borders, and many fish are collected from Green's shores.

Naturally, the resources and development alone have made the Green a populous area. What makes people want to travel to it the most, however, are its comparatively liberal policies. Gail-Loray is the first and only Imperial province to date to have made slavery illegal, causing a massive influx of Nephilim to ruch into the country. Racism is prevalent, but relatively higher living standards ease tensions in all aspects. Taxes are levied with restraint, and partial nationalization of agriculture provided by a heavy tariff allows for greater income. While most provinces can't place tariffs on their goods because of competition, the hold the Green holds on the agriculture market globally allows them to sell food at a higher rate and still earn an income.

The Gail-Loray Province's religious outlook is also unique. Since conditions in Green are better than conditions elsewhere, citizens typically pay almost as much fealty to Duke Kazyk-Trenton II, as they do to the Emperor. As such, while the citizenry buys into the Divinity sect as a matter of course, they tend to be one of the most consistent but least devoted areas of worship.

The Green Army, as it is kindly dubbed, stands at approximately 50,000 men on active duty, comprised of volunteers. The men are equipped with mostly-modernized weaponry and are trained on par with most nations, but benefit from a devotion to their province that most militaries don't have. The Green Navy is close to nothing, operating on nothing more than a competent if not madly powerful coastal guard. The Green Arcanum (ie. Mage/Priest Corps) is considered to be an above-average organization, although the higher standards placed in order to gain a better soldier equate to a diminished size of only approx. 300 men. Anti-mage tension, much like anti-Nephilim tension, is alleviated enough to have such an establishment in a province like this one.

Oh yeah, and the Green is also world-renowned for its folk music.

[ Thursday, April 22, 2004 15:55: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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I don't place barriers without means to dispel them. There are two barrier-dispelling items in this scenario (for both barriers respectively), one of which you can get without a fight. Search the Crypts area of Kurojutsu's manor more thoroughly.

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Article - Follow the Yellow Brick Road in Blades of Avernum Editor
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I have played many Blades scenarios, and far too many in my opinion- even solid ones- have given me difficulties in direction. Just where was I supposed to go for the dungeon again? Who did the scenario's intro text tell me to report to? What was the password I needed? Where is the crucial city? The list goes on. As a designer, you do NOT want your players to ask these questions, even if it might technically be their fault. If your scenario has a plot, you will want your players to know what it is and which physical location(s) it's taking them to at all times. There are a few ways to alleviate this sort of confusion.

The first way is the most obvious, having sufficient details of the quest given beforehand! If the mage says "Head East" (a good song, BTW), you won't know to visit Heidenburg by the river Fluss in the small copse on its southern shore. Also, your party will not know to visit the hidden wizard's hovel in the southeastern corner of town, hidden by an illusiory tree. If your plot will allow your player to know where to go, then TELL them where to go as precisely as you can manage. If you're unsure as to whether or not you should describe more or less where the party should go, describe it more. Better to have the party know where they are headed overly well than to have them be lost.

The second way is having some event helping the party along the way, such as a group of soldiers that tell the party to visit Heidenburg to the east or having the recluse wizard greet the party in town. It's an art to do this skillfully- would the party really be perceptive enough to notice that a tree isn't real? Perhaps, perhaps not. Using Nature Lore might help in some instances, ie. "You see tracks leading in this direction...". Obviously, cataclysmic events will always draw the party's attention- if a meteor crashes into Heidenburg while the party is outside, it's expected that they will visit the city in turn. (I've never seen this done, but don't have something cataclysmic happen in the place that the party ISN'T supposed to go either.)

The third way is the Quest List. The quest list is, in Avernum, a far cry from perfect. The lack of description you can give to any one quest item will prevent you from giving the most direct directions possible. Saying both where the party has to go AND what they have to do may just be too much for the description field. A possible alternative might be having a quest of the same name with (Cont.) appended to the end in order to give a more detailed description to the end.

The fourth way, connected to most of the others listed, is an intuitive outdoors. Road signs will lead the party in the right direction, as will descriptions of the terrain and which cities are in which directions. ("You see to the north, on the south shore of the lake by the copse, a bustling community...") Saying that you see a city doesn't have the draw of the other three means, but is virtually necessary in order to guide the party along. The other three means should be what drag the party from town to town, but it never hurts to have a clear path from Heidenburg to Schwenz for the party to follow.

Perhaps I'm missing a few means by which the party can know where to go. In fact, I'm sure that I am. These, however, seem like the most effective ways to me. The main point of this article is to prevent your scenarios from not being cohesive enough that the party can't make jumps between point A and point B on their own when required. Getting from Heidenburg to Schwenz is necessary, don't lose the party on the way.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Follow the Yellow Brick Road in Blades of Avernum
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I have played many Blades scenarios, and far too many in my opinion- even solid ones- have given me difficulties in direction. Just where was I supposed to go for the dungeon again? Who did the scenario's intro text tell me to report to? What was the password I needed? Where is the crucial city? The list goes on. As a designer, you do NOT want your players to ask these questions, even if it might technically be their fault. If your scenario has a plot, you will want your players to know what it is and which physical location(s) it's taking them to at all times. There are a few ways to alleviate this sort of confusion.

The first way is the most obvious, having sufficient details of the quest given beforehand! If the mage says "Head East" (a good song, BTW), you won't know to visit Heidenburg by the river Fluss in the small copse on its southern shore. Also, your party will not know to visit the hidden wizard's hovel in the southeastern corner of town, hidden by an illusiory tree. If your plot will allow your player to know where to go, then TELL them where to go as precisely as you can manage. If you're unsure as to whether or not you should describe more or less where the party should go, describe it more. Better to have the party know where they are headed overly well than to have them be lost.

The second way is having some event helping the party along the way, such as a group of soldiers that tell the party to visit Heidenburg to the east or having the recluse wizard greet the party in town. It's an art to do this skillfully- would the party really be perceptive enough to notice that a tree isn't real? Perhaps, perhaps not. Using Nature Lore might help in some instances, ie. "You see tracks leading in this direction...". Obviously, cataclysmic events will always draw the party's attention- if a meteor crashes into Heidenburg while the party is outside, it's expected that they will visit the city in turn. (I've never seen this done, but don't have something cataclysmic happen in the place that the party ISN'T supposed to go either.)

The third way is the Quest List. The quest list is, in Avernum, a far cry from perfect. The lack of description you can give to any one quest item will prevent you from giving the most direct directions possible. Saying both where the party has to go AND what they have to do may just be too much for the description field. A possible alternative might be having a quest of the same name with (Cont.) appended to the end in order to give a more detailed description to the end.

The fourth way, connected to most of the others listed, is an intuitive outdoors. Road signs will lead the party in the right direction, as will descriptions of the terrain and which cities are in which directions. ("You see to the north, on the south shore of the lake by the copse, a bustling community...") Saying that you see a city doesn't have the draw of the other three means, but is virtually necessary in order to guide the party along. The other three means should be what drag the party from town to town, but it never hurts to have a clear path from Heidenburg to Schwenz for the party to follow.

Perhaps I'm missing a few means by which the party can know where to go. In fact, I'm sure that I am. These, however, seem like the most effective ways to me. The main point of this article is to prevent your scenarios from not being cohesive enough that the party can't make jumps between point A and point B on their own when required. Getting from Heidenburg to Schwenz is necessary, don't lose the party on the way.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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But Morgan, the fact that tactics are required is what separates RoR's difficulty from a scenario like VotDT's- it's comparatively more difficult, if not difficult period. Jeff doesn't unleash Rubies or Sleep Ray on a level 1 party. :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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I admit, I use Normal difficulty. Torment difficulty would probably make beating RoR with a level-1 singleton outright impossible, but that's why they call it Torment, now isn't it? (I suppose Torment is easy to most people, but RoR is, as I have said, more difficult than Vogel's pre-packaged scenarios.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
New Scripts Archive in Blades of Avernum Editor
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http://www.geocities.com/terrorsmartyr/BladesofAvernum/scripts.html

Update- added teleportboss.txt

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
New Scripts Archive in Blades of Avernum
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http://www.geocities.com/terrorsmartyr/BladesofAvernum/scripts.html

Update- added teleportboss.txt

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
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The point of playing it with a singleton is to justify its difficulty rating. It's still a damn hard scenario comparatively, but it's definitely not impossible (and I suspect that more advanced players like Thuryl/Imban had a much easier run-through than I did).

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
error in lockbox.txt script in Blades of Avernum Editor
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Error in lockbox.txt- ioweyou.txt could not be found? :P

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