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Chris Schumacher

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Since: Jun 21, 2004
Posts: 69



(Msg. 1) Posted: Sun Jan 15, 2006 7:55 pm
Post subject: SNES SE
Archived from groups: rec>games>computer>ultima>series (more info?)

Any idea why the NATIVES in the Aztec-like city attack you?
I was outrunning a saber-tooth tiger and got to that castle thing where you
find Spector, and I see all these natives coming towards me.
"Hey, a welcoming party!". Then they beat me to death.
WTF?


-==Kensu==-
I'd ask if there was a translation patch, but I doubt it'd make the game any
less confusing...

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lp

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Since: Sep 19, 2005
Posts: 10



(Msg. 2) Posted: Sat Jan 21, 2006 6:28 pm
Post subject: Re: SNES SE [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

As i recall, *nothing* made this game any less confusing. It was pretty
fun once I got the hang of things. It's been years since I played it,
but have you tried shooting the tiger, and waiting until night before
sneaking into the city?

Geez, now I'll have to reinstall and try this one again . . . Smile

Have you run into the Three Stooges yet?

Fluffy the Confused Dragon

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Chris Schumacher

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Since: Jun 21, 2004
Posts: 69



(Msg. 3) Posted: Thu Jan 26, 2006 5:55 pm
Post subject: Re: SNES SE [Login to view extended thread Info.]
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JP Morris <jpm.RemoveThis@it-he.org> wrote in news:dr279n$n4m$1@nwrdmz03.dmz.ncs.ea.ibs-
infra.bt.com:

>
> DO NOT DROP the crystal brain!!!!
>

Does it smash if you drop it more than a space away?
I know it's one of the things that smashes if you attack it.
After I found the rifle and a shitload of bullets at Segallion's pad, I threw
a bunch of stuff on the ground and commenced target practice. It's amazing
how many things smash if you hit them in U6.
I wish there'd been more stuff like that in U7...


-==Kensu==-
Just FYI, I was talking about the Super Nintendo version of this game when
this topic began. I don't think there were Sabertooth Tigers in the PC
version.
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Chris Schumacher

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Since: Jun 21, 2004
Posts: 69



(Msg. 4) Posted: Sat Jan 28, 2006 3:55 pm
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"J. P. Morris" <jpm RemoveThis @it-he.org> wrote in
news:43db4cc7$0$82662$ed2619ec@ptn-nntp-reader03.plus.net:

> For 'Reign' I considered making everything breakable, but then you'd
> have stuff like the player being able to smash through walls, mountains
> etc. They would be utterly uncontrollable.
>

Why would that be a problem? You'd just have to give up geographical
restrictions and make the NPCs more developed. "You smashed through my wall,
give me 500$ for the repairs, or I'm calling the guards."
I've been trying to figure out a way to implement a portable hole in
Neverwinter Nights to give the player this sort of freedom. I don't think
it's possible, though...



-==Kensu==-
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Spalls Hurgenson

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Since: Jan 14, 2005
Posts: 227



(Msg. 5) Posted: Sun Jan 29, 2006 2:55 am
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On Sat, 28 Jan 2006 10:56:42 +0000, "J. P. Morris" <jpm.RemoveThis@it-he.org>
wrote:

>Chris Schumacher wrote:
>
>> JP Morris <jpm.RemoveThis@it-he.org> wrote in
>> news:dr279n$n4m$1@nwrdmz03.dmz.ncs.ea.ibs- infra.bt.com:

>
>For 'Reign' I considered making everything breakable, but then you'd have
>stuff like the player being able to smash through walls, mountains etc.
>They would be utterly uncontrollable.

Perhaps if you just give walls an ungodly number of hitpoints and make
weapons breakable? Sure a player COULD get through a wall - if they
took 24 hours of nonstop hacking and used 100 short-swords to do the
job... but they wouldn't be using that as a standard method of entry.

Of course, you would have to write the game so it is robust enough to
handle the odd occurences when the player DOES discover an alternate
method of entry. But if you do it right, it's oh-so-cool; it makes the
game feel more like a "real world" rather than a series of scripts 'n'
triggers.
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Moscow Dragon

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Since: Aug 02, 2004
Posts: 71



(Msg. 6) Posted: Sun Jan 29, 2006 4:55 am
Post subject: Re: SNES SE [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> Of course, you would have to write the game so it is robust enough to
> handle the odd occurences when the player DOES discover an alternate
> method of entry. But if you do it right, it's oh-so-cool; it makes the
> game feel more like a "real world" rather than a series of scripts 'n'
> triggers.

IIRC Serpent Isle is rather good in this, see the JP Morris's walkthrough,
nearly no engine bugs during _that_ perverted way of progressing thru the
game.

There were some in Fawn IIRC, then you tried the Oracle trial in the town
already robbed by the bane.

--
Max
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Claus Dragon

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Since: Apr 20, 2004
Posts: 730



(Msg. 7) Posted: Mon Jan 30, 2006 3:55 pm
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Words to the wise, JP Morris <jpm.DeleteThis@it-he.org> wrote:


>I think you overestimate SI Smile The game is nearly destroyed at that point.
>Indeed, you have to tread EXTREMELY carefully when re-entering the town,
>otherwise someone important will die and the game will lock up come the trial.

How can you be careful when entering a town?

--
Claus Dragon <clauskick.DeleteThis@mpsahotmail.com>
=(UDIC)=
d++ e++ T--
K1!2!3!456!7!S a26
"Coffee is a mocker. So, I am going to mock."

- Me, lately.
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Moscow Dragon

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Since: Aug 02, 2004
Posts: 71



(Msg. 8) Posted: Tue Jan 31, 2006 10:55 am
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> I don't think I could possibly improve on the description that Ian and I
wrote
> in the walkthrough:
>
> 47. The people of Fawn are now in a 'Schrödinger's Cat'-like state, being
> neither alive nor dead, but somewhere in between until they are
>observed.

From what I understand, the mass death in Fawn is triggered by some Eggs
scattered over the town, which have the script like:

if( f_BanesAreReleased )
{
KillNPC(xx);
KillNPC(yy);
{

or such. Same script sets some flag on the queen to change her bodily
appearance to skinless. This flag is also checked in talks with the queen
and chooses the portrait.

So, if you will go to Fawn and avoid the Eggs, then the citizens will be
alive. More so. The Fawn citizens drop dead at your approach during the
normal gameplay too. Sometimes it is noticeable, especially behind the
walls.

Joseph's trick is - to release the banes which waiting for the Oracle's
Trial, using the usually-blocked-at-this-plot-moment passages (by staircases
of bread and such).

Then you go to the trial, and the long trial's script starts. It invokes the
real (not defaced) version of the queen's portrait, as also lots of NPCs.
This is the "trial" script and not "talk to queen" script, so it even does
not know that the queen can be defaced and the citizens can be dead.

Origin guys just did not debug the "trial" script in having no interop
issues with the "release the banes" script. This made the game even more fun
Smile

--
Max
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