Profile for Ishad Nha
Field | Value |
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Displayed name | Ishad Nha |
Member number | 7662 |
Title | Shock Trooper |
Postcount | 292 |
Homepage | |
Registered | Monday, November 13 2006 08:00 |
Recent posts
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Author | Recent posts |
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River and Leaf Port in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Thursday, August 2 2007 03:33
Profile
I am having real fun with Page Editor on my site but I can't get anything to display when I view my own page! I am new to the website experience, there is presumably some basic mistake that I am making. At last the unofficial port of the Exile scenario River and Leaf: http://www.freewebs.com/ishadnha/Riveleafbas.7z This will give an error, when it does: activate the address bar and put a space between the "Riveleaf" and the "bas". Moral of story, don't put spaces in the names of files that you have uploaded! This will open with the free program 7Zip, as found at: http://www.7-zip.org (Currently there is only a Windows version available.) [ Thursday, August 02, 2007 03:52: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
River and Leaf Port in Blades of Avernum | |
Shock Trooper
Member # 7662
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written Thursday, August 2 2007 01:49
Profile
Finally, I have actually gotten around to porting a Blades of Exile scenario to the Blades of Avernum world. After much talking about the desirability of this idea, I did an unofficial port of Akhronath’s “River and Leaf”. A beta version is available at: http://www.freewebs.com/ishadnha It is compressed with the (free) 7Zip program by Igor Pavlov, as found at: http://www.7-zip.org At some stage I will have to get around to putting a cutscene in the final scene. River and Leaf struck me as a good idea because it has relatively few custom items. Also it has no real need for custom graphics, personally I am not much good at this matter. Come to think of it I am not much good at dialog. If I ever write my own scenario it will have no real dialog, a first in the Avernum world. (Custom items are a hassle, especially when the scenario author spent hours putting them into a custom order, for reasons connected with the way the BoE shops worked. I then would have to spend hours or days slaving over an Excel spreadsheet trying to figure out appropriate translations.) I found the technical side of the porting process to be very interesting, trying to figure out good translations for the various BoE items, monsters and terrain types. Then I had to make timers work in the Avernum world. This is the way to learn the differences between Exile and Avernum. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
OBoE Suggestion List in Blades of Exile | |
Shock Trooper
Member # 7662
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written Friday, July 20 2007 05:14
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The PC Character Editor only uses the default list of items, bad news if the scenario has a lot of custom items. By contrast, in Blades of Avernum the Character Editor reflects the list of items actually used by the scenario concerned. Another improvement would be to enable customization of the shortcut buttons used by the editing buttons in the Scenario Editor. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Can't open scenario in BoA scenario editor in Tech Support | |
Shock Trooper
Member # 7662
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written Friday, July 13 2007 15:48
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"Unhandled exception:c0000005 At address: 0042fd60" It really would be handy if Spiderweb gave us a list of what those error messages meant in human - readable terms. Then we could go straight to the error. Possibly provide a link to the scenario on your post and we can see if it crashes on our PCs. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Making A Melee Weapon into Ranged in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Tuesday, June 12 2007 01:05
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My own guess is that the Anvil is hard coded into the program itself. I would have to read everything in the Data\Scripts folder to be sure of this though. Certainly there is no script that handles the Anvil alone. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
[GF2] Questions about training, powergaming factions and Shapers in general. in Geneforge Series | |
Shock Trooper
Member # 7662
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written Friday, June 1 2007 17:03
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As for the creations mentioned by Dikiyoba, they are all very well until the party needs to end combat and regain strength, (and you need to pause combat to save the game). If there is even one monster around they will rush off and engage it. Also you can't always ensure that they will attack one monster rather than another, which might be useful to finish off a particularly dangerous creation. That is why I ended up not using them. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
BoE Scenario Editor Error? in Tech Support | |
Shock Trooper
Member # 7662
|
written Friday, June 1 2007 00:12
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How corrupt is corrupt? Can you import any towns out of this thing at all? (If it is a virus have any other files been infected? Some times you can get a virus cleaned out of a file, this may leave something useful.) Posts: 292 | Registered: Monday, November 13 2006 08:00 |
That's my baby! in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Friday, June 1 2007 00:05
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What I would like to see is the sixth possible combination: weak on combat, strong on magic and average on shaping. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
No stone bracelet in G3?? in Geneforge Series | |
Shock Trooper
Member # 7662
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written Wednesday, May 23 2007 01:07
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As I recall the bracelet gains stones and powers from fighting battles at the Testing Grounds on Greenwood Isle. The battles involve tough fights against golems, so I didn't bother getting all the stones, it is not necessary to win the game. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
avernum party makeup and size in The Avernum Trilogy | |
Shock Trooper
Member # 7662
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written Saturday, May 19 2007 23:10
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Why Jeff reduced the party size from six to four has never been spelled out, as far as I know. Looking at the Avernum screen suggests that it may be due to the problems of fitting another two PC spots on the screen without cutting into the automap any more. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Avernum 1 in The Avernum Trilogy | |
Shock Trooper
Member # 7662
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written Saturday, May 19 2007 13:10
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The Bandit Fort near Fort Duvno is presumably meant to be the first major dungeon that you tackle. Motrax's treasure is nothing much anyway, so it is not meant to be stolen. Combat is not difficult if you have the right party make up. My third character started with a level 2 in Mage Spells and a level 6 in Priest Spells, while the fourth character was the other way around. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
BoE Scenario Editor Error? in Tech Support | |
Shock Trooper
Member # 7662
|
written Thursday, May 17 2007 23:53
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Is it only the custom scenario that crashes the BoE Editor or is it any file at all? (Presumably if the scenario crashed on someone else’s computer then it is not just Syntax Error’s copy of Blscened.exe that is at fault.) You could see if the fault is in a particular town by the following method: create a new scenario with the same outdoors dimensions and town sizes, then import the towns from the old scenario to the new, which can only be done one at a time. If the new scenario never crashes even after you have imported all the towns, the fault may be elsewhere in the exs file. You could look at the file in the MS Dos Edit command and see if anything was wrong with the dialog concerned, like more than the allowed number of characters. Now if the scenario is basically sound, if it has not been corrupted by a virus, a lot of it can be recovered for re – use. If worst comes to worst: text recovery for scenario text, town text, dialog text and outdoor text can be done this way. The scenario can be opened in Microsoft Word by choosing “Recover Text from Any File(*.*)” in the “Files of type: ” field. This will enable a lot of the text to be recovered and then pasted into the relevant parts of the new scenario, by using the Editor dialog boxes. (Here I am guessing that the error is found in the town part of the scenario.) If you can pinpoint exactly where the error occurred and if you can’t fix it: skillful use of the MS Dos Edit command may enable you to copy everything that occurs before the error from the old scenario to the new in one hit. For the format is that first in the file comes the scenario part, then the listings for each outdoor section then finally the listings for each town. (Edit, wretched password may foul this totally, as I understand it: its bits are found all through the exs file!) If you make a new scenario with exactly the same number of outdoor sections and the same number of towns, each of the same size, check if the towns all start on the same lines. You can send me a copy at the address listed in my profile. [ Friday, May 18, 2007 16:45: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
GF 4 Spells: a Wiki - style tip sheet in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Monday, May 14 2007 01:00
Profile
I think we need a collaborative, Wiki – style, tips sheet that can be edited by anyone. Unfortunately the program used for this message board does not permit this. You apparently cannot edit a post written by someone else even if you have their permission. (You could have an account with a public password that anyone can use. It would have a user name like SpiderwebWiki, you would have to log into this account to do collaborative editing. But there might be a problem with two or more users editing the same post at the same time. I don't know how the Wikipedia handles this one: so many articles that this is unlikely?) Here I am starting a tips sheet on spells. It does not contain any spoilers. To get the ball rolling I have added a few comments of my own. Battle Magic 1. Firebolt (Essence: 0, Spell Energy: 4, Min. Skill: 1) 2. Burning Spray (Essence: 1, Spell Energy: 10, Min. Skill: 1) 3. Searer (Essence: 1, Spell Energy: 40, Min. Skill: 2) 4. Ice Spray (Essence: 0, Spell Energy: 50, Min. Skill: 3) 5. Lightning Aura (Essence: 3, Spell Energy: 70, Min. Skill: 4) 6. Essence Orbs (Essence: 4, Spell Energy: 75, Min. Skill: 5) 7. Acid Shower (Essence: 8, Spell Energy: 110, Min. Skill: 6) 8. Kill (Essence: 4, Spell Energy: 100, Min. Skill: 7) 9. Essence Lances (Essence: 10, Spell Energy: 100, Min. Skill: 8) May be useful against golems where fire does little. 10. Aura of Flames (Essence: 25, Spell Energy: 200, Min. Skill: 9) Mental Magic 1. Daze (Essence: 2, Spell Energy: 12, Min. Skill: 1) Just the thing for when the party is being swarmed by many monsters. 2. Mental Barrier (Essence: 4, Spell Energy: 15, Min. Skill: 1) 3. Wrack (Essence: 1, Spell Energy: 10, Min. Skill: 2) 4. Unlock (Essence: 5, Spell Energy: 50, Min. Skill: 3) 5. Terror (Essence: 2, Spell Energy: 80, Min. Skill: 4) 6. Dominate (Essence: 5, Spell Energy: 90, Min. Skill: 5) 7. Essence Shackles (Essence: 5, Spell Energy: 40, Min. Skill: 6) 8. Strong Daze (Essence: 5, Spell Energy: 60, Min. Skill: 7) 9. Charm (Essence: 7, Spell Energy: 120, Min. Skill: 8) Now a charmed monster will be the first target of nearby monsters, it is the ultimate meat shield. You may need to cast this a couple of times to get it to work. It will run out too, by which time the charmed monster will be severly injured. 10. Mass Madness (Essence: 20, Spell Energy: 200, Min. Skill: 9) Blessing Magic 1. War Blessing (Essence: 3, Spell Energy: 10, Min. Skill: 1) 2. Protection (Essence: 3, Spell Energy: 10, Min. Skill: 1) 3. Essence Shield (Essence: 20, Spell Energy: 0, Min. Skill: 2) 4. Speed (Essence: 8, Spell Energy: 80, Min. Skill: 3) 5. Spine Shield (Essence: 8, Spell Energy: 100, Min. Skill: 4) 6. Mass Energize (Essence: 8, Spell Energy: 80, Min. Skill: 5) This may make “unstable” creations halfway viable. 7. Steel Skin (Essence: 50, Spell Energy: 0, Min. Skill: 6) 8. Essence Armor (Essence: 60, Spell Energy: 0, Min. Skill: 7) 9. Elemental Cloak (Essence: 16, Spell Energy: 130, Min. Skill: 8) 10. Battle Roar (Essence: 20, Spell Energy: 150, Min. Skill: 9) I think this is useless but it would enable you to protect and cure the party in only one move. Healing Craft 1. Minor Heal (Essence: 2, Spell Energy: 5, Min. Skill: 1) 2. Cure Affliction (Essence: 1, Spell Energy: 25, Min. Skill: 1) 3. Augmentation (Essence: 30, Spell Energy: 0, Min. Skill: 2) 4. Heal (Essence: 4, Spell Energy: 30, Min. Skill: 3) 5. Regeneration (Essence: 5, Spell Energy: 40, Min. Skill: 4) 6. Group Heal (Essence: 7, Spell Energy: 50, Min. Skill: 5) 7. Banish Affliction (Essence: 6, Spell Energy: 60, Min. Skill: 6) 8. Major Heal (Essence: 6, Spell Energy: 50, Min. Skill: 7) 9. Aura of Cleansing (Essence: 15, Spell Energy: 120, Min. Skill: 8) 10. Mass Restore (Essence: 20, Spell Energy: 150, Min. Skill: 9) [ Monday, May 14, 2007 03:22: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
A broken link in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Thursday, May 10 2007 02:47
Profile
"The Black Sickness :: A Blades of Avernum Thing" Is there something that I am missing here or is this another broken link? I just keep getting hit with: "Not Found The requested URL /boa/ was not found on this server. Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request. -------------------------------------------------- Apache/1.3.37 Server at www.devever.net Port 80" [ Thursday, May 10, 2007 02:48: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Avernumscript Editor in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Wednesday, May 9 2007 01:23
Profile
Alint is a useful program which has pointed out most of the errors in the file used to port Exile scenarios into Avernum. It does have a few errors itself though. First there is a mistake with “fl_shimmers”, the Alint source code shows it as “floor_shimmers”. So to Alint “fl_shimmers” is always wrong while “floor_shimmers” is always right. Then te_cutaway_second_icon is spelled as “te_cutaway_second_item”. As far as I can see, the program does not recognize print_big_str_num. These errors can’t be fixed in the MS-Dos Prompt Edit command. Then it won’t accept the Sanctification state in the sanctitem.txt. “Checking file 'sanctitem.txt': Error line 29: Bad beginstate line Warning line 29: Result ignored” As I learned the hard way, the variables in the various calls are not checked for magnitude. Thus for put_item_on_spot it accepted an item with the number 3,840. (At some point I will have to check whether there is a problem with it not checking magnitudes of creatures and terrain types.) Then it is unable to handle spaces between words in the title of a script. This is a problem for all scripts not just the ported ones. The Command Prompt can handle spaces in the names of directories. But it seems unable to handle spaces in the names of files, hence the flaw seems to be inherent in any command – line program. May not detect the absence of the “i = i + 1;” in a while statement. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Hello i'm back!! in Geneforge Series | |
Shock Trooper
Member # 7662
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written Wednesday, May 9 2007 01:06
Profile
Looking in the Credits section of the game instructions I noticed the following: Art - Andrew Hunter (Wormius@aol.com) Design Assistant, Character Rendering - Linda Strout Line Art - Brian Snoddy (streltsy@earthlink.net) I would guess that it was the last one. The style is different to the Geneforge 2 pictures, and there the help file only shows Andrew Hunter. Certainly the style is very different to the cartoon - like Phil Foglio illustrations seen in the Avernum series. [ Wednesday, May 09, 2007 01:11: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Blades of in Geneforge Series | |
Shock Trooper
Member # 7662
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written Tuesday, May 8 2007 00:18
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Personally I find the Blades of Avernum graphics for Windows to be drab and unappealling. For natural outdoors settings they are way too angular, much like a skyscraper. The Geneforge 4 interface is quite good, the only problems that I have seen are: you are never told exactly what your maximum essence is, you have to calculate it yourself,(the maximum remaining essence after you have made a creation.) you have to click on the question mark to bring up a list of the relevant creation's hp and energy, there is no quick list of how all the creations are doing it is generally "retro", that is true, but you can work around or get used to it. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
About the new creations of Geneforge 4 in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Monday, May 7 2007 01:59
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Kyshakks are good meatshields but their damage is not so great against the most powerful monsters, the latter tend to resist most of it. Now Wingbolts are good but they tend to rapidly run out of spell energy, and some of those running battles can be long. Generally the magic creations tend to rapidly exhaust their energy. Drakons are tough in melee and good at ranged combat, generally the fire creations tend not to use too much energy over time. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Against all odds [May contain spoiler] in Geneforge 4: Rebellion | |
Shock Trooper
Member # 7662
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written Saturday, May 5 2007 03:51
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Turabi Gate isn't passable because there is nowhere to go to. Looking in the Data folder I can only find 2 outdoors maps, the north and the south. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Outdoor Fight Terrain in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Tuesday, April 24 2007 17:12
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If you really want to use the features of a town in an outdoor fight you can borrow an idea from the Exodus scenario. Create a real town, have the fight take place there, then make the town invisible when the PCs leave it, this would use the Exit state: beginstate EXIT_STATE; set_town_visibility(12,0); break; Floor and terrain types can only call Scenario script states, they do this as part of their special properties. To call anything else would involve the use of terrain scripts, one per square. [ Tuesday, April 24, 2007 17:23: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Splitting one PC from the party in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Wednesday, April 18 2007 16:19
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Why so bloodthirsty? Experience from Exodus shows that repeatedly webbing a PC makes him/her absolutely useless. Then there is sleep too. When you want to have the PC rejoin the party just cure the relevant effect(s). Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Where is the Key to Metal Works - G3 in Geneforge Series | |
Shock Trooper
Member # 7662
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written Tuesday, April 3 2007 00:50
Profile
Have you talked to the merchant Phasia himself in the SW quarter of Dhonal South Keep? He gives you a key and a quest here. As for the alarming and dangerous weight of Living Tools&, I always drop them on the ground when entering an unexplored zone. Ditto anything else that might cause an encumbrance penalty. You can always go back to the zone entry and get the Tools when you are sure that you will need them. Anything that requires 6+ Tools to open may have some easier means of opening anyway, a lever nearby or a reward for completing a quest. [ Tuesday, April 03, 2007 02:37: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
New to designing - advise and help, please. in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Monday, April 2 2007 16:11
Profile
Alint is really good but it is not perfect, there a few things wrong with it. But in between it and the error messages coming from the game itself, you should be well placed to spot errors. It fails to detect some errors, illegal numbers for items&. Then it refuses to accept the sanctification state for some weird reason. Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Scripting issues in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
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written Monday, March 26 2007 14:39
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Khoth's Alint program is not perfect but it usually spots most errors. (It will always reject "fl_shimmers" as wrong, it does not check for the item numbers being in the correct range&&) It can be found at: http://home.sanbrunocable.com/~tommywatts03/utilities.html In plain language this is Kelandon's page, as accessed from the Neat Links hyperlink on the home page. (The Neat Stuff link is broken.) Copy the Alint program into the folder of the ported scenario; this avoids the need to move files to and from the Alint home directory. Remove spaces from the titles of all files being scanned, otherwise you can’t get the program to recognise the files. After each lot of alterations, hit the Up Arrow and Enter keys till the file comes up clean. Alint is not infallible, but between it and the Blades game you should be able to clean up the errors. Certain errors will not be detected by Alint but the game itself will give error messages. [ Monday, March 26, 2007 14:41: Message edited by: Ishad Nha ] Posts: 292 | Registered: Monday, November 13 2006 08:00 |
Scripting issues in Blades of Avernum Editor | |
Shock Trooper
Member # 7662
|
written Monday, March 26 2007 14:34
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Khoth's Alint program is not perfect but it usually spots most errors. (It will always reject "fl_shimmers" as wrong, it does not check for the item numbers being in the correct range&&) Posts: 292 | Registered: Monday, November 13 2006 08:00 |