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New GF4 Editor in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #11
quote:
Originally written by Tis the season to by Iffy:

And what about a "Get God Equipment" option?
Very easy. Though time consuming. The only problem is deciding what already existing equipment is the strongest, most preferable, or suggestions for what you'd like to see in a custom set of "God Mode" equipment?
Micro Phage

EDIT: Typo

[ Saturday, January 05, 2008 10:06: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
New GF4 Editor in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #10
quote:
Originally written by Master1:

I was wondering if it would be possible to make an editor (preferably at the normal rebel docks location) that could increase your skills in individual creatures or spells, like kyshakk or aura of flames. Then you could make drakons and such without canisters
I recently updated my editor and it has an entry point in Crenshaws Dell (sign at far south s/w) that enables you to get all the creatures. I'll look at the spells later and maybe add them to another sign or NPC farther in the game.

There is an upper limit on how high your line numbers can go so I doubt that even with renumbering all of them would allow for all these features at the Rebel Docks Sign. Besides, the best use to me for an editor is to move things along a bit on multiple replays of the game. Pro Shaper, Pro Rebel, or Pro Trakovite is one example. Plus there's lots of other fun things to do with different quests and perspectives that make this game very replayable anyhow.

I'll look closer at the spells and such after the Holidays. Hope the new update answers at least part of your question.
Micro Phage

After thinking further about your question I believe that the 1st entry point of the Editor will let you boost your magic skills high enough to use the spells, but may need to look harder at specific ones. Will update soon.

[ Saturday, January 05, 2008 10:18: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
New GF4 Editor in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #2
quote:
Originally written by Azuma:

I can tell by the looks of it..good job!

Can someone test it?

If you are asking for volunteers that would be great! As much as has been put into this there has to be some rough edges. Nothing terminal though. I've tested it pretty thoroughly.

Anyone, everyone, try it out. Looking forward to feedback on this, and some helpful suggestions to polish it bright...

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
New GF4 Editor in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #0
MicroPhage's Geneforge 4 Editor

1. Rebel Docks: Allows player to edit all skills. This includes all spells,
creations, statistics, experience, and coins. Allows for
"No thanks." to not use at any time. And Godmode feature.

Entry point: 1st sign on your right at The Rebel Docks.

Select "No thanks" in order to play normally.

2. Dillame: Allows "Melted Sand" quest finish. Gretchen at Gretchens Potions
gives the quest and she'll continue to buy any you find after finish.

3. Eastern Rise: Allows player to jump to North or South entry signs
instead of walking through Eastern Rise. Also lets
you jump to 2 locations in each North and South maps.

Select "No thanks" in order to play normally.

4. Aziraph Rebel Camp. Stock up on coins, high value, weapon gems.
Entry point: Captain Archibald at south entrance. he also trains.
iF YOUR COINS GO TO "0" JUST USE EDITOR AGAIN FOR FULL 30,000 COINS.
Also enables finish for Stubbs the Quartermasters "Swamp Herb"
quest after all rewards gained.

Select "No thanks" in order to play normally.

This link is for Q&A if you're stuck in a quest:

http://www.freewebs.com/microphage/gf4spoilerqa.htm

And this is the Geneforge 4 Editor:

http://www.freewebs.com/microphage/GF4Editor.zip

MicroPhage

Not supported by Spiderweb Software. All scripts copyright Spiderweb Software. USE AT YOUR OWN
RISK, and of course MAKE BACKUPS of each .txt script file that will be modified by this editor!

Edit: Total makeover of editor. All Character editing can now be accomplished at 1 Entry Point.
Supports jumping to and from areas. Godmode swords now have "Rain of Fire" and "Boulder Basher" swords.

[ Thursday, February 14, 2008 20:41: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #63
quote:
Originally written by Azuma:

And you can do much, much, much more with script editing..creating a "Mage Blade" for example..instead of attacking opponents..when you use it..you restore Essence and SP!
Very cool! I've had a lot of fun playing around with some of the ideas on this thread. Really glad you started it! You may have seen in the A4 forum a post about Strategy Central that mentioned an A4 Editor by Micro Phage. I'm not a total noob to these forums though it's been a while since I've played with UBB or the Spiderweb Forums. (I think an early version of UBB predated the WWW in the old Bulletin Board days before everyone was able to get web access.?.?)
Anyhow, I'm knocking some rust and dust off UBB and scripting skills. I'm finishing up a GF4 Editor. Seems fairly clean at this point. I think it's about ready to post it in the GF4 forum but if you want a peek the link is http://www.freewebs.com/microphage/index.htm I've gotten some ideas here that leave a mark in some of the custom items in it. I spend more time playing with scripts than playing a game. Then of course you need to test out the scripts and play the game again so I get a lot of mileage out of a game!

Also, I'm doing a test run on a PC program called XLnow OnScript Editor that is somewhat helpful in locating where a certain line is if you're getting crazy with script modding. I think you have to multiply the error line number in the game error message by 2 in this prog and it'll help you track where a mistake is. So there is something out there besides Notepad but it's way over powered for this. But... a try before you buy version got me past a screaming hair puller bug on the GF4 editor.

Is there anything out there besides Notepad and this for scripting? Ah, well. I'm going to sleep. The sun is starting to come up. Later!
Micro Phage

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #62
quote:
Originally written by Dikiyoba:

Originally by Micro Phage:

I'll look for some Necromancer posts and reply if I have something interesting to add.

"Dikiyoba doesn't think that's sarcasm, so necromancy is a term for (usually unwarranted) topic revivals, not a Geneforge-related discussion."

You're right. It wasn't sarcasm. I've been playing so many different RPG's this year that I was actually wondering if there were Necromancers in this game and I'd missed something! Duh. Not to mention an occasional need for sleep after a gaming marathon! Yawn...

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #59
quote:
Originally written by Dikiyoba:

Uh, no. Reviving old topics is perfectly acceptable (and in fact encouraged) if the new post directly relates to the subject being discussed. Micro Phage's post is fine.

Dikiyoba.

Thanks Diki! Seemed I was on topic considering the content of many of the posts here. Also, somehow when I quoted the 1st post in this forum it gave a different name than "Azuma". Thought I was quoting Azuma. Anyhow, the weapon hybrid rocks! And it almost appears to act like a sword at close range. Though you'll get splashed a bit by the reaper effect! Thanks Azuma for great idea!

And The Ratt, no problem. The thread is called Geneforge 4 and is titled "Making a Melee Weapon into Ranged" after the title of the 1st post. I'll look for some Necromancer posts and reply if I have something interesting to add.

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion
Warrior
Member # 7213
Profile Homepage #55
quote:
Originally written by Haakai-Tender Valcrist:

It's possible..well, with script editing it is..
I managed to make the Puresteel Soulblade a missile weapon..a Reaper Baton to be exact..

Since I'm nice I'll show the edited script:

begindefineitem 83;
import = 68;
it_name = "Puresteel Soulblade";
it_graphic_coloradj = 64;
it_level = 15;
it_value = 5000;
it_stats_to_affect 0 = 7;
it_stats_addition 0 = 2;
it_stats_to_affect 1 = 6;
it_stats_addition 1 = 1;
it_ability = 58;

Note the "it_ability = 58;” it is a part of the "Reaper Baton" script which makes a “Reaper Baton” a "Reaper Baton"...Get the picture? Additionally, the "Puresteel Soulblade/Reaper Baton" hybrid has unlimited ammo..Yep, you read it right..UNLIMITED AMMO..

Also..the Bonuses the PSSB gives is still retained..so my wish of a Missile Weaon with Stat Bonus has come true..=)

Also...the damage of the Reaper Baton is added to the damage of the PSSB...or so it seems...

Cool idea! I couldn't get it to work properly on PC. It still acted like a sword and would splash
over effect on me and any of my party who were nearby until I made the following changes:

begindefineitem 83;
import = 68;
it_name = "Puresteel Soulblade";
it_graphic_coloradj = 64;
it_level = 15;
it_ability = 58;
it_value = 5000;
it_stats_to_affect 0 = 7;
it_stats_addition 0 = 2;
it_stats_to_affect 1 = 6;
it_stats_addition 1 = 1;

It now acts like a missile weapon and doesn't even need reapers in inventory. Great weapon!
All I did with your script is change position of 1 line.

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Drakon from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Hello, it's been a while... in Avernum 4
Warrior
Member # 7213
Profile Homepage #0
Just dropping in for some serious catch up reading and to say hello! It appears about time to check out the Avernum and Geneforge 5 versions! Seems an eternal wait for next versions may be over. Great expectations!!

Was pleased to see my A4 editor page has over 600 hits.

Hawk King (love the Stephen Hawking implications) was 11 or 12 when making A4 editor? Yikes! Had no clue! Makes mine totally lame in retrospect. Was inspired and amazed overall. Again, thanks.

Must check out the latest from Spiderweb. Too much fun, oughta be a law or somesuch...

Alorael, still rockin' I see. Over 14 thousand posts? Whoa!

Spiderweb, keep up the good work!

Happy Holidays all...

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Dbug Kill? in Avernum 4
Warrior
Member # 7213
Profile Homepage #8
Why don't you try looking here:

http://www.freewebs.com/microphage/

It allows you to make changes in increments of about 20% instead of all at once. And gives you some cool stuff that you can keep, sell, whatever.

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Installing the A4 Editor? in Avernum 4
Warrior
Member # 7213
Profile Homepage #2
Why don't you try looking here:

http://www.freewebs.com/microphage/

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Avernum V ideas in Avernum 4
Warrior
Member # 7213
Profile Homepage #212
quote:
Originally written by Savage Ed Walcott:

It'd be nice to have some kind of item storage/retrieval system wear you could store items somewhere and have it delivered to whatever town you move to when you need it for a small fee. It got kind of annoying to keep up with all the caches I left around in A4 for when I wanted to store something.

That and more weapon varieties, like brass knuckles, maces, nunchuks, etc.

Assuming A5 didn't have the major transport/supply probs as A4... Not a bad idea.

But small fee? Hmmm. Who but Adventurers other than your own party would provide this service? And at what cost and reliability?

I'm assuming both Avernum 5 and it's Empire world will be under mutual attack at best. Maybe some corrupted (by Darksiders) officials could be bought or intimidated. Who knows.

Multiple open ended variables would be very desirable for A5.

As for the weapons, no ideas fitting within the scenario. And though it's old news now, you've given me a really interesting idea for a final finishing touch for an A4 editor. (It's gonna be a while before A5.) Thanks!

Good thought on main question. May have fun solution for A4 cache idea thing.

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Character Fighting Order in Avernum 4
Warrior
Member # 7213
Profile Homepage #3
quote:
Originally written by aheisey:

I thought I saw a topic on this, but couldn't find it using the 'search' feature.

It seems that my magic users are first in the fighting line even though my fighters have higher hit and energy points.

How do I change the order so that the fighters fight first?

Arm and train your main character to be a fighter and use magic. Can be a soldier, whatever. Here's is link to thread you may be thinking of:

Combat Lineup Changes

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Avernum V ideas in Avernum 4
Warrior
Member # 7213
Profile Homepage #201
quote:
Originally written by Venomousblade:

quote:
Originally written by Vaecrius:

I've been thinking (not always a good sign, but)... how about a KO state where the character is down but not out so they could be raised with something simpler like healing or first aid, instead of going all the way back to town, and they still get XP for the rest of the fight?

Also, I'm probably going to be skewered for this one, but... randomized areas?

Here's a better idea, though: the ability, in character creation, to type in the value of a stat, instead of increasing it by clicking on the buttons.

Divine Restoration spell in A4 works great for downed characters, just takes some time to get the skill up so you can use it on the battlefield.

A choice of typing in the values when spending skill point would be great, as long as the add/subtract was left intact from A4.

If I understand your meaning randomized areas, places like the Honeycomb, Mertis Spiral and the far NW caves could actually change so no maps would be any good. Would not want to see that in very many areas. Would definately increase the challenge!

It really doesn't take all that long to create and enhance characters, but a choice would be nice.

Randomized areas could be good in moderation! :)

quote:
quote:
--------------------------------------------------------------------------------
Originally written by Kelandon:

quote:
--------------------------------------------------------------------------------
Originally written by m hussain:
what about instead of 4 characters why not more
--------------------------------------------------------------------------------

Why? I have often found myself wanting fewer characters than 4, and never more.
--------------------------------------------------------------------------------

You could pick up additional characters along the way. Like the friendly shade and the worn out golem. Maybe adding some more of these would be nice if they stayed longer and were smarter. Acting helpfully on there own.
That worked good in the Geneforge demo (Picking up smart characters along the way). :)

EDIT: Trying to reply to multi-posts in one.

[ Monday, July 31, 2006 19:10: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
[bug] Missing shade in Avernum 4
Warrior
Member # 7213
Profile Homepage #2
Try Almaria. Shade of Paranoia. Green crystal shard remnant. You'll need it in final battle with Rentar. Since you're far enough along to have killed 2 shades, Almaria's shade is the last. In your special items list you should have a red, a blue and a green crystal shard from the 3 shades.

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Avernum V ideas in Avernum 4
Warrior
Member # 7213
Profile Homepage #179
quote:
Originally written by Peregrine:

Just thinking about a new kind of menace for future Avernum games, that would fit in with the underground theme, how about some kind of slime or algae that was mutated by a magical experiment, and now it has the ability to turn part of itself into duplicates of creatures that it kills. This could be worked into the game in a small way (a side quest where goblins or bandits are turning into green goop when slain) or in a larger way, where the hive mind or master slime that is intelligent and controlling some large plot has to be tracked down and destroyed.
quote:
Originally written by Goodking:

Sorry, but Jeff already did slimes in A3. A good foe for us to fight is something none of us could imagine.
Peregrine's idea reminds me of the movie "The Thing". Maybe a monster that got bigger and stronger by adding parts of your party and surrounding monsters to itself till it ultimately dies from genetic overload and your attacks. Even mimicking another creature to disguise it's true nature. Or even one or more of your party to trick you into not attacking it or hitting one of your own in the confusion!

Goodking, Hard to imagine more than variations on a theme when game characters are limited by a grid.

Could it be possible to do something like a giant amoeba or hydra that could surround/engulf entire party and look like a single entity? Stretch across large spaces, around stationary objects to attack you from behind while your facing it?

EDIT: Structure.

[ Sunday, July 23, 2006 11:55: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Almaria Eternally Hostile Fix in Avernum 4
Warrior
Member # 7213
Profile Homepage #2
quote:
Originally written by Randomizer:

I don't have a game that needs it, but it's a great idea for those with old game files before the last game patch fixed the problem.
Thanks! I did have this problem with an old save game before I patched to v1.0.1. As far as I know v1.0.1 is only patch and current version for Windows PC.

But I could've sworn that I managed to get into this with v1.0.1 but I could be wrong...

Anyone run into this with v1.0.1? I thought I did this by taking several jobs/quests and not completing in reasonable order.
Maybe because I rescued Ghall while Almaria was still hostile then did some wanton slaughter and odd job/quests for a couple of days. Just roaming around where combat took me. Covered a LOT of territory without seeing Houghton.
Thought I found a way to crystal box (again) before ever seeing Houghton and getting Quests that opened Almaria and/or Barriers at Fort Emerald North Gate.
Maybe through scree caves, or Giant lands, or going to Spire fortress first. Saw Starrus and Rone before ever talking to Houghton. Had unlock skillsitems high enough to get to King.
Could have even done it using backtostart somehow. For all I know after a couple 16-18 hour A4 marathons I did a quick save game, killed Houghton myself to see what would happen, and forgot to reload before I quit for the night! (Killed Starrus once, ended game.)
Anyone manage to get Houghton killed early by accident in v1.0.1? Windows PC.

EDIT: It's possible that this was from an earlier save from v 1.0 though I think I did the patch in first few days and saved over the one I DID get crystal box early.
I've played this game so much with so many experimental/test Save Games I can't be 100% sure. :)

[ Sunday, July 23, 2006 11:42: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Almaria Eternally Hostile Fix in Avernum 4
Warrior
Member # 7213
Profile Homepage #0
I did a sort of editor that's "entry point" is a conversation with Correlea at the Castle that fixes the results of Houghton's early demise, thus opening Almaria and cleaning up remnants. See _Almaria.txt

I've played with it for days and can't find any problems with dialogue or game progression/completion. No problems with freeing the captive mages, questioning "Mayor", retrieving accounts ledger, hitting both Almaria's trainers and completing quests. I freed Ghall-Ihrno while Almaria was still hostile so you can free him with or without using this. Almaria/Game acts the same as if the "forever hostile" thing never happened and Houghton didn't die early.

The best way to tell if one of your saves has this is Houghton is gone, and Almaria is still hostile. If so, this will fix it. If this doesn't make sense, you don't need this! Don't use it if you don't need it! (You can still finish game with Almaria staying hostile.) Be sure you have the latest version of A4 for your OS/Machine.

Dialogue with Correlea:

Question: "How long have you been a wizard?"

Answer: "Not long. Not as long as most. I studied at the Tower
Colony and I... I showed a knack, I guess."
"Though I do have my limits."

Question: "What is your knack for?"

Answer: "Magic. Most people cannot master magic. They can't
even cast the smallest spell, no matter how hard they try.
And some people, like me, just take to it. Magic flows from
us. Whether we like it or not."

"Nobody knows what makes one person one way and one person another.
It's a great mystery, I guess. For example, I can snap my fingers and
Almaria is no longer hostile. All of poor Houghton's remnants are gone."

After you exit from this dialogue you can go to Almaria. The "Go to The
Castle" and "Vahnatai Sighting" quests are completed and the
"Whispering Shard" is removed from Special Items in your Quest List.
Everything deceased Houghton wise is cleaned up. I would recommend
restoring the original script as soon as you fix this.
Both the script to fix and the original restore zips are available
and should be extracted from/to the Avernum 4 install directory.
The files are called almhostfix.zip and afixrestore.zip

Definately do a backup of your files before using this. And don't
over write your original Save Game until you are comfortable.

This fix is unofficial and unsupported by Spiderweb Software.
Or me! (Worked fine on PC and technically should work on Mac.) USE AT YOUR OWN RISK!

Here is link (look at NavBar on left):
Almaria Hostile Fix

And here for direct link to download:
http://www.freewebs.com/microphage/Avernum4/almhostfix.zip

Here is link to restore original:
Restore to original link:

Here is direct link to download restore:
http://www.freewebs.com/microphage/Avernum4/afixrestore.zip

Here is link to _Amaria.txt:
Read Me Text Only:

And direct Link to Text Zip File:
http://www.freewebs.com/microphage/Avernum4/_Almaria.zip

Note: You will not lose "fixed" Save Games by using restore. If you don't save a "fixed" game, just do the above again. Lot's of great stuff in Almaria. It's worth using this if you need it.

-EDIT: Decided to make entire Houghton dies early fix available instead of Almaria only fix. :)

[ Sunday, July 23, 2006 11:32: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
countering freezing? in Avernum 4
Warrior
Member # 7213
Profile Homepage #23
quote:
Originally written by fractalnavel:

minor bug / exploit: the old keyboard shortcut "c" brings up a "cast spell" dialog from which any mage or priest spell that you have access to may be cast, regardless of encumbrances. one can "c"ast at time where one cannot otherwise use "m"age spells (or click on the button).

didn't see this mentioned anywhere - did i miss it ?

At the risk of spell spamming, wondered if this could be of use when you are frozen?

It's really handy to have a "hot key" to cast!

I doubt this is a bug or exploit. Maybe an easter egg of sorts. (hot key wise)

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
[bug] cast mage while armored in Avernum 4
Warrior
Member # 7213
Profile Homepage #1
quote:
Originally written by fractalnavel:

minor bug / exploit: the old keyboard shortcut "c" brings up a "cast spell" dialog from which any mage or priest spell that you have access to may be cast, regardless of encumbrances. one can "c"ast at time where one cannot otherwise use "m"age spells (or click on the button).

didn't see this mentioned anywhere - did i miss it ?

Hey, that's pretty cool! Tested where possible in save games I currently have. None of my party is too armored to be encumbered, but it's really great to have a "hot key" to cast!

I doubt this is a bug or exploit. Maybe an easter egg of sorts. (hot key wise)

I wonder if this will help with situations where you are frozen. As in BrTarolg's thread...

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
Avernum V ideas in Avernum 4
Warrior
Member # 7213
Profile Homepage #153
quote:
Originally written by Opimus Strenuus Thesaurus:

Is there no one else out there who misses the haste group and major blessing spells?

For me, having to haste each and every character individually detracts from both the game playability and my enjoyment of it.

Or did I miss something?

I've played Ave 4 all the way through once. I loved it, and will come back and play it again sometime soon.

Puhlease, bring back the group haste for Ave 5!

Thanks for any comments/replies!

Some Scrolls and wands effect group. Like Group Haste Scrolls. Also you can buy The Rod of Alacrity (Haste Group), The Rod Of Succor (Heal Group), The Rod of Defenses (Shield Group), and The Rod of Battle (Bless Group) from Sage Eichler in Spire. That's pretty far into the game but can come in handy when fighting Dorikas and Rentar. Have lots of sticks, (as many as 8) red crystals, mandrake, and herbs! Some of these scrolls and wands are spoils of battle, some custom construction, some you just find or buy. It's close to the same with Mass or Group Bless with Scrolls, drinking from basins, NPC's blessing group. There are 2 Mage Shields and 1 Priest Shield for Group.

Hope this is helpful. I've never played A? but I think the same basic abilities are there, just in a different form.

What about the ability to have "found items" and purchased items and such go to the party member who has been assigned to carry them? If you gain coins, it's spread to group. If you need construction items it scans and pulls from group. If you have, for some unknown reason, say iron scattered across group, when you see Dawdy in A4 to sell at good price, it pulls all from all members.

I admit this could be an issue if you had specific tactical reasons for spreading/splitting certain stackable items, though not sure I've run into that except when cheating ;) but it would be convenient if game stacked the way it pulled.

[ Thursday, July 20, 2006 17:25: Message edited by: Micro Phage ]

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
countering freezing? in Avernum 4
Warrior
Member # 7213
Profile Homepage #13
quote:
Originally written by BrTarolg:

i still wanna know how i manage to do riposte an dparry with a giant spear. must be pri tough.
Not sure you can willfully in the A4 world. Riposte and parry generally apply to (1 hand) blade weapons whereas a giant spear would be a (both hands) pole weapon in A4. The riposte and parry are kind of automated when you are frozen it seems. Can you select what weapon you have active at the point you're at?

Honestly, I just like to fry bad guys with Divine Retribution when possible, but then I cheat like crazy when my (RPG) life is on the line... ;)

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
countering freezing? in Avernum 4
Warrior
Member # 7213
Profile Homepage #11
quote:
Originally written by Killing is wrong*:

As your opponent charges you with a battle cry, howl, growl, or other sound effect, your immobilized character musters the willpower to pry his mouth open and deliver a blistering and witty verbal riposte. It's so clever it hurts.

—Alorael, who also supposes that an incautious opponent might suffer an injury from a particularly jagged piece of frozen adventurer. Maybe in the frenzy of one-sided melee some enemies don't pay much attention.

Heh! Alorael, I should have known you were still awake!

I need to sleep but couldn't resist saying hello!
'Nite Sir Knights. (OK, so I'm reading Eddings Elenium Trilogy on bathroom breaks. Busted...)

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
countering freezing? in Avernum 4
Warrior
Member # 7213
Profile Homepage #10
quote:
Originally written by Thuryl:

I agree that that's the dictionary definition of riposting (I fenced for 5 years, after all; I do know what it is). However, since in Avernum 4 it's possible to riposte while frozen solid and incapable of movement, that can't possibly be what riposting actually is in Avernum 4. Hence my proposed alternative definition.
I got your uh, humor/alt def. My humor can be dry at best, muddy when tired. Hence the ;) ...

It was an attempt at a humorous riposte and I guess this is a muddy re-post ;) .

God what a terrible pun. I think at 3:40am it's time to sleep. Take care, Sir Good Knight.

ouch. I'm outta here!

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00
countering freezing? in Avernum 4
Warrior
Member # 7213
Profile Homepage #7
Riposte is a quick thrust given after parrying/deflecting an opponent's lunge in fencing/sword fighting. And/or a retaliatory action, maneuver, or verbal retort in tongue fu fighting.

Hey, it's after 2am here. What'd you expect? ;)

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Aide: (tugging at General's pant leg from ground..) "Sir! Please get down!"
General: "What!?! They couldn't hit a Giant from that dist..."
Posts: 181 | Registered: Monday, June 12 2006 07:00

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