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General Discussion / Re: So what is the solution to acid
« Last post by peewee_RotA on November 24, 2017, 12:17:23 PM »
In the next couple weeks I'm going to start experimenting with adding in new items. I'll start with the "calcium potion"

I really want to continue some quests that follow the sorcerer's keep, I just need new items to give players new content.
General Discussion / Re: So what is the solution to acid
« Last post by peewee_RotA on October 20, 2017, 10:50:15 AM »
It would be hilarious if there were some kind of antacid food item. Like milk. The description would be vague and the effect probably wouldn't last that long.
General Discussion / So what is the solution to acid
« Last post by wojtekoxx on October 18, 2017, 10:56:58 AM »
Maybe we could create an amulet of acid resist? :D I run all the time with flying ammy, with regen rings + map + waterwalking. I could totally trade some of them for amulet of anti acid
Editing A&A / Re: Peewee Mod Fork 1.3.2
« Last post by p2x909 on October 18, 2017, 12:55:55 AM »
It certainly looks like quite alot of work.  Too bad I'm not particularly fluent in LUA or any other coding script.  I was only able to make a modified class thanks to your templates, so thank you again for the hard work and effort you put into making these.
Editing A&A / Re: Peewee Mod Fork 1.3.2
« Last post by peewee_RotA on October 09, 2017, 12:12:14 PM »
I'm glad you enjoyed it.

The majority of adding a new class comes from adding a new numbered .dat file and .bmp portrait in that classes folder, but there should still be some hooks in game that identify total number of classes and try to check which classname it is. I didn't intend to make adding them easily a feature. It was more about moving away from an array of classes that was hardcoded all over the source. Especially for features like picking locks.

The biggest challenge is really the custom skills. They have to be changed in code and there's lots of work in the source files for magic and rune placement. If this were to be a feature, there should definitely be some scripting to help out.

Putting in LUA hooks wouldn't be that hard, especially with the existing effort to port to LUA from a while ago.

Anyway, just spit balling.
Editing A&A / Re: Peewee Mod Fork 1.3.2
« Last post by p2x909 on September 20, 2017, 10:02:07 PM »
I'm loving your mod.  You did extremely well with it.

Also, I'm trying to figure out how to add classes to the game, although without much luck.  It seems that modding the game is quite alot more effort than I thought.
Hints, Cheats, Tips & walkthroughs / Re: Stuck on Elmore's Retreat
« Last post by p2x909 on September 16, 2017, 02:26:57 AM »
I have the exact same problem.  There doesn't seem to be any point to the three switches, however I'm not seeing an end to the level.

Edit:  There is no end to the level.  You can't progress any further, and the quest is not capable of being completed without editing the map.

Edit2:  Apparently there's a secret wall that you need to go through in order to finish the level.  By sheer luck, I stumbled upon this video that shows you where to go:
General Discussion / Eschalon
« Last post by peewee_RotA on August 19, 2017, 11:59:37 AM »
Been playing this series lately. The first one is absolutely amazing. 2nd, not so much. Haven't tried the 3rd one yet. Overall it's a great game for people who like AA
General Discussion / Re: Multiplayer activity
« Last post by PanDeMur on June 18, 2017, 10:41:47 AM »
Think a PW would be much more convenient than planning weekly games.  Though i know nothing about wads and even less so about modding A&A
General Discussion / Re: Multiplayer activity
« Last post by peewee_RotA on June 18, 2017, 08:52:44 AM »
Welcome. Unfortunately the weekly multiplayer games kind of died off quite a few months ago. If you want to start them again and there's a particular day and time that works I'm definitely interested.
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