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Decency Question in Blades of Avernum
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Member # 4
Profile Homepage #5
The brothel shouldn't be the most offensive thing in the scenario. The blatant fascism, anti-God rhetoric and a menagerie of other things will do that just fine.
^_^

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Decency Question in Blades of Avernum
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Member # 4
Profile Homepage #0
In One-Way Street, the party is given a plot-mandatory mission to kill the owner of a brothel at the behest of the religious institution that the party belongs to. To what extent should I have the party see/hear the actions described therein? How aught I limit this encounter to make it decent? I've already set the scenario's rating to "Mature" accordingly, I don't want to absolutely have to set it to "Adult", and I want to keep it safe enough to put on Spidweb's tables and into the design contest.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Moving Parties in Creature Scripts in Blades of Avernum Editor
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Member # 4
Profile Homepage #2
I'm lazy, and I want the most dead dialogue possible. ;)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Moving Parties in Creature Scripts in Blades of Avernum
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Member # 4
Profile Homepage #2
I'm lazy, and I want the most dead dialogue possible. ;)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Moving Parties in Creature Scripts in Blades of Avernum Editor
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Member # 4
Profile Homepage #0
I'm working on innkeeper.txt, a script that would use calls to "simulate" an inn. (Yes, I realize that this makes me the lazies man in existence. ;) ) My problem is that I call a teleport_party();, but it's not allowed. My question is why- if the party is talking to a creature, they're already out of combat mode, so moving wouldn't be entirely out of the question. Could this be changed at all, or is it set-in-stone?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Moving Parties in Creature Scripts in Blades of Avernum
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Member # 4
Profile Homepage #0
I'm working on innkeeper.txt, a script that would use calls to "simulate" an inn. (Yes, I realize that this makes me the lazies man in existence. ;) ) My problem is that I call a teleport_party();, but it's not allowed. My question is why- if the party is talking to a creature, they're already out of combat mode, so moving wouldn't be entirely out of the question. Could this be changed at all, or is it set-in-stone?

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Avernum new Ideas in Blades of Avernum
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Member # 4
Profile Homepage #3
The BoA editor is way too easy to make stupid mistakes in.

On the flip-side, it's now possible to do so many more things.

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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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Member # 4
Profile Homepage #0
http://www.geocities.com/terrorsmartyr/BladesofAvernum/scripts.html

I know, I know- all of these scripts are just more evidence in a mounting pile, all pointing to me as a lazy arsehole not worth his weight period.

Eh.

(Although I will warn people not to always use this script- It's generally not considered to be a Good Idea(®) to have explicitly blank scenarios in terms of dialogue. Use at your own discretion.)

EDIT: Coming up soon- innkeeper.txt, so you can even cop out of having talking innkeepers. ^_^ Also, ihateyou.txt, you'll see!

[ Sunday, April 11, 2004 19:59: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
New Scripts Archive in Blades of Avernum
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Member # 4
Profile Homepage #0
http://www.geocities.com/terrorsmartyr/BladesofAvernum/scripts.html

I know, I know- all of these scripts are just more evidence in a mounting pile, all pointing to me as a lazy arsehole not worth his weight period.

Eh.

(Although I will warn people not to always use this script- It's generally not considered to be a Good Idea(®) to have explicitly blank scenarios in terms of dialogue. Use at your own discretion.)

EDIT: Coming up soon- innkeeper.txt, so you can even cop out of having talking innkeepers. ^_^ Also, ihateyou.txt, you'll see!

[ Sunday, April 11, 2004 19:59: 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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Member # 4
Profile Homepage #33
The BoA version is better, although I wouldn't go so far as to call either of the versions "excellent". And I'd also say that playing both is worth-while. In my eyes, the two are at least different enough to warrant playing both, or at least the BoA version. The BoE version is... Mediocre, nothing more.
And spy.there: I won't be porting any of my scenarios, sorry. Buy BoE...!

[ Sunday, April 11, 2004 16:41: Message edited by: Tentacle Monster ]

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
UA and Control (Topic Split) in General
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Member # 4
Profile Homepage #16
I disagree with Arancaytar- by the time UA actually gets a modicum of sanity, the rate at which he is currently progressing placing this event well after the end of the world, he will have wasted more than enough resources and oxygen to justify euthenasia.

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Rate My Scenarios!
Streila Spies
Unbalanced Accounts
Inn of Blades
Echoes
Echoes: Assault
Echoes: Black Horse
Echoes: Pawns
Bandits
Echoes: Combat/Skirmish
Two Strands
Bandits II: Ballad of the Red Star
Roses of Reckoning (BoE)
Corporeus
The Claim
Roses of Reckoning (BoA)
Nebulous Times Hence
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Ranks in General
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Member # 4
Profile Homepage #27
HO HO HO I HAVE A 2.92

THAT'S ALMOST A THREE OH MY GAWD I RULE

HO HO HO


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Rate My Scenarios!
Streila Spies
Unbalanced Accounts
Inn of Blades
Echoes
Echoes: Assault
Echoes: Black Horse
Echoes: Pawns
Bandits
Echoes: Combat/Skirmish
Two Strands
Bandits II: Ballad of the Red Star
Roses of Reckoning (BoE)
Corporeus
The Claim
Roses of Reckoning (BoA)
Nebulous Times Hence
Emerald Mountain
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Post yer monster scripts here in Blades of Avernum Editor
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Member # 4
Profile Homepage #37
You could simulate exponential operations by assigning variables and multiplying themselves by themselves, ie:
x = x * x

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Post yer monster scripts here in Blades of Avernum
BANNED
Member # 4
Profile Homepage #37
You could simulate exponential operations by assigning variables and multiplying themselves by themselves, ie:
x = x * x

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Bob in Blades of Avernum Editor
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Member # 4
Profile Homepage #2
I'll try to please Diviner Oppenheimer-- err, Bob-- more in my next effort. -_-

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Bob in Blades of Avernum
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Member # 4
Profile Homepage #2
I'll try to please Diviner Oppenheimer-- err, Bob-- more in my next effort. -_-

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Calls that we wish existed in Blades of Avernum Editor
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Member # 4
Profile Homepage #36
Correction-
The characters in slots in 5 and 6 are part of the party, you don't control them, but they also join you in outdoors fights.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Calls that we wish existed in Blades of Avernum
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Member # 4
Profile Homepage #36
Correction-
The characters in slots in 5 and 6 are part of the party, you don't control them, but they also join you in outdoors fights.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Typo in Docs: set_attitude in Blades of Avernum Editor
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Member # 4
Profile Homepage #0
In the editor, I spend ~30 minutes looking for some way to set a creature's attitude. It hadn't occured to me yet to use "set_attitude(a,b)", because it was listed as "short set_attitude(a,b)". Could you (Jeff), in the next version of the editor or at least in the .zip file from whence the editor is obtained, fix this please? Thanks! (I, AFAIK, probably won't be the only person to become confused by this.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Typo in Docs: set_attitude in Blades of Avernum
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Member # 4
Profile Homepage #0
In the editor, I spend ~30 minutes looking for some way to set a creature's attitude. It hadn't occured to me yet to use "set_attitude(a,b)", because it was listed as "short set_attitude(a,b)". Could you (Jeff), in the next version of the editor or at least in the .zip file from whence the editor is obtained, fix this please? Thanks! (I, AFAIK, probably won't be the only person to become confused by this.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Happy Easter in General
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Member # 4
Profile Homepage #35
Satan sells! HAW HAW HAW

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Rate My Scenarios!
Streila Spies
Unbalanced Accounts
Inn of Blades
Echoes
Echoes: Assault
Echoes: Black Horse
Echoes: Pawns
Bandits
Echoes: Combat/Skirmish
Two Strands
Bandits II: Ballad of the Red Star
Roses of Reckoning (BoE)
Corporeus
The Claim
Roses of Reckoning (BoA)
Nebulous Times Hence
Emerald Mountain
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
scenario criticism in Blades of Avernum
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Member # 4
Profile Homepage #50
I agree. Imban, beating B2 with a level 4 party, is godlike.

The Creator, beating Falling Stars with a level 1 party, is more like god.

Thuryl, beating Echoes with a level 1 party, is God period. :P

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
BANNED
Member # 4
Profile Homepage #30
I considered that, but Tim O'Brien's directions were clear enough.

None of the testers complained about it, anyway.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Roses of Reckoning (BoA) is Released! in Blades of Avernum
BANNED
Member # 4
Profile Homepage #28
There are, and I guarantee you on this, more than one dispel-barrier devices in this scenario.
Look hard, it's not that difficult.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Choices and Linearity in Blades of Avernum Editor
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Member # 4
Profile Homepage #17
Not entirely true- Bandits 2

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

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