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Article - Beginner Scenarios in Blades of Avernum
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There's a million ways to go about this- the way I'd use is I'd pool together each PC's Dex, Gymnastics and Quick Action skills, and turn them into an invisible "Stealth" skill. For each 4 ranks, you'd gain another space within its line of sight where it would not be able to attack you. (Essentially, it would technically be able to hit you with an arrow or something, but the script would tell it, "no! You don't see this person.") This bonus of not being seen would obviously not work at point-blank range (ie. 2 spaces or fewer). A creature on guard would get back some of those lost spaces. Hitting a creature lets it and the creatures around it know that you are there.

On the other hand, killing a creature before it has the time to react would go unnoticed by the people around it if the creature is not seen by other creatures.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
NEED HELP: CANOPY in Blades of Avernum
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Walk up to the way you came in. You will get a message. Then, talk to the ghost on the raised platform.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Riposte in Blades of Avernum
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You mean Martyr's Shield- there's a difference.

(And there's a slew of items in Canopy that do that as well)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
The Universe in General
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(And if you want to be PC, they're "melanin-endowed minority" holes.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Article - Beginner Scenarios in Blades of Avernum
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Beginner Scenarios

The desire to make a scenario is understandable. Unfortunately, the desire to start with a large and/or complex scenario is even more so; perhaps you should start with a morceaux. What am I saying? Essentially, start small in more words than necessary.

Start very, very small. Not only that, but start off very simply. Reduce your idea until making it any simpler would be boring. For instance, let's say that you want to have demons summoned by Garzahd enslave nephils to attack some rebels on the surface, and the Haakai raises one of the nephils into a giant demon who you have to defeat by retrieving and using Catslayer, the magic greatsword enchanted by the mystic Belthazar et cetera. Too complex. But the nephils idea doesn't sound bad- let's go with that. In my scenario for BoE called Bandits, I start off with an idea of the same idea- Bandits.

Give your scenario one unique idea that makes it more interesting and realistic. Perhaps these nephils are very organized, and they have an educated leader who used to be the adopted son of a noble. In Bandits, the leader of the rogues had his wife stolen away by the leader of the town he's harassing. Neither of these ideas are too complex or fantastic, and both create relatively enticing plots.

Don't make your ideas overly cliched or incomprehensible. In Bahssikava, you have heaps of Exile/Avernum overused ideas- Undead, demons, golems, Vahnatai machinery, etc., and not a single inspiring villain. Its plotline was very boring as a result of this. On the other end of the spectrum is Echoes (a series of scenarios for BoE), whose plotline was filled with characters who had ample motivations that weren't telegraphed to the player. At least 10 major NPCs were in each scenario, and the party learned a name, picture, and nothing more. Its plotline was very confusing as a result of this. When thinking about how to make your scenario interesting, don't fall into either of these two pitfalls.

Then, plan where your party will go in this adventure. Usually, this is the given enemy's lair. You don't have to force the party to go to the lair or not, but it's usually assumed that in a small scenario, there won't be many other places to go. In Ambitious Nephil, the party goes to the Nephilim Fort. In Bandits, the party went to the Bandits' Lair. You can make this more exotic if you want, but for a beginning scenario, I wouldn't.

Once you know where the party will go, think about what they will have to do when they get there. In the Nephilim Fort, the party will probably find a locked gate. Fortunately, the party purchased some explosives from the General Store in the nearby city.

(NOTICE! Locked gates are often a convenient way to keep a party out of a fort, but the most often-used remedy for this is a secret passage or crumbling wall. Try to avoid that, and go with something more interesting instead, such as using rope to climb onto an unoccupied ledge or explosives to blow into the fort.)

Then, think about what else would be in the fort- usually, this involves whoever is in the fort and isn't on a patrol. On the other hand, it might not have to stop there- you could have the fort's denizens run towards the opening the party has just created, pitting the party against more enemies than the party might be able to handle. So tell the party to retreat, and then set a timer for when the guards in the fort stop huddling around the new entrance. Then, the party will be able to enter the fort and sneak around!

The general trend is to make everything at least somewhat interesting. For instance, when the party re-enters the fort, think about how the party will get to the educated nephil. Will the nephil flee? If so, what will the party be able to do? Design each encounter accordingly. Furthermore, it helps to think about how each plot nuance will be conveyed- perhaps the nephil leader's extensive library will hint to the party that the nephil is an anomaly. Or perhaps the nephil will speak in perfect English/Imperial- let the party know this! And then, think about how you can communicate the falling-out between the nephil and her/his parents to the party. At that point, the party will not be gunning down random stacks of HP; they will have wandered through a real, vibrant fort, and they will have slain the nephil, or perhaps will have let her/him flee! Now just imagine how much superior the scenario Ambitious Nephil is in comparison to "Demon Nephil Invasion," and it only required a fraction of the effort!

A few general warnings to top this article off:
1. Do not use Warrior's Grove.
2. Remember the use of the spray can and frill terrain tools.
3. Custom graphics are easy to implement.
4. Bad custom graphics are easy to implement.
5. Incidental noises can enhance an area's mood.
6. Learning scripting really does help!
7. Custom NPC scripts make for interesting encounters.
8. Never hesitate to ask how to do something.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Riposte in Blades of Avernum
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It only works at one space away, so obviously, things thrown at you do nothing. The type of weapon also does not matter.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Canopy Help in Blades of Avernum
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Look at the giant, raised area in the center.

(Some of these questions will be answered in v1.0.4's readme)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
RPGs in General
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Point of clarification- Wizards' Star Wars mod is most definitely d20 by now, and uses 3.0 or higher.

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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
Avernum pixies in a nutshell in Blades of Avernum
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Probably the Artifacts Hall.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
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The Dark Prayer is impossible, the "everyone within 5 spaces" is even moreso. (Unless, of course, these are actually Canopizations.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Canopy v1.0.3.1 in Blades of Avernum
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This is most definitely a bug. I will see if/how I can fix it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
IDEA: The Pearl Contest in Blades of Avernum
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I am, as stated @ Lyceum, all for this.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Don't click here! in General
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We saw snow here today. The weather here has been ridiculously cold for this time of year.

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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
Canopy v1.0.3.1 in Blades of Avernum
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The Catacombs bug has been fixed and uploaded [link=http://tm.desperance.net/Canopy.html]here[/link]. If there are ANY other bugs that you experience, please let me know!
Thanks.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
trouble downloading canopy in Blades of Avernum
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I found the problem in the Catacombs- I'll upload immediately.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Nonfiction Books You Are Reading in General
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No. It's not out yet.

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私のバラドですそしてころしたいいらればころす
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
more expensive magic in Blades of Avernum Editor
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That's a loophole, yes. Why you would ever WANT to do something like that is beyond me. Hm. Perhaps one could keep track of party member NAMES, or something... Well, it's sorta possible. Point is, it could never profit the party too much, so I'm not sure why anyone would try to do it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
more expensive magic in Blades of Avernum
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That's a loophole, yes. Why you would ever WANT to do something like that is beyond me. Hm. Perhaps one could keep track of party member NAMES, or something... Well, it's sorta possible. Point is, it could never profit the party too much, so I'm not sure why anyone would try to do it.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
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Stat bonuses from items do NOT increase elemental resistances- for instance, RoR's Lucky Cloak does not give you added resistance to fire.

Tights, unless I'm mistaken and they actually are magic, will increase your evasion by 5% and increase your odds to hit by 5%.

Haakai are BORING. Big, giant spellcasters are nothing new, and need something more than a Haakai.

Re: balance, yeah- pretty much. :P (Honestly, Bahssikava is less lucrative than even the HLPM- Canopy, considering its level, is much closer to Jeff's scenarios than it may seem.)

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Monster/Puzzle/Item Thread in Blades of Avernum
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There are already Greaves in Canopy.

Your "Tights" are way too powerful, and your "Superman Boxer Shorts" are again worthless.

And Toast, you actually cannot change monster types. I mean, yeah, you could do an almost-complete quasi-switch, but...

Re: Archmage- a nice idea, but Haakai is the last thing that ANY scenario needs. And if you're looking for magi who are spiteful upon death, well... Canopy's Bugbear Mage.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Favorite Fights in Blades of Avernum
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If you could please, list your favorite fights (BoA only!) in order of preference from 1 to 10, 1 being your most favorite and 10 being your tenth favorite.
Just curious...

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
more expensive magic in Blades of Avernum Editor
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What you COULD do is something like what I did to the party in the Shroud fight- subtract all of the party's spell levels by their current spell levels minus one, meaning that all spell levels become one. Set flags to the spell values so that they can be re-added when the party leaves the plateau. This way, you'll still be spending the same amount of SP, but depending on the party's level, you will do significantly less damage.

Alternatively or additionally, you could give all PCs +10 to Magical Efficiency at the beginning of the scenario and take it away when the party is on the plateau- this way, the party would be far more restricted with SP usage. (But remember to take it away at the scenario's end.)

And of course, you could take down every PC's mage and priest skills levels down to the level required to cast the given PC's highest spell, cutting SP down significantly. Intelligence could be halved and magery could be eliminated, etc.

...okay, some of these methods are evil. Use them with caution, I suppose.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
more expensive magic in Blades of Avernum
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What you COULD do is something like what I did to the party in the Shroud fight- subtract all of the party's spell levels by their current spell levels minus one, meaning that all spell levels become one. Set flags to the spell values so that they can be re-added when the party leaves the plateau. This way, you'll still be spending the same amount of SP, but depending on the party's level, you will do significantly less damage.

Alternatively or additionally, you could give all PCs +10 to Magical Efficiency at the beginning of the scenario and take it away when the party is on the plateau- this way, the party would be far more restricted with SP usage. (But remember to take it away at the scenario's end.)

And of course, you could take down every PC's mage and priest skills levels down to the level required to cast the given PC's highest spell, cutting SP down significantly. Intelligence could be halved and magery could be eliminated, etc.

...okay, some of these methods are evil. Use them with caution, I suppose.

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Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
cehck tihs out in General
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Thuryl, methinks your family has an abundance of "genius" and "messed up" genes running in their half-cells.

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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
I hate whoever did this. in General
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1) Settle down. This was not necessary- sending the message to Jeff is good, I guess, but the person hasn't technically done anything legally wrong yet.
2) The person's email address makes me feel like it's automated.

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私のバラドですそしてころしたいいらればころす
Posts: 6936 | Registered: Tuesday, September 18 2001 07:00

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