skuphundaku
Economic devastator, Mk. 11
Now we need one with "DECLINE" and the set is going to be complete.
Great stuff, though unfortunately difficult to see on Codex background. Still,
Now we need one with "DECLINE" and the set is going to be complete.
Great stuff, though unfortunately difficult to see on Codex background. Still,
Just for your beautiful eyes:Now we need one with "DECLINE" and the set is going to be complete.
It's something called Engravers MT, or so Corel tells me. But I think the two 225x225 ones are fine and need no further tinkering.evdk
Now when I look at the new ones I see that the word Demand is too close to Continuation/Sterilization. Stupid question - I made the original almost a year ago and do not have the original pds file, just the PNG. What was the font used in your version so I can fix it?
[Intelligence] So, they are too dumb to tell dialogue options apart?http://forums.obsidian.net/topic/62007-wisdomusing-this-dialogue-option-is-a-better-choice/
Some people are really set on using the [look Ma, I am using a skill now!] tags.
That's a pointless thread since Sawyer's already confirmed there'll be a toggle for 'em.http://forums.obsidian.net/topic/62007-wisdomusing-this-dialogue-option-is-a-better-choice/
Some people are really set on using the [look Ma, I am using a skill now!] tags.
Expert Mode will disable all of the common ease-of-use / in-case-you-missed it gameplay elements like the display of skill thresholds, influence/reputation modifiers, and similar "helper" information.
...
If you're not quite sure you want all of the elements that come along with a given mode, this funding level will also cover implementing the ability to enable and disable the individual sub-features.
I'm not sure I like the Expert Mode idea and games tuning their mechanics for the player at all. It feels like game looses design coherency. There should be some "core" way of playing game which it's design is based around. Basing difficulty on hiding meta information is particularly weird. Imagining KOTOR or NWN2 without Influence information, I'd probably miss every companion quest and bonus dialogue out there, because it's a lot like a guessing game even with voice acting.
It's probably best to assume/hope the game is designed around hardcore mode with all the options on. That way they merely add as ways to make the game easier.
I believe everything threatening should use the Intimidate skill, whether you mean it or not. Bluff has its place you just have to take care some crafty smartass does not try to use it instead of other skills.If bracketed comments are meant to clarify the flavor of a given line, that's one thing - they don't need to have anything to do with skills. e.g. when context doesn't make it clear, a line that's meant to command obedience could have something like (Speak in a low, commanding voice) prefixed to it.
The only situation I can think of that hypothetically merits skill tags is when you can say the exact same thing using different skills (say, either [Bluff] or [Intimidate]). This situation shouldn't exist in the first place; every line should have one predetermined response (or two at most, in case you aren't convincing enough). This is why Bluff is a stupid skill, by the way.
Connecting all layers of gameplay so that they remain fun and meaningful for everyone regardless of the options player choses and his gameplay style will be hell of a task.I'm not sure I like the Expert Mode idea and games tuning their mechanics for the player at all. It feels like game looses design coherency. There should be some "core" way of playing game which it's design is based around. Basing difficulty on hiding meta information is particularly weird. Imagining KOTOR or NWN2 without Influence information, I'd probably miss every companion quest and bonus dialogue out there, because it's a lot like a guessing game even with voice acting.