Profile for *i
Field | Value |
---|---|
Displayed name | *i |
Member number | 6 |
Title | The Establishment |
Postcount | 3726 |
Homepage | |
Registered | Tuesday, September 18 2001 07:00 |
Recent posts
Pages
Author | Recent posts |
---|---|
General Scenario Design Contest in Blades of Avernum | |
The Establishment
Member # 6
|
written Saturday, January 7 2006 07:51
Profile
As I said, that will be discussed and decided as the deadline approaches. I just wanted to get the announcement out that this thing will indeed be happening. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Blades Chat in Blades of Avernum | |
The Establishment
Member # 6
|
written Saturday, January 7 2006 07:50
Profile
This is an attempt to bring the chat discussions together. The next official Blades Chat will likely be next week Saturday, January 14, 2006 at 5 pm EST. There will be an unofficial chat today, January 7, in the Lyceum chat at 5 pm EST. All are invited, of course. After some discussion, we decided that we would try AOL Instant Messenger as a means to host the next chat. It's free, fairly easy to use, most people have it already, and it seems quite reliable. The only problem is that, as far as I can tell, we will need a list of screennames to invite. We will have to test this further before making more concrete plans. How it will likely work is you send an IM to the person conducting the chat and they send you an invitation. If anyone knows about AIM chats more than I, please post with some implementation details. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
General Scenario Design Contest in Blades of Avernum | |
The Establishment
Member # 6
|
written Saturday, January 7 2006 07:36
Profile
The deadline for the 8th scenario design contest will be November 30, 2006. Both Blades of Avernum and Blades of Exile entries will be permitted. The only requirement is that the entrant scenario cannot have been entered in any previous scenario design contest. Categories will be as follows: Small Scenario -- Contains 20 zones or less Large Scenario -- Contains more than 20 zones Newcomer -- Contains scenarios from authors who have not yet participated in ANY general scenario contests. You may, of course, only have one entry in this category. Best Utility -- Applications developed to either assist in scenario design or enhance the playability of BoX. These need not be the form of an actual BoX "scenario" and may be any be any computer based tool. Utilities are completely separate form the scenario categories and as such may not move on to the Best Scenario round. Best Scenario -- The top scenarios in each category (except best utility) will move on to a final round and be judged against each other to determine the best scenario. See discussion below on the selection rules. The total number of zones is equivalent to the sum of used towns and used outdoor sections. Duplicate versions of the same town or outdoor section (think of towns that progressively got destroyed in A3) count for 1/2 a zone; the original still counts as one. The dividing number 20 is subject to change by the make up of the entries to ensure that the categories have a roughly equivalent (if prudent) amount of entries. Scenarios will be ranked on a scale of 1 to 10; 1 being lowest and 10 being highest. The scenario with the highest cumulative score in that category will move on to the best scenario round as well as any scenarios with a score 80% or higher of the highest score. Suppose a scenario scores a perfect 10 in a category; that means any scenario with a score of 8 or higherin that same category is eligible for the best scenario category. Means of submission, judging, and prizes will be handled at a later date. Hopefully Spiderweb Software will feel generous enough to give out prizes to the winners. Comments? [ Monday, January 16, 2006 15:13: Message edited by: *i ] -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Moral dilemmas in Avernum 4 | |
The Establishment
Member # 6
|
written Friday, January 6 2006 09:48
Profile
Unfortunately, you cannot kill the king. If you do, you sort of die instantly. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
I Want to Crush Your Dreams. in Blades of Avernum | |
The Establishment
Member # 6
|
written Friday, January 6 2006 09:46
Profile
By all means, take as much or as little as you like. The point of this topic is to provide help with creating scenarios people will enjoy playing. If you need any further help, do not be afraid to ask. Make sure you do a decent job of setting the mood for the island with appropriate terrain and what have you whatever type of climate you choose. A good atmosphere goes a long way. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Party Useful Skills? in Avernum 4 | |
The Establishment
Member # 6
|
written Friday, January 6 2006 08:47
Profile
Swords and spears depends on personal taste. Spears let you do the most damage, but you get less defense from not being able to use a shield. This may mean your fighter will need to be healed more often, so you should have a decent healer if your fighter has spears. Bows are actually pretty good. Plan on investing in dexterity and sharpshooter. Although they don't do as much damage as swords/spears, they are pretty useful throughout the game. You probably should give your archer some other skills too. Tool use, arcane lore, and nature lore are very good skills in this game. Tool use should probably be coupled with a mage because it adds to your unlock door skill; tool use of 15 is needed to disarm the more difficult traps. Nature lore can be spread out, but it does allow you to get some pretty good items including the best bow in the game. Arcane lore, spread out about 15 among the party and you will be able to get just about every spell you need. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
I Want to Crush Your Dreams. in Blades of Avernum | |
The Establishment
Member # 6
|
written Friday, January 6 2006 08:41
Profile
Here are some questions that might help you? 1) What is the climate of the island? Rocky, arctic, tropical, etc. 2) Does anyone/anything live on this island before the Empire came? If so, who are they? 3) Are there any settlements previous to the Empire? Are they still inhabited or are the inhabitants extinct? If the latter, what is the backstory on that? 4) Why did the Empire select this island? Being remote is probably good enough but if you have anything to add such as a high density of magical crystals it would add. 5) Why is this teleporter there? Seems teleportation is pretty standard these days. Although having an experimental teleporter would be good. If you choose this, you might want to detail some of the experiments done. 6) Why does the bad guy take over the teleporter? Motivation may depend on who you select as the bad guy. 7) How does the take over ensue. Is it violent, or is it very subtle? 8) Why does the party arrive? To deal with the problems directly or for some other purpose and must deal with them after the fact? 9) How does it end? Do you end up killing the "bad guy" or is the "bad guy" not so bad after all and you let him/her/it achieve its goals. Do you have a choice in the matter? A possible storyline: 1) The island is rocky, desolate, with areas of swamps and gnarled trees. 2) The island is home to several twisted wild creatures that inhabit the swamps. Also, it is home to a powerful shape shifter skilled in trickery and mind magic. There is also the ruins of a mysterious temple. 3) The shape shifter has a few lairs throughout the island. The temple was built by some race long extinct, although they were sufficiently skilled in magic. 4) The island was selected for its remote nature and for the high magical potential of the island. This is part due to the ancient inhabitants and also the shape shifter (although the Empire should not know of the shape shifter). 5) The teleporter is an experimental one. It is not used for transportation, but to study the magical theory behind teleportation. It is often used to probe the void and search for the possibilities of parallel dimensions. Arrival to the island is by ship. 6) The shape shifter (who originally lived on the mainland, was marooned here), although powerful, cannot escape the island. It feeds off of the magical potential here and the journey to anywhere through the ocean is too far to go by itself. It takes over the teleporter in hopes of using it to escape. However, it is not geared for traditional transport, so it must be modifed. 7) The shape shifter, skilled at mind magic, is slowly working on the mages turning them against each other. The process is slow, but mages are mysteriously murdering each other. 8) The party was sent here as a garrison to protect the mages from the wild creatures. The Empire does not know of the shape shifter. Not long after you arrive, the mages get very edgy. At the start of the scenario is the murder of the head mage by one of his apprentices. 9) The player discovers the identity of the shape shifter, but not before the mages get violent toward you and each other. The shape shifter wants to return to the mainland so it can find its family. You have the choice of helping it, or fighting it, pushing it into the teleporter and into the void. Feel free to use as much or as little as you like. It only needs to be 1 outdoor section and maybe 6-8 towns and would make for a decent scenario if executed well. Anyway, let's hear your answers to those questions. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
I Want to Crush Your Dreams. in Blades of Avernum | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 19:25
Profile
quote:Then it would be too short to be an interesting scenario, duh! :P I agree with Thuryl, if the point of the scenario is to reveal the prophet a fake, one primary quest would be better. Of course, you could do three as long as each one revealed more and more of the truth. Also, the prophet is obviously the main character of the game. Answer these questions about him: 1) Where is he from? What is his family history? 2) Why does he do what he does now and how did he get there? 3) What is his personality like? Does he have any quirks? 4) How does he connect with other characters in the story? 5) What are his interests, tastes, likes, dislikes, etc? If you can answer these questions about all of the major characters in your scenarios, you will most likely make good characters as opposed to 2D cutouts with 1D personalities. You don't have to reveal everything about his character, but enough should bleed through to make him real. If you want some irony, you could make the "real world" a horrible and war torn place with your isolated village an oasis. Upon uncovering the truth, you get banished away from your oasis forever, doomed to live in a decimated world. A few things for you to ponder. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
gremlin wine? in Avernum 4 | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 15:16
Profile
You need four of them and they are scattered throughout. Look through any areas that might sell wines especially near Almaria. It is probably easier to kill the Gremlin. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Rescueing the Vahnatai and Giants in Avernum 4 | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:35
Profile
It is possible you did a different set of events then others. Can you tell me what you have all done for Castle missions? At any rate, he should be in a cell in the southern part of the lower Almaria, which should, at this point, be friendly to you. You can reach the area with the Vahnatai from the Mayor's office. Once you get to his cell, just follow him to the left after entering the sewer area. He will be able to slide through the bars without any help. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Knowledge Brew Alchemist in Avernum 4 | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:17
Profile
The ruined village in the southern part of the giant lands (formerly called Harston) has a book in the basement of one of the destroyed homes. Of course, pumping up spellcraft/magery to high levels has a similar effect the way the engine is designed. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
terrain script problem in Blades of Avernum Editor | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:13
Profile
Try using a different variable name than "terrain". This may be an internal variable the engine uses and it does not like that. Also, check to make sure the memory cells are set to sensical values. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
terrain script problem in Blades of Avernum | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:13
Profile
Try using a different variable name than "terrain". This may be an internal variable the engine uses and it does not like that. Also, check to make sure the memory cells are set to sensical values. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Knowledge Brew Alchemist in Avernum 4 | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:10
Profile
Craftmaster Strine is available only near the very end of the game. You find him in the section just south of Khoth's Lair; it's the one with the eyebeast in it. Search for some stairs in the southeast corner of the section by the water. Hope you have dispel barrier spell level and tool use at high levels. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Rescueing the Vahnatai and Giants in Avernum 4 | |
The Establishment
Member # 6
|
written Thursday, January 5 2006 07:08
Profile
You must rescue the imprisoned Vahnatai in Almaria before doing the Fort Remote quest. The safest path to rescuing him beefing him up first with your enchantments. You should not even have the Fort Remote Vahnatai quest until this is done. The Giant Lands, you will be able to get to them later, but not yet. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
A4 Demo in Avernum 4 | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 21:21
Profile
quote:I present you the true form of Aloreal: I just hope he/she/it in no way resembles Alorael. [ Wednesday, January 04, 2006 22:46: Message edited by: *i ] -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
1945 in General | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 19:51
Profile
Those are not Plutonium, no, it's far more metallic looking and is more black in oxide form. Also, one of the bombs was made with enriched uranium. [ Wednesday, January 04, 2006 19:52: Message edited by: *i ] -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Shaper Crypt in Geneforge Series | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 15:17
Profile
Blood should generally disappear, items should not. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
Postaroni, Pizzabella! in General | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 15:12
Profile
quote:Gone, like so many before her. :( -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
BoA CHAT!! in Blades of Avernum | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 13:41
Profile
As I said, we should probably find a better alternative. Suggestions? -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
BoA CHAT!! in Blades of Avernum | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 07:48
Profile
A log or synopsis is definitely possible. As I said before, this will not be the ONLY chance for a chat, just one of many. The next chat will likely be on a Saturday at 5 pm EST. Of course, one does not have to devote full attention to the chatroom and can have the television on in the background. :) -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
variables and SDF's in Blades of Avernum Editor | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 07:45
Profile
Remember that flags can only be from 0 to 255, you can think of them as a "short" variable whereas the ticks are integers. It's not too hard to fix this, but keep it in mind. This may be a problem, but I am unsure. On your first bit of script, try putting the right hand side of the conditional in parenthesis. In other words (tick1 + 10). Also, as pointed out before use >= instead of == as it is less limiting. A good way to test these things is to use the print_num() command on relevant variables like tick1 and get_current_tick to find out what the computer thinks the actual value is on each move. This would make things a little more transparent. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |
variables and SDF's in Blades of Avernum | |
The Establishment
Member # 6
|
written Wednesday, January 4 2006 07:45
Profile
Remember that flags can only be from 0 to 255, you can think of them as a "short" variable whereas the ticks are integers. It's not too hard to fix this, but keep it in mind. This may be a problem, but I am unsure. On your first bit of script, try putting the right hand side of the conditional in parenthesis. In other words (tick1 + 10). Also, as pointed out before use >= instead of == as it is less limiting. A good way to test these things is to use the print_num() command on relevant variables like tick1 and get_current_tick to find out what the computer thinks the actual value is on each move. This would make things a little more transparent. -------------------- Your flower power is no match for my glower power! Posts: 3726 | Registered: Tuesday, September 18 2001 07:00 |