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Darmian

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Everything posted by Darmian

  1. Path of water does follow. If you started at 30, Mission 2 a level or so higher, and the next the same again, until you ease them into a level 37. Smoother than a sudden jump.
  2. You can't custom build a GM, first thing. Alas. And adding stuff/powers to a custom means it won't grant XP. So, use them sparingly, or as part of a team that DOES have members that grant XP. Also, if editing the powers, you have to remember that the AI is not a player! So it takes a bit of figuring out what they will and won't do/use.
  3. I know it says 2 weeks later, but LOL, TN has been updating the same post which is reading as "2 weeks later" for replies. Actually the way that works is a bit strange if you ask me. It really should give the latest date of updating.
  4. Well, that would be nice. Personally I can't see it happening any time soon (if at all) considering how janky the AE code is about things. I mean getting the NPCs to use their Unaware dialog properly is still a challenge!
  5. Drink your Enriche! All is well! Gwendolyn Lee will be on TPN later with the weather. It will be Hamidon free! Huzzah!
  6. Bases don't have pathing or beacons, so you couldn't add them to the AE. Pathing and beacons tell the AI where patrols will go, where to spawn enemies/objects etc, and where TPing NPCs can TP to and from. Pretty much why pets can't follow you in your base.
  7. Bodies/injured. I'd love to be able to add casualties to a map.
  8. That's an oft heard request that I would also like. That particular one may be a scripting thingy that AE can't take. I dunno. Now that's interesting! Since the AE uses a sort of pseudo TF team effect.
  9. So yeah, pretty much as the title says. What additions would we like to see in the AE? I say within reason, because some things in game are based on scripts and so on and the AE code is janky as hell so things like multiple choices and so on are probably beyond an addition and would need a full rewrite.
  10. May be referring to Add an Escort. If you add and escort you get a default "lead to door" thing. You can choose to lead them somewhere else too, but you would have to set that up yourself, like lead to a collectible or whatever.
  11. That would be in Darkest Before Dawn Part 2. So the 8th arc in a set of 9.
  12. I already sent you a copy of this @LordRassilon but @cranebump and others can see it here.
  13. Our intrepid explorer @TerroirNoir has been working their way slowly through many an AE built by myself, @cranebump and @Ankylosaur (not to mention a detour into holiday AEs). And @Zhym has listed them all here so far.
  14. Like others have said, see my sig 🙂 Well I prefer neither. I HAVE created standalone arcs, and trilogies (3 arcs with 15 missions) that aren't task force style things. And I've made something I describe as a long form "streaming style TV" series, consisting of a single prequel arc of 5 missions and then 3 "seasons" of story comprising 15 missions each. I think this is actually necessary for most AEs. Players IMO like to see new and different enemies as well as old favourites and mixing and matching the two can really pay off. Despite what I said above, if it doesn't add to the narrative or aid the story then I think I'm getting it wrong. I'm not saying I'm getting it right! But narrative drives things. If I'm creating an AE I never have a "cool enemy" or setpiece idea and then shoehorn a story around it. For me it has to be the other way round. You know I don't know what this means. There are a lot of moving parts to AE building. It looks simple but it's got its trickiness. And some of it is not intuitive. One thing I've learned in testing when something interesting but unexpected happens is to make a note of the parameters used and file that away for later, in a "how do I make it look like I meant that to happen' way That entirely depends on what the player(s) bring to them. I write mine so anyone can play them. That said all of mine are canon related or canon adjacent. In fact the two Praetorian trilogies are designed to fit directly after Neutropolis but before hitting First Ward. Not incredibly difficult but there are some challenges. Like most things it'll depend on your difficulty level. I like to do as @cranebump says and find spaces and cracks in the Lore and fill them as best as I can. As for plugging my stuff? I've been fortunate enough to get several Dev Choices and they and the rest of my AEs are in my signature.
  15. Number Six's arc rejigged a bit so a Praetorian can actually go to Last Bastion. I mean really.
  16. Not considered this! For lower level Gold I just pick up some Grenades and Plasmatic Taser from TFV, mainly to keep Ghouls the hell off me!
  17. I've advocated for having a "floating box" between the Target and Nav boxes for a long time. I usually have it filled with NPC Dialog and Cut Scene Captions. Useful.
  18. I don't know if I have a thing, beyond obscure Lore maybe.
  19. Nice to see. Looks like you've kickstarted a trend here, @Ankylosaur.
  20. Underground First Ward & Night Ward. No need to explain where they came from as we already "know" they're there.
  21. There's an entire origin story to Noble Savage in Praetoria. Aaron Walker - Unofficial Homecoming Wiki
  22. The easiest way is to highlight the part of your text that you want coloured and then a dropdown should appear and you simply select it. Same for bolding and so on. Now, you CAN do it manually with HTML tags and so on, but that uses up your character allowance, and that is a precious commodity. The one thing about doing it manually is you can use (mostly) colours not available in the small dropdown list. Similar things in there for bolding and italics and so on. With the select option it is possible to go OVER your character allowance safely but you better hope you have no typos because you have to edit it manually if there is, and it will throw up an error message that you have too many characters. So, it's remove all of that nice formatting and check for errors and then reapply. It's a pain in the ass but now you know.
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