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Module Reviews / REVIEW: Game42: Quest for the Silver Sword (by Ray Dyer)
« Last post by hans on March 23, 2017, 11:30:40 PM »
Another of (the unbelievably prolific) Ray Dyer's ten! entries into the One-Week Challenge (http://ua.reonis.com/index.php?topic=3429.0), and continuing the "Thunder Rift" campaign, Game42: Quest for the Silver Sword is an exquisite design. 

Although small in scope, it is fresh, exciting, finely-detailed, and so fully immersive as to constitute a completely satisfying adventure. 

The art is very cool (in more ways than one). 

The new music enhances the gameplay, including one tune that is integral to the proceedings. 

The monsters are welcomely unusual. 

The plot twists and surprises admirably. 

And I loved an unexpected injection of ironic humor expressed by the big boss. 

In all, this is a really delightful mod! 

Thanks, Ray!   :hello2:
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Module Reviews / Re: REVIEW: Bridge over Troubled Water (by Dorateen)
« Last post by PetrusOctavianus on March 23, 2017, 09:11:07 PM »
Excellent module!

The combats were fairly challenging, and some could have turned ugly if I weren't lucky with the Hold and Silence spells always working. The mobile handbags were especially nasty.

I was a bit worried when getting a Girdle after the first fight, but after that the loot was more balanced, giving out specific loot instead of the gear used by the enemies.

I didn't notice any bugs or spelling errors, which is always a plys.

There obviously is a good deal of background story, but fortunately we are spared dumps of "Deep Lore", which seems to be all the rage amongst the professional CRPG designers these days, and instead we are told what we need to know. Which is a superior approach IMO, since it leaves the player wanting more, instead of feeling force fed.

As hans noted Dorateen has improved since his first version of Hearkenwold.
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CRPG Construction Kits / Re: Dragon Age: Origins - modules?
« Last post by Olivier Leroux on March 23, 2017, 08:06:10 PM »
Makes you appreciate even more how the editors of UA and NWN managed to hit that sweet spot that combines ease of use with great flexibility.
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Dungeon Craft - Development / new as of engine 2.89: CanCastSpells fixed
« Last post by manikus on March 23, 2017, 07:25:43 PM »
With engine 2.80, Paul has fixed a bug with the CasCastSpells script. It now works fine, exactly as advertised.
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CRPG Construction Kits / Re: Dragon Age: Origins - modules?
« Last post by ProphetSword on March 23, 2017, 07:17:32 PM »
Sword Coast Legends might have had a chance, given that it had some additional flexibility in the map making.  Its biggest problem is that you cannot do simple things that should exist in any toolset...like create a conversation between the PC and an NPC.  I find that amazing, given that the ability existed in the game itself...
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CRPG Construction Kits / Re: Dragon Age: Origins - modules?
« Last post by Olivier Leroux on March 23, 2017, 06:43:09 PM »
Oh, really? Yeah, I can see why I didn't work then. Sword Coast Legends has the same problem, but I thought Dragon Age was more ambitious.  :-\
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Dungeon Craft - Troubleshooting / Re: More wand woes
« Last post by manikus on March 23, 2017, 06:21:47 PM »
Happy to report that version 2.89 of the engine actually does fix this bug (I had introduced a bug in my scripting that was keeping things from working properly - said bug is not in the version of the databases that you have).

Incidentally, what caster level should the wand of magic missiles have? The current script is putting it at level 6. I tried to find the discussion I had with nologgie, but can't. I think he might have been leaning towards level 11 for wands.
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Dungeon Craft - Development / Re: Feature request for new event - Listen
« Last post by manikus on March 23, 2017, 05:29:14 PM »
Thanks for your input Steve. That's a good idea. I was asking for it as a Listen event because that is better description for  Paul. :D We have a $LISTEN() function usable i nthe talk.bin.

I think "Enter Input" would work just fine. :)
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Dungeon Craft - Development / Re: Feature request for new event - Listen
« Last post by steve_mcdee on March 23, 2017, 05:06:21 PM »
The "Listen" event concept seems like a good one. I wonder whether it would be better to call it something like "Enter Input" or "Enter Answer" rather than "Listen" - people who are familiar with the "Enter Password" event might be more likely to understand what it means?
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That's what I was thinking, too. In fact, if I had to guess, I would say that the engine is appying the offset for placement to the graphic first in some cases and looking at the wrong slot for others. But, I am sure that I am just guessing. :D
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