Profile for Thuryl

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whats your fav. creation in Geneforge Series
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Member # 869
Profile Homepage #20
Searing Artilas start out at a higher level than Vanilla Artilas. That's about it, really.
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
whats your fav. creation in Geneforge
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Member # 869
Profile Homepage #20
Searing Artilas start out at a higher level than Vanilla Artilas. That's about it, really.
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Possible to buy two of every level in Geneforge Series
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Member # 869
Profile Homepage #11
Um, yeah. As far as I'm concerned, reloading saved games is only cheating if you're playing a game that's specifically set up to forbid it, such as most roguelikes.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Possible to buy two of every level in Geneforge 2
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Member # 869
Profile Homepage #11
Um, yeah. As far as I'm concerned, reloading saved games is only cheating if you're playing a game that's specifically set up to forbid it, such as most roguelikes.

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My BoE Page
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
AIM Buddy Making! in General
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Member # 869
Profile Homepage #16
You know, if you want to know people's AIM screen names, you could just look in their profiles. If there isn't an AIM screen name in someone's profile, it's probably because they either don't have one or don't want it to be public knowledge.

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My BoE Page
Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Hello in General
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Member # 869
Profile Homepage #58
Well, I'll be jiggered. Seems I stand corrected. I haven't done animal taxonomy in 2 years; guess I'm a little rusty.

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Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Just curious in Geneforge Series
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Member # 869
Profile Homepage #12
Maybe Alwan's really a highly advanced golem. He sure acts like one.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Pralgad or Pralgrad? in Blades of Avernum
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Member # 869
Profile Homepage #1
It's definitely Aizo in the games; Aixo is one of Alec's inventions.

Nobody's actually sure about Pralg(r)ad; we'd have to check.

[ Monday, August 22, 2005 04:45: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Identify the drawings. in General
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Member # 869
Profile Homepage #1
#1: That'd be Salmon, I suppose?
#2: Hmm. I wonder...
#3: Aran. But where's the scar?
#4: Alo. But he prefers to imbibe skribbane.
#5: ben?

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum Editor
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Member # 869
Profile Homepage #221
quote:
Originally written by Thralni, emperor of Riverrod:

No. This is the only place i use this flag. It doesn't matter if I go to that place in the outdoors (this script is an outdoor script!) in the very beginning or the very end of the game, I'll always end up in the town, even when its not over day 20.
As usual, the debugging calls print_str() and print_num() are your friends. Pepper your code with them at appropriate places. Print the numbers of relevant flags at points when you suspect they might change. Print different strings in different parts of conditional statements to see what code is being run.

The first thing to do is confirm whether or not flag 100,2 is actually set to 1 before day 20, or whether there's something else going on. And for heaven's sake, make sure you're using a fresh party for these tests -- I don't want to be sent on another wild goose chase because you changed the scenario without starting your party over.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum
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Member # 869
Profile Homepage #221
quote:
Originally written by Thralni, emperor of Riverrod:

No. This is the only place i use this flag. It doesn't matter if I go to that place in the outdoors (this script is an outdoor script!) in the very beginning or the very end of the game, I'll always end up in the town, even when its not over day 20.
As usual, the debugging calls print_str() and print_num() are your friends. Pepper your code with them at appropriate places. Print the numbers of relevant flags at points when you suspect they might change. Print different strings in different parts of conditional statements to see what code is being run.

The first thing to do is confirm whether or not flag 100,2 is actually set to 1 before day 20, or whether there's something else going on. And for heaven's sake, make sure you're using a fresh party for these tests -- I don't want to be sent on another wild goose chase because you changed the scenario without starting your party over.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum Editor
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Member # 869
Profile Homepage #215
quote:
Originally written by Thralni, emperor of Riverrod:

The exact problem is, that when the number of days is higher then twelf, town 18 should appear, but it doesn't.
Er, if you want the town to appear on day 12, then you should probably have your conditional statements use the number 12 instead of 20.

quote:
Moreoverm its alway there, even if the day is maybe 5.
Have you actually made the town hidden in the first place?

quote:
i made an other custom graphic. it all works fine, it looks nice in the game. BUT: its like apillar, and has two eicons on top of each other. the game diplays it as two icons that simply are on the same place, if you understand me. they arent forming a pillar, s it should be.

in the data file i did put the te_second_icon thing, but it doesn't seem to put it on top of the other icon. so how do I do this? this question is rather urgent, so I'd rather see this question answered first and then the original i had before this second one.
Look up the te_second_icon_offset_y property in the docs. That's what you need to set. Note that since you want the second icon shifted upwards, you need a negative number.

If the terrain graphic is an edit of an existing terrain graphic, you can probably just borrow the numbers from the existing terrain you based it on. If not, fiddle with the exact number until it looks right. -55 seems to be fairly standard.

[ Monday, August 22, 2005 01:50: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum
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Member # 869
Profile Homepage #215
quote:
Originally written by Thralni, emperor of Riverrod:

The exact problem is, that when the number of days is higher then twelf, town 18 should appear, but it doesn't.
Er, if you want the town to appear on day 12, then you should probably have your conditional statements use the number 12 instead of 20.

quote:
Moreoverm its alway there, even if the day is maybe 5.
Have you actually made the town hidden in the first place?

quote:
i made an other custom graphic. it all works fine, it looks nice in the game. BUT: its like apillar, and has two eicons on top of each other. the game diplays it as two icons that simply are on the same place, if you understand me. they arent forming a pillar, s it should be.

in the data file i did put the te_second_icon thing, but it doesn't seem to put it on top of the other icon. so how do I do this? this question is rather urgent, so I'd rather see this question answered first and then the original i had before this second one.
Look up the te_second_icon_offset_y property in the docs. That's what you need to set. Note that since you want the second icon shifted upwards, you need a negative number.

If the terrain graphic is an edit of an existing terrain graphic, you can probably just borrow the numbers from the existing terrain you based it on. If not, fiddle with the exact number until it looks right. -55 seems to be fairly standard.

[ Monday, August 22, 2005 01:50: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum Editor
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Member # 869
Profile Homepage #213
A cursory look reveals no problems (apart from the lack of a break; at the end of state 12). It'd help if you told us what problems you're experiencing. I assume you're not getting any actual error messages, but the call just isn't behaving the way you expect it to? Have you tried including a bunch of print_str calls for debugging purposes so that you can see which lines of script are being called under which circumstances?

Also, I wouldn't recommend placing calls in the INIT_STATE of an outdoor section. As far as I can tell, the behaviour of outdoor section INIT_STATEs isn't documented -- it's possible they're only called once in a scenario or something wacky like that.

[ Sunday, August 21, 2005 23:40: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Orb of thralni in Blades of Avernum
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Member # 869
Profile Homepage #213
A cursory look reveals no problems (apart from the lack of a break; at the end of state 12). It'd help if you told us what problems you're experiencing. I assume you're not getting any actual error messages, but the call just isn't behaving the way you expect it to? Have you tried including a bunch of print_str calls for debugging purposes so that you can see which lines of script are being called under which circumstances?

Also, I wouldn't recommend placing calls in the INIT_STATE of an outdoor section. As far as I can tell, the behaviour of outdoor section INIT_STATEs isn't documented -- it's possible they're only called once in a scenario or something wacky like that.

[ Sunday, August 21, 2005 23:40: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Know any good RPGs? in General
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Member # 869
Profile Homepage #36
quote:
Originally written by Hi':

—Alorael, who would like to distinguish between real-time strategy in the Command and Conquer, Warcraft, Starcraft, Total Annihilation vein and whatever Myth is. Real time tactics? A game is very different when you build up no infrastructure, create no units, and invest in no upgrades. On the one hand, you have no base to defend against hopeless odds (barring the occasional "The Wall" or "Redemption" level). On the other hand, you end up facing the ravening hordes with only what you start with and maybe what you can scrounge. It's a very different game indeed.
The Warcraft and Starcraft games actually did have a couple of missions like that, where you sent a small squad into a dungeon or base of some sort.

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
I paralized Sucia's economy :=/ in Geneforge Series
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Member # 869
Profile Homepage #1
Shops don't restock. They also run out of money if you sell a lot of stuff to them. Yes, this is annoying; Geneforge 3 doesn't work this way, and neither do any of Jeff Vogel's other games, but the first two Geneforge games do.

How far into the game are you? 8 mechanics isn't really adequate for a serious mechanics-based character; go for at least 12, maybe even more, and get it as soon as possible. If you're the kind of player who absolutely has to clear every area, you'll need high Mechanics.

Also, if a lock requires an unreasonable number of living tools to open, look around for a key to it before using those tools. If all else fails, use tools on the offending lock until you only need a few more tools to unlock it, then cast Unlock (assuming you can cast Unlock).

[ Sunday, August 21, 2005 22:31: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
I paralized Sucia's economy :=/ in Geneforge
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Member # 869
Profile Homepage #1
Shops don't restock. They also run out of money if you sell a lot of stuff to them. Yes, this is annoying; Geneforge 3 doesn't work this way, and neither do any of Jeff Vogel's other games, but the first two Geneforge games do.

How far into the game are you? 8 mechanics isn't really adequate for a serious mechanics-based character; go for at least 12, maybe even more, and get it as soon as possible. If you're the kind of player who absolutely has to clear every area, you'll need high Mechanics.

Also, if a lock requires an unreasonable number of living tools to open, look around for a key to it before using those tools. If all else fails, use tools on the offending lock until you only need a few more tools to unlock it, then cast Unlock (assuming you can cast Unlock).

[ Sunday, August 21, 2005 22:31: Message edited by: Thuryl ]

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My BoE Page
Bandwagons are fun!
Roots
Hunted!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Movement with laptop keyboard ideas? in Blades of Avernum
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Member # 869
Profile Homepage #1
You could always buy a portable numeric keypad, I suppose. Not an ideal solution, but it's better than dragging a whole second keyboard around with you.

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Engrish in General
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Member # 869
Profile Homepage #24
There's also the famous Chinese poem consisting entirely of different homophones of the word "shi". While I'm not sure that exactly counts as a pun, it's certainly an interesting and elaborate use of wordplay.

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
...And Who's Your Favorite Hero? in General
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Member # 869
Profile Homepage #28
Although not stupid, Gandalf has wielded a sword on various occasions. :P

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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Hello in General
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Member # 869
Profile Homepage #54
quote:
Originally written by Arancaytar:

*shudders* I don't much like being reminded of all the things that are actually spiders... crabs, scorpions, etc...
Technically, not all arthropods are spiders; they're just somewhat related.

And the trouble with the origami clawbug is that claws count as legs too, giving it a total of 10, which is clearly too many.

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My BoE Page
Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
favorite muscle or sport car in General
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Member # 869
Profile Homepage #3
NON

NEIN

NYET

NO

IMAGE(http://thuryl.desperance.net/sailormoon_sml.jpg)

One off-topic topic on one topic in one month is quite enough.

[ Sunday, August 21, 2005 20:14: Message edited by: Thuryl ]

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My BoE Page
Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Points into Melee in The Avernum Trilogy
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Member # 869
Profile Homepage #1
You know, it'd really help if you mentioned which Avernum game you're talking about, since the engine of Avernum 3 is completely different from the others.

In the first two Avernums, every point you put in weapon skill increases your damage by a little, so there isn't really a specific point at which it's no longer useful.

In Avernum 3, it's reasonable to pump points into your weapon skill until you're consistently hitting the damage cap against most monsters.

A point in Blademaster is basically equivalent to a point of Melee Weapons plus a point of Pole Weapons. A point in Gymnastics, as far as I can tell, is pretty much equivalent to a point in Dexterity except that it doesn't increase damage with missile weapons.

[ Saturday, August 20, 2005 21:45: Message edited by: Thuryl ]

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The Empire Always Loses: This Time For Sure!
Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Your platform in General
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Member # 869
Profile Homepage #32
You can mess around with the innards of the Mac OS if you know what you're doing, but it may require utilities that don't come with your computer. Some are made by Apple, some aren't. Some are free of charge, some aren't. In general, though, the average user would just install a third-party system extension to get the sorts of functionality that a Windows user would get by editing the registry.

The above information applies to Mac OS 9 and below; the situation with OS X is somewhat different.

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Bandwagons are fun!
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00

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