Search found 51 matches
- Wed Jun 04, 2014 3:36 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 78687
Re: [Mod] Stronghold of Daemurra
I am currently on level 4 again so I need time to get to level 8+. PS - I got a knoffer mace. Great! Both the cudgel and ogre hammer need an insane amount of dexterity to be wielded properly. Outcome = you miss 75% of the time. I'm hoping in the next one to provide more gear, slowly, that is more u...
- Wed Jun 04, 2014 2:42 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 78687
Re: [Mod] Stronghold of Daemurra
You won't be able to load an earlier save game - it's tied to the broken version of Level 8. Alas. Sorry you're all having so much trouble post level 8. It's frustrating for me as much as for you. For level 10, are you both sure you destroyed all four receptors? If the lights go out and an ugguardia...
- Wed Jun 04, 2014 4:11 am
- Forum: Modding
- Topic: Please help - weapon effects
- Replies: 5
- Views: 5114
Re: Please help - weapon effects
You're going to have to learn scripting! You'll never be able to make any decent puzzles without it. Have you tried something like damageType = "lightning" ? I'm not that familiar with effects on weapons, either; the few weapons I've made for my mods are usually fake weapons and items used...
- Wed Jun 04, 2014 1:56 am
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 78687
Re: [Mod] Stronghold of Daemurra
Well, both the cudgel and ogre hammer suck. It seems there is neither Knoffer mace nor warhammer to find. And by the way. Started playing 1.2 from scratch. I have reached level 8, and as soon as I placed a shining shield in an alcove (first one), the savegame error popped up again. CAN YOU CHECK IT...
- Wed Jun 04, 2014 1:32 am
- Forum: Modding
- Topic: Crash Saving with items in alcoves
- Replies: 3
- Views: 3777
Re: Crash Saving with items in alcoves
That didn't fix it. Even set local it still causes an exception when saving.
I'll just do away with the array and loop and check each alcove individually by name.
I'll just do away with the array and loop and check each alcove individually by name.
- Tue Jun 03, 2014 7:15 pm
- Forum: Modding
- Topic: [HELP]reset level?
- Replies: 9
- Views: 8828
Re: [HELP]reset level?
is it possible to reset an entire level or the entire dungeon? as I need to make it where you get teleported back to the beginning which will be set back to its default self. thanks for the help I'm just curious why you'd like to do something like this. I know as a player I'd be super frustrated if...
- Tue Jun 03, 2014 4:45 pm
- Forum: Modding
- Topic: [MOD] Hidden Temple (WIP)
- Replies: 5
- Views: 8265
Re: [MOD] Hidden Temple (WIP)
Sweet. I've learned from the last one, so hopefully no save-game bugs. I'm hoping to make some more difficult puzzles in this too - I want it to be a little less forgiving than my first mod.eLPuSHeR wrote:Nice. It look great. I am looking forward to playing this.
- Tue Jun 03, 2014 3:48 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 78687
Re: [Mod] Stronghold of Daemurra
Great dungeon! But I was stuck in level 7 :-( http://umsle.peklo.biz/img/1401793857.jpg Thanks! Hey! Did you read the text by the wall? :) Stand in the center of the room - below the light source - and throw a rock in front of you and to your left. That'll open the door After destroying for summoni...
- Mon Jun 02, 2014 11:19 pm
- Forum: Modding
- Topic: [MOD] Hidden Temple (WIP)
- Replies: 5
- Views: 8265
[MOD] Hidden Temple (WIP)
I've started my second mod, hot on the heels of the first, Stronghold of Daemurra. This one is more simply titled "Hidden Temple". As the premise goes, a group of miners broke through a tunnel and found the entrance to a dank, deep dungeon. The first few men to enter never returned and thu...
- Mon Jun 02, 2014 8:01 pm
- Forum: Modding
- Topic: [Mod] Stronghold of Daemurra
- Replies: 61
- Views: 78687
Re: [Mod] Stronghold of Daemurra
OMG... :mrgreen: Yes I cannot save anymore. I think I will have to start from scratch.... :| I'm so sorry. I know it sucks - I had no idea that a global alcove list would cause the game to do that. I know that, now, though, so my next mod will never run into that issue. I promise it's worth finishi...