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#889 From: Dana Marshall <handheld@...>
Date: Fri Mar 1, 2002 7:30 am
Subject: DBII problem
DanaWheels
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Okay, I've got a problem with a magic item. The Spirit Master heals SP,
right? Well, it's telling me it's healing X amount of SP on my Knight when
he's ALREADY maxed out. AND it doesn't heal my sorcerer who is in the last
slot of my party. Um, bug? *grin*

Dana Marshall
handheld@...
<http://www.danawheels.net>

#888 From: "Larry Fluckiger" <LarryF@...>
Date: Thu Feb 28, 2002 10:33 pm
Subject: RE: Lost In The Forest
larryfluckiger
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----Original Message-----
From: billlange1968 [mailto:billlange1968@...]
Sent: Thursday, February 28, 2002 1:06 PM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Lost In The Forest

Let see, I defeated Raamtha, repaired the Dragon Bane and talked to
the king who told me to seek Kra'an's lair in the forest.  I can only
find a talking statue, but I don't know what to talk about ....

Who should tell me what I should talk to the Statue about?

WRL


[Larry Fluckiger] Spoiler below...
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Head back into Raamtha's dungeon. There is a clue on the wall in the north. 

#887 From: "billlange1968" <billlange1968@...>
Date: Thu Feb 28, 2002 8:06 pm
Subject: Lost In The Forest
billlange1968
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Let see, I defeated Raamtha, repaired the Dragon Bane and talked to
the king who told me to seek Kra'an's lair in the forest.  I can only
find a talking statue, but I don't know what to talk about ....

Who should tell me what I should talk to the Statue about?

WRL

#886 From: "Larry Fluckiger" <LarryF@...>
Date: Wed Feb 27, 2002 11:21 pm
Subject: RE: Two newbie questions
larryfluckiger
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To open a chest with a trap, just step onto it and pick 'Open' from the menu. Whoever opens it (and sometimes the whole party) will take damage, but without a thief in your party, that's the only way. And you can always heal up by sleeping at night, casting healing spells, etc. The goodies in the chests are worth the damage you take to open them.
 
To get the coordinates of your party, look at the overhead map. You get to the map by tapping the Find button (lower right screen button). The coords and time of day are listed at the top. (Tap the time of day to see total days into the game.) The Calculator button shows your party's info.
-----Original Message-----
From: crinzler [mailto:crinzler@...]
Sent: Wednesday, February 27, 2002 3:47 PM
To: DragonBaneII@yahoogroups.com
Subject: [DragonBaneII] Two newbie questions

No one in my party is able to pick locks or trapzap. How do I open
locked chests?
The walkthrough uses coordinates. Is there a way to get the
coordinates of where you are?
Thanks,
Ca


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#885 From: "crinzler" <crinzler@...>
Date: Wed Feb 27, 2002 10:47 pm
Subject: Two newbie questions
crinzler
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No one in my party is able to pick locks or trapzap. How do I open
locked chests?
The walkthrough uses coordinates. Is there a way to get the
coordinates of where you are?
Thanks,
Ca

#884 From: "Gabe Dalbec" <gabe@...>
Date: Wed Feb 27, 2002 9:06 pm
Subject: Re: DB2ACK - Re: Maps
dalbecgc
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You could, but you would have to put one of these for every square in the
dungeon, which would take up a TON of memory, and would probably make the
level run slower.

What you want is separate maps.  If 32 isn't enough, we need that feedback,
so we can consider increasing the limit.

There are other problems with using the same map to simulate multiple maps,
like lighting, monster density, the name of the map, etc (some of these can
be worked around in special code).  Also, the set of monsters is chosen per
map, so you would have the same group of monsters in each simulated map.

-Gabe
MythoLogical Software
www.mythological.com


----- Original Message -----
From: "jlfreund" <freund@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Wednesday, February 27, 2002 11:58 AM
Subject: [DragonBaneII] DB2ACK - Re: Maps


>
> You could still do it the same way as in the sample2.map.  Just have
> a state bit that indicates which side of the map you are on.
>
> left side of map (where you start out):
>
> 01: JUMP IF CLEAR 01 03
> 02: MAP SQUARE 0304
> 03: END
>
> right side of map:
>
> 01: JUMP IF SET 01 03
> 02: MAP SQUARE 0304
> 03: END
>
> -Jason
>
>
> --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > In sample2.map once you teleport to hidden part of map you are
> able to
> > see both section.  I want to be able to only see the one I am in.
> >
> > I like having 2 - 4 level dungeons and towers and these can eat up
> > maps quickly.
> >
> > Thanks,
> >
> > -Doug
> >
> >
> > --- In DragonBaneII@y..., "jlfreund" <freund@m...> wrote:
> > >
> > > An example of this is provided in the DB2ACK Sample Adventure.
> See
> > > sample2.map.
> > >
> > > Do you really need to save maps?  I believe you can have 32 maps
> in
> > > the game which should be plenty, since they can each be any size.
> > >
> > > -Jason
> > >
> > >
> > > --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > > > To save on the number of maps I set up a single map with 3
> > > different
> > > > levels (different sections on the map).  How do you (if you
> can)
> > > keep
> > > > sections of the map unviewable.  Example: If the party is in
> level
> > > 1
> > > > (on the left side of the map) they cannot see level 2 (which
> is on
> > > > the right side of the map).
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>

#883 From: "jlfreund" <freund@...>
Date: Wed Feb 27, 2002 7:58 pm
Subject: DB2ACK - Re: Maps
jlfreund
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You could still do it the same way as in the sample2.map.  Just have
a state bit that indicates which side of the map you are on.

left side of map (where you start out):

01: JUMP IF CLEAR 01 03
02: MAP SQUARE 0304
03: END

right side of map:

01: JUMP IF SET 01 03
02: MAP SQUARE 0304
03: END

-Jason


--- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> In sample2.map once you teleport to hidden part of map you are
able to
> see both section.  I want to be able to only see the one I am in.
>
> I like having 2 - 4 level dungeons and towers and these can eat up
> maps quickly.
>
> Thanks,
>
> -Doug
>
>
> --- In DragonBaneII@y..., "jlfreund" <freund@m...> wrote:
> >
> > An example of this is provided in the DB2ACK Sample Adventure.
See
> > sample2.map.
> >
> > Do you really need to save maps?  I believe you can have 32 maps
in
> > the game which should be plenty, since they can each be any size.
> >
> > -Jason
> >
> >
> > --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > > To save on the number of maps I set up a single map with 3
> > different
> > > levels (different sections on the map).  How do you (if you
can)
> > keep
> > > sections of the map unviewable.  Example: If the party is in
level
> > 1
> > > (on the left side of the map) they cannot see level 2 (which
is on
> > > the right side of the map).

#882 From: "tess2tim" <tess2tim@...>
Date: Wed Feb 27, 2002 7:50 pm
Subject: Re: Maps
tess2tim
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In sample2.map once you teleport to hidden part of map you are able to
see both section.  I want to be able to only see the one I am in.

I like having 2 - 4 level dungeons and towers and these can eat up
maps quickly.

Thanks,

-Doug


--- In DragonBaneII@y..., "jlfreund" <freund@m...> wrote:
>
> An example of this is provided in the DB2ACK Sample Adventure.  See
> sample2.map.
>
> Do you really need to save maps?  I believe you can have 32 maps in
> the game which should be plenty, since they can each be any size.
>
> -Jason
>
>
> --- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> > To save on the number of maps I set up a single map with 3
> different
> > levels (different sections on the map).  How do you (if you can)
> keep
> > sections of the map unviewable.  Example: If the party is in level
> 1
> > (on the left side of the map) they cannot see level 2 (which is on
> > the right side of the map).

#881 From: "jlfreund" <freund@...>
Date: Wed Feb 27, 2002 7:29 pm
Subject: Re: Maps
jlfreund
Online Now Online Now
Send Email Send Email
 
An example of this is provided in the DB2ACK Sample Adventure.  See
sample2.map.

Do you really need to save maps?  I believe you can have 32 maps in
the game which should be plenty, since they can each be any size.

-Jason


--- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> To save on the number of maps I set up a single map with 3
different
> levels (different sections on the map).  How do you (if you can)
keep
> sections of the map unviewable.  Example: If the party is in level
1
> (on the left side of the map) they cannot see level 2 (which is on
> the right side of the map).

#880 From: "tess2tim" <tess2tim@...>
Date: Wed Feb 27, 2002 7:29 pm
Subject: Re: Maps - DB2ACK question - sorry.
tess2tim
Offline Offline
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--- In DragonBaneII@y..., "tess2tim" <tess2tim@y...> wrote:
> To save on the number of maps I set up a single map with 3 different
> levels (different sections on the map).  How do you (if you can)
keep
> sections of the map unviewable.  Example: If the party is in level 1
> (on the left side of the map) they cannot see level 2 (which is on
> the right side of the map).

#879 From: "tess2tim" <tess2tim@...>
Date: Wed Feb 27, 2002 7:25 pm
Subject: Maps
tess2tim
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To save on the number of maps I set up a single map with 3 different
levels (different sections on the map).  How do you (if you can) keep
sections of the map unviewable.  Example: If the party is in level 1
(on the left side of the map) they cannot see level 2 (which is on
the right side of the map).

#878 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Wed Feb 27, 2002 5:01 pm
Subject: Reply Repost or Re: Please contact with New Adventures
nuke0em0from...
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Dear Clark,

Have you considered creating a new adventures ?  DB2ACK is very easy
to use.  If you have trouble with it, the Forum here is very good at
helping with your questions.

Or you could design a single level or "Dungeon Tile" and post it to
the file section here.  People can then take prebuilt tiles from the
file section, modify them slightly, and create a new adventures in
the fraction of the time it takes to start from scratch.  "Return of
Kra'an" consists of 29 maps, a lot of programming.  I myself was
hoping Mythological Software would release the original 29 maps, but
understand the many reasons such a move would be silly.  If every one
on this forum- 187- built a single level, that would allow 7 new
adventures with all unique levels.  Or you could assemble the 187
Dungeon Tiles in different orders and have as many as... oh well, my
calculator doesn't go that high (it returns 9.9999999999 x 10 to the
99th power).  By changing, blending and stamping "Dungeon Tiles"
designers could build infinite new adventures with very little work.

Sincerely yours,
Nuke 'em from 20'

--- In DragonBaneII@y..., "phunkjunki" <phunkjunki@y...> wrote:
> I am interested in any new adventures that anyone has built.
Please
> let me know!
>
> Thanks
>
> Clark

#877 From: "darrensi" <darren@...>
Date: Tue Feb 26, 2002 11:55 pm
Subject: Re: Dragon Bane II for Pocket PC - DB2ACK
darrensi
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Yes, all new adventures created using the ACK will work on the
Pocket PC version.

> >Will all new adventures created using the ACK still be compatable
> with the Pocket PC version?
>

#876 From: "Gabe Dalbec" <gabe@...>
Date: Tue Feb 26, 2002 10:46 pm
Subject: Re: DB2ACK innes - reposted!
gabe@...
Send Email Send Email
 
You are simply putting inn 1 somewhere, and the characters that are set to
appear in inn 1 appear there.  It is completely up to the control of the
level designer, and can be changed in heroes.txt (see the documentation on
that section).  It is not computed from character level or anything like
that.

-Gabe

----- Original Message -----
From: "simonsalo" <jacobss@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Tuesday, February 26, 2002 2:27 PM
Subject: [DragonBaneII] DB2ACK innes - reposted!


> Can I have a brief explanation of how the DB2 engine determines which
> characters & their starting levels are determined when you create an
> inne.
>
> I have noticed that if I give an inne the unit value of 1 the inne
> will contain one or two characters with a level 1 value. However if I
> create a value of 10 (which is reccommended in the special code
> instructions) I get lots more characters at the inne - some with
> starting levels of 11 to 14!
>
> Regards,
>
> Simon.
>
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#875 From: "Gabe Dalbec" <gabe@...>
Date: Tue Feb 26, 2002 10:41 pm
Subject: Re: DB2ACK monster densities reposted!
gabe@...
Send Email Send Email
 
Monster density is only one factor of how hard a level is.  Read the docs on
how this setting works, but it basically controls how often you encounter
random monsters.  Of equal or more importance in play balancing is which
monsters you encounter,  how many monsters you encounter and how hard these
monsters are.  This is all controlled in the monsters.txt file.  Again see
the docs for more details.

-Gabe

----- Original Message -----
From: "simonsalo" <jacobss@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Tuesday, February 26, 2002 2:26 PM
Subject: [DragonBaneII] DB2ACK monster densities reposted!


> I have basically planned my maps structures & how many maps will be
> involved. I now want to "turn on the monsters". How do I know what
> value to give each map so the engagement & difficulty factor
> increases incrementally with respect to the levels attained by a
> player's party.
>
> Do I simply say for example - for a 10 map adventure & monster
> densities ranging from 0 - 254 I then increment the monster density
> by a value of 25 (10% increase in density for each of the 10 maps.
>
> So map 0 may be 255.
>
> Then map 1 = 25, map 2 = 50 etc...
>
> It would be nice to know what to do here so I don't have to play the
> whole adventure just to calibrate the moster density.
>
> Regards,
> Simon.
>
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>

#874 From: "simonsalo" <jacobss@...>
Date: Tue Feb 26, 2002 10:27 pm
Subject: DB2ACK innes - reposted!
simonsalo
Offline Offline
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Can I have a brief explanation of how the DB2 engine determines which
characters & their starting levels are determined when you create an
inne.

I have noticed that if I give an inne the unit value of 1 the inne
will contain one or two characters with a level 1 value. However if I
create a value of 10 (which is reccommended in the special code
instructions) I get lots more characters at the inne - some with
starting levels of 11 to 14!

Regards,

Simon.

#873 From: "simonsalo" <jacobss@...>
Date: Tue Feb 26, 2002 10:26 pm
Subject: DB2ACK monster densities reposted!
simonsalo
Offline Offline
Send Email Send Email
 
I have basically planned my maps structures & how many maps will be
involved. I now want to "turn on the monsters". How do I know what
value to give each map so the engagement & difficulty factor
increases incrementally with respect to the levels attained by a
player's party.

Do I simply say for example - for a 10 map adventure & monster
densities ranging from 0 - 254 I then increment the monster density
by a value of 25 (10% increase in density for each of the 10 maps.

So map 0 may be 255.

Then map 1 = 25, map 2 = 50 etc...

It would be nice to know what to do here so I don't have to play the
whole adventure just to calibrate the moster density.

Regards,
Simon.

#872 From: "phunkjunki" <phunkjunki@...>
Date: Tue Feb 26, 2002 10:25 pm
Subject: Please contact with New Adventures
phunkjunki
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I am interested in any new adventures that anyone has built.  Please
let me know!

Thanks

Clark

#871 From: "simonsalo" <jacobss@...>
Date: Tue Feb 26, 2002 10:17 pm
Subject: Re: Dragon Bane II for Pocket PC - DB2ACK
simonsalo
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--- In DragonBaneII@y..., "darrensi" <darren@m...> wrote:
>Will all new adventures created using the ACK still be compatable
with the Pocket PC version?

Hi,
>
> I just wanted to post a short notice to announce the upcoming
> arrival of the Pocket PC version of Dragon Bane II.
>
> The Pocket PC version is currently under development and is already
> at a playable stage and we hope to have a beta available before the
> end of March.
>
> I need your help to test this version to ensure that its up to the
> same quality as the Palm version. You can help out in one of two
> ways, by sharing your save game files with us or, for those lucky
> enough to have both a Palm and a Pocket PC, test the game itself.
>
> If you have any questions/comments please don't hesitate to ask!
>
> Thanks,
> Darren
>
> -- darren@m...

#870 From: Scott <saw9000@...>
Date: Tue Feb 26, 2002 5:35 pm
Subject: Re: Yahoo Filters
saw9000
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If you can get access to the group site at Yahoo
Groups, which I presume you can, from the fact that
you say that you like to read the forums there, then
you can change that setting.  When you look at the
group front page, there will be a link near the top
right, "Edit my Membership."  Click that and somewhere
on the page, there will be a set of choices which will
allow you, among other things, to elect not to have
e-mails sent to you from the forum, instead letting
you just read the messages online.
While I'm at it, how does one go about signing in and
looking at one's list of groups without having a Yahoo
ID?
Thanks,
Scott

--- nuke0em0from0twenty0feet
<Cyb0Au0Dragon215@...> wrote:
> Dear Forum,
>
> I read my Yahoo forums online instead of having a
> copy sent to my
> email address.
>
> Does anyone know if there is a way to "kill list" or
> "filter" the
> website Message List?
>
> Thank you in advance for your time and effort in
> this matter
>
> Sincerely yours,
> Nuke 'em from 20'
>
>


__________________________________________________
Do You Yahoo!?
Yahoo! Sports - Coverage of the 2002 Olympic Games
http://sports.yahoo.com

#869 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Tue Feb 26, 2002 2:50 pm
Subject: DB2ACK: Gobbilly Gook Translation
nuke0em0from...
Offline Offline
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Dear First Time Dungeon Builders,

Sorry.

I just realized many people building Dragon Bane II Engine Adventures
may be programming for the first time.  I hope the discussions about
DB2ACK have not convinced you dungeon building is hard.  With
MAPEDITOR it is quite easy.

Dungeon Building Tip:
Simonsalo had an excellent suggestion.  If you are building a dungeon
maze that has a lot of walls, it is often easier to fill the entire
dungeon with wall squares, and then switch to Erase Mode and erase
the passages the party will pass through.  This is how I created the
forest walls on the outside edge of TRAIL NS.MAP and TRAIL EW.MAP
found in the file section of this forum (under Dungeon Tiles).  I
filled in the space around the edges with trees, then erased some of
them.

I am creating new map squares, new classes (4 +  1 debugging class),
new elementals (10), new spells (35), and new objects (78+ 3
Debugging items).  Many of the questions I am asking on this forum
are for other designers building new map squares, new classes, new
elementals, new spells, and new objects.  If you just want to build a
new adventure you can just use the files supplied by the DB2ACK and
just create new .MAP files.  If you are creating new classes, new
elementals, new spells and new objects, you will have to debug them.

Debugging Ideas and Clarification of Prevous Emails:
Often video games have something called a "God Mode" were you have
unlimited ammo, can not be hurt and generally run amok.  According to
my brother, the computer programmer, "God Mode" was originally a
debugging tool.  For example in my adventure, "Debugging God Mode"
includes a STEALTH CRYSTAL with unlimited STEALTH spells.  This way I
can avoid monsters when checking my MAP EXITs, for example the
wildnerness trails connecting my training centers.  Another option to
avoid monsters is to turn off Random Encounters- MONSTER DENSITY 000
while debugging.  The STEALTH CRYSTAL will not be in the final
adventure.

Sometimes I will want to fight monsters to try out a class,
elemental, spell, object or monster.  For example with the FIRE GUARD
elemental, I would fight until the FIRE GUARD casts an ARMOR_ALL type
spell (like AURA OF FORTUNE) then I would stop the combat.  First I
would try to run away.  If that does not work, I will stop the combat
with a SHIP COMM& (unlimited castings of ORBITAL 0.9c STRIKE& an
ATTACK_ALL type spell, Physical 255, Fire 255, Magic 255, Spell
Points 250), then go onto the next encounter.  The SHIP COMM& is also
handy for getting past monster squares with permanent monsters, that
you can not pass until you have slain the monsters.  The SHIP COMM&
will not be in the final adventure.

Many game designers who use "God Mode" to debug their software, leave
the "God Mode" in as an easter egg level.

A character class I created is called the PSI NANOMAGE, who's only
real strengths is creating elementals and okay use of a bow (sort of
a weak TROGLODYTE with SUMMON type spells).  For debugging I have
created a 14th level PSI NANOMAGE and placed her in an inn.  Because
a PSI NANOMAGE creates elementals- including 10 new ones- placing a
14th level PSI NANOMAGE in an inn in the final adventure (similar to
the CASTLE in "Return of Kra'an") can lead to it being abused.  For
example take the 14th level PSI NANOMAGE to the temple, recharge her,
have her create a FIRE GUARD, then put her back in the inn.  If I
decide to have a "Player God Mode" in the final adventure, the 14th
level PSI NANOMAGE will only be found in "Player God Mode", otherwise
the player will have to train up a 1st level PSI NANOMAGE.

I hope this has cleared up some of the gobbilly gook.

Sincerely yours
Nuke 'em from 20'

--- In DragonBaneII@y..., "simonsalo" <jacobss@b...> wrote:
> Now I am currently in the process of creating all the dungeon
mazes,
> and I have discovered a short cut here as well...
>
> Instead of drawing each wall 1 square at a time, I fill the whole
map
> with the same wall then erase out the passage ways, nooks & dead
ends.
>
> Once I have roughed out all the mazes I intend to put in (without
any
> special code) all chests, doors, teleports, forcefields etc, into
all
> 32 maps.

--- In DragonBaneII@y..., "nuke0em0from0twenty0feet"
<Cyb0Au0Dragon215@A...> wrote:
> A couple of times running my new adventure in God Mode, I have
> crashed my palm.  A few times when using an illegal loophole to
> cast "vulnerability" on my own party to test the fire_guard/
> mage_guard.  A couple other times when setting off six Orbital 0.9c
> Strikes (attack_all, damage 255 physical- 255 fire- 255 magic)
> against 3 groups of 15   TA'KALL (DataMgr.c, Line: 7386 DmWrite:
> DmWriteCheck failed) to test an "Extreme Danger: God(dess) Work
Out"
> square.
>
>I, however, doubt any person playing one of
> my adventures will be casing "vulnerability" on their own party
> between every combat, or fighting 45 dragon lords with interstellar
> spaceship weapons.

#868 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Tue Feb 26, 2002 11:39 am
Subject: Yahoo Filters
nuke0em0from...
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Dear Forum,

I read my Yahoo forums online instead of having a copy sent to my
email address.

Does anyone know if there is a way to "kill list" or "filter" the
website Message List?

Thank you in advance for your time and effort in this matter

Sincerely yours,
Nuke 'em from 20'

#867 From: "Gabe Dalbec" <gabe@...>
Date: Tue Feb 26, 2002 8:35 am
Subject: Re: DB2ACK Multiple adventure problems
dalbecgc
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I can't reproduce your first problem.  When I choose "New" many times, and
switch back and forth between the sample adventure and return of kra'an, I
have no problems.  Maybe, you are using the same adventure ID for your
adventure and the sample adventure?  If so, they would share save games, and
this could cause all sorts of problems...

I fixed the second problem, that it doesn't do auto-save when you select
new.

Thanks for the reports.

-Gabe
MythoLogical Software
www.mythological.com


----- Original Message -----
From: "simonsalo" <jacobss@...>
To: <DragonBaneII@yahoogroups.com>
Sent: Monday, February 25, 2002 12:32 PM
Subject: [DragonBaneII] DB2ACK Multiple adventure problems


> I have noticed that version 1.01 of DB2 does not handle the playing
> of multiple adventures properly.
>
> I currently have 3 adventures loaded all using the common walls &
> tiles from 'Return Of Kra'an'.
>
> These adventures are:
> Return Of Kra'an
> Sample Adventure (As supplied with the ACK)
> ------ Adventure (The adventure I am currently compiling)
>
> If I play the sample adventure then choose new & play Return Of
> Kra'an, when I choose new again & then play the sample adventure the
> sample adventure has frozen & I need to restart it.
>
> If I play my new adventure then choose new & play Return Of Kra'an,
> when I choose new again & play my new adventure, my new adventure has
> not auto saved where I was up to when I last played it, it is back
> where I was up to the previous time. I can get around this by saving
> my new adventure into one of the save slots & then load it the next
> time I want to play it.
>
> I get the distinct impression the multiple adventure playing aspect
> in the new db2 engine hasn't been given a good test as yet, because
> there are no other additional 3rd party adventures released to date.
>
> By the way, I would appreciate if someone(Not Nuke em please) would
> answer two of my earlier postings regarding characters at innes &
> monster densities.
>
> Regards,
> Simon.
>
>
> To unsubscribe from this group, send an email to:
> DragonBaneII-unsubscribe@yahoogroups.com
>
>
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>

#866 From: "darrensi" <darren@...>
Date: Tue Feb 26, 2002 3:10 am
Subject: Dragon Bane II for Pocket PC
darrensi
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Hi,

I just wanted to post a short notice to announce the upcoming
arrival of the Pocket PC version of Dragon Bane II.

The Pocket PC version is currently under development and is already
at a playable stage and we hope to have a beta available before the
end of March.

I need your help to test this version to ensure that its up to the
same quality as the Palm version. You can help out in one of two
ways, by sharing your save game files with us or, for those lucky
enough to have both a Palm and a Pocket PC, test the game itself.

If you have any questions/comments please don't hesitate to ask!

Thanks,
Darren

-- darren@...

#865 From: "simonsalo" <jacobss@...>
Date: Mon Feb 25, 2002 8:32 pm
Subject: DB2ACK Multiple adventure problems
simonsalo
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I have noticed that version 1.01 of DB2 does not handle the playing
of multiple adventures properly.

I currently have 3 adventures loaded all using the common walls &
tiles from 'Return Of Kra'an'.

These adventures are:
Return Of Kra'an
Sample Adventure (As supplied with the ACK)
------ Adventure (The adventure I am currently compiling)

If I play the sample adventure then choose new & play Return Of
Kra'an, when I choose new again & then play the sample adventure the
sample adventure has frozen & I need to restart it.

If I play my new adventure then choose new & play Return Of Kra'an,
when I choose new again & play my new adventure, my new adventure has
not auto saved where I was up to when I last played it, it is back
where I was up to the previous time. I can get around this by saving
my new adventure into one of the save slots & then load it the next
time I want to play it.

I get the distinct impression the multiple adventure playing aspect
in the new db2 engine hasn't been given a good test as yet, because
there are no other additional 3rd party adventures released to date.

By the way, I would appreciate if someone(Not Nuke em please) would
answer two of my earlier postings regarding characters at innes &
monster densities.

Regards,
Simon.

#864 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Sat Feb 23, 2002 3:36 am
Subject: Using Your Head or Re: Not enough to beat Kra'an?
nuke0em0from...
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Dear Craig,

You should be able to win with your current party.  Remember the only
weapon that hurts Kra'an is the completed DRAGON BANE 45-0-10 (Phys/
Fire/ Magic), Caleb has the best chance to hit with it.  But there
are lots of useful spells you can cast on
your party and the GREATER DEMONS to make the battle easier.  For
more ideas you can read my battle with Kra'an, Message #593 (visit
http://groups.yahoo.com/group/DragonBaneII/messages/593).

In Dragon Bane 1, since I did not have a KNIGHT character, I used
more heal spells and ADVANCED alot, but I still killed Kra'an.

If you are getting beat up on your way to fight Kra'an, you should
use STEALTH to get to Kra'an undamaged.

Sincerely yours
Nuke 'em from 20'

--- In DragonBaneII@y..., "craig_anderson" <indygatorfan@h...> wrote:
> I have the full Dragon Bane sword (including gem/stone) and am in
the
> final battle with Kraa'n. My party consists of Caleb or Wythera
> (L16), Unger (16), Ophelia (14), Poe (16) and Ensir (16). I have
the
> special weapons (Devastator, Blessed Sword, etc). What I don't have
> are any Sunfruits or Wands of attraction (all used up). I've tried
to
> win with Caleb or Wythera and everybody died both times. Should I
> have another go or step back a few saves and try a different
strategy?

#863 From: "craig_anderson" <indygatorfan@...>
Date: Sat Feb 23, 2002 1:55 am
Subject: Not enough to beat Kra'an?
indygatorfan@...
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I have the full Dragon Bane sword (including gem/stone) and am in the
final battle with Kraa'n. My party consists of Caleb or Wythera
(L16), Unger (16), Ophelia (14), Poe (16) and Ensir (16). I have the
special weapons (Devastator, Blessed Sword, etc). What I don't have
are any Sunfruits or Wands of attraction (all used up). I've tried to
win with Caleb or Wythera and everybody died both times. Should I
have another go or step back a few saves and try a different strategy?

#862 From: "jlfreund" <freund@...>
Date: Fri Feb 22, 2002 8:54 am
Subject: Re: DB2ACK: Temple Costs
jlfreund
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HP: price = hp * MIN(3, level);

SP: price = sp * 6 * (level/6 + 1);

-Jason

--- In DragonBaneII@y..., "nuke0em0from0twenty0feet"
<Cyb0Au0Dragon215@A...> wrote:
> Dear Forum,
>
> Does anyone know the formula for gold paid to the temple to heal
or
> recharge?
>
> As far as I can tell, recharge is SPELL POINT RECHARGED * (LEVEL +
> 4).  Resurrect, cure poison, cure daze and cure insanity are
free.
> While HIT POINTS healed seems to vary between 1 to 8 gold per
point.
> Looks like it might be progressive, i.e., the more hit points you
> heal, the more each individual hit point costs.
>
> Sincerely yours,
> Nuke 'em from 20'

#861 From: "nuke0em0from0twenty0feet" <Cyb0Au0Dragon215@...>
Date: Thu Feb 21, 2002 7:48 pm
Subject: DB2ACK: Temple Costs
nuke0em0from...
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Dear Forum,

Does anyone know the formula for gold paid to the temple to heal or
recharge?

As far as I can tell, recharge is SPELL POINT RECHARGED * (LEVEL +
4).  Resurrect, cure poison, cure daze and cure insanity are free.
While HIT POINTS healed seems to vary between 1 to 8 gold per point.
Looks like it might be progressive, i.e., the more hit points you
heal, the more each individual hit point costs.

Sincerely yours,
Nuke 'em from 20'

#860 From: Bill Lange <billlange1968@...>
Date: Thu Feb 21, 2002 6:11 pm
Subject: Re: Hole in floor on Prince's Lair??
billlange1968
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If you can't go past it, try going AROUND it!  It's
easier than you think.

WRL
--- dez58 <dez58@...> wrote:
> How do I get past the hole in the floor on the first
> level of the
> Prince's Lair (9,16).  I have tried several spells
> and haven't found
> the right combination.  I don't have the scaled key
> to get into the
> locked door on that level is this the problem?  I
> even tried
> Levitation and still fall down the hole.
>
>


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