Jump to content

Awachi

Modders
  • Posts

    168
  • Joined

Posts posted by Awachi

  1. I don't know about the premise. My first crpg was Ultima IV in '85 or so, and besides the regularly occurring random encounters while wandering the wilderness, every "settlement" had lots of non-essential NPCs that did nothing more than add a lived-in feeling. Bard's Tale 3 (' 90? Crap, I'm old and forgetful) didn't need NPCs because an encounter happened every 4 to 8 steps. 

    I feel certain that the "space" you're describing is entirely due to technological limitations, and had Blizzard or Looking Glass or Microverse been able to populate the environment with more, they surely would have. 

  2. Reasons to mod:

    1. You want to improve/change the mechanics.

    2. You want to add content.

    3. You like coding.

    4. You like appreciation for your work.

    5. You want others to enjoy the game further than without.

    I think any one of those is sufficient, but it really leads to better quality the more reasons you have.  There's probably more I haven't thought of.

  3. If it weren't nearly 3 am, I'd shout for joy.  Just "fixed" something that has bugged me for the 45 seconds it occupies (approximately 0.0002% of total gameplay), namely the absurdly long travel time going from the Cloakwood mines back to anywhere else not-Cloakwood, so I added an exit on the east edge that connects to the ankheg farmland.  I haven't added a new entrance point, so I just used the existing one. I am well pleased.

    COPY_EXISTING worldmap.wmp override
    	LPF ADD_WORLDMAP_LINKS
    		INT_VAR distance_scale = 2 default_entry = 8 encounter_probability = 0
    		STR_VAR from_area = ~ar1800~ from_node = ~east~ to_area = ~ar1400~ entry = ~cdsouthexit~
    	END
    BUT_ONLY

    All blessings to weidu workers and documenters.

  4. True, he mentions he's from Beregost, but I never presumed that what was displayed on a map was the entireity of the area.  Baldur's Gate certainly isn't.  Either way, the map note wasn't part of the original BG experience, and adding it adds nothing besides pointless hand-holding.

  5. I agree. I grew up on Ultima IV and the Wizardry series, so discovering through break-ins exploration that Firebead had a house in Beregost was a neat moment. With the ability to add your own notes, I find 99% of them to be unnecessary at best, spoiler-y clutter at worst. 

  6. Yay.  Learned how to "erase" all extant automaps by setting the x,y to 0,0 and making the text a blank space.  Ideally I would remove them altogether, but this was a good first step. I should probably see what it looks like in-game.

    COPY_EXISTING_REGEXP "^.*\.are$" override
    	READ_LONG 0x00c4 mapoff									//	automap offset
    	READ_LONG 0x00c8 mapnum									//	automap quantity
    	PATCH_IF mapoff > 0x00	BEGIN
    		FOR (index = 0 ; index < mapnum ; ++index) BEGIN	//	go through each mapnote
    			WRITE_SHORT (mapoff + (0x34 * index)) 0				//	x
    			WRITE_SHORT (mapoff + 0x02 + (0x34 * index)) 0		//	y
    			SAY (mapoff + 0x04 + (0x34 * index)) ~ ~	//	text
    		END
    	END
    BUT_ONLY

    edit:  Looks fine.  The markers don't even show up on the worldmap. May not need to bother with removal after all.

  7. Other than <weapon damage type> vs the <AC vs damage type>, there's no meaningful interaction between armors and weapons.  I wanted, for examples, a flail to ignore any AC bonus from a shield, or plate mail to ignore darts (I know that can possibly be done with immunity to projectile).

×
×
  • Create New...