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Gold Box SSI's Gold Box Series Thread

What are your favorite Gold Box games?

  • Pool of Radiance

  • Curse of the Azure Bonds

  • Secret of the Silver Blades

  • Pools of Darkness

  • Champions of Krynn

  • Death Knights of Krynn

  • The Dark Queen of Krynn

  • Gateway to the Savage Frontier

  • Treasures of the Savage Frontier

  • Buck Rogers: Countdown to Doomsday

  • Buck Rogers: Matrix Cubed

  • Forgotten Realms: Unlimited Adventures (FRUA)


Results are only viewable after voting.

made

Arcane
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Germany
Wasn't fireball diameter 5 squares outdoors and 7 indoors? Maybe not in every game. Icestorm was always 5 iirc.
 

octavius

Arcane
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Bjørgvin
I don't know about ice storm, but I think Cone of Cold is something like this.
___o____ (being the mage)
___X____
__XXX___
_XXXXX__

Ice storm and outdoors Fireball is:


_XXX_
XXXXX
XXXXX
XXXXX
_XXX_

Cone of Cold is not a proper cone; it will only "cone" to the right hand side of the caster, like this (the caster being the "o"):

oXXXXXXX
____XXXX

or

XXXX___
XXXXXXXo

Cone of Cold is an excellent spell once you know its AoE. However, your mage needs to get up close for it to be effective as the cone always starts adjacent to the caster.
So if "o" is the caster and "T" is the target, this would be the AoE:

oXXXTXXX
____XXXX
 

alx3apps

Educated
Joined
Mar 24, 2012
Messages
39
Wasn't fireball diameter 5 squares outdoors and 7 indoors? Maybe not in every game. Icestorm was always 5 iirc.
Yes, indoors fireball (and delayed blast fireballs) is full battle screen except corner squares:
_XXXXX_
XXXXXXX
XXXXXXX
XXXTXXX
XXXXXXX
XXXXXXX
_XXXXX_

Didn't know about one sided cones of cold, thanks.

Also I'm always amused by lightning bolts, that hit the wall at acute angle - it reflects not to the other side of the angle, but directly back to caster. I wonder whether it's specified somewhere in PnP rules.
 

SlowTurns

Novice
Joined
Oct 16, 2012
Messages
23
Good info thanks!

I forgot fireball was larger indoors, so that probably explains some of my troubles. Full battle screen, wow!

Cone of cold was bugging me, now I see why.

Lightning bolts are good fun, but there's definitely a learning curve in figuring out where it's gonna bounce to. ZAP! Ouch!
 

Vadeross

Novice
Joined
Oct 9, 2012
Messages
16
Do the enemies leave a stinking cloud spell if they make their save and their is space available? I'm wondering what the AI was in those games. The AI isn't coded for persistent cloud effects in IE, Toee, and DDO so the mobs are blind to them in those games.
 

octavius

Arcane
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Do the enemies leave a stinking cloud spell if they make their save and their is space available? I'm wondering what the AI was in those games. The AI isn't coded for persistent cloud effects in IE, Toee, and DDO so the mobs are blind to them in those games.

In the early games the AI totally ignores the Stinking Clouds. In later games only those immune or already in the cloud will move within it. In some respects this improved AI just made it easier for the player, since the player could place stinking clouds in doorways and safely use missile weapons to kill hordes of enemies that have no ranged weapons. It would have been better if enemies charged into the cloud if that was the only way to reach the player characters.
 

SlowTurns

Novice
Joined
Oct 16, 2012
Messages
23
It doesn't seem like I am able to edit my original post anymore. If someone with mod rights happens to come along here, please feel free to update my first post with the proper spell diagrams. Thanks.
 

Revenant

Guest
The Popamole Engine xenForo allows to edit a post only for 30 minutes after the initial posting. You should bear it in mind while creating tutorial/LP threads in the future.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Rise from your grave!

I've been thinking about starting a Krynn trilogy playthrough since I only ever played Champions of Krynn ages ago when it was a new game. Is there any point in promoting a Knight of Solamnia from Knight of the Sword to Knight of the Rose in that series? It looks like the only difference is that it drastically increases the XPs needed to level without giving you anything back.
 

octavius

Arcane
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Joined
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Bjørgvin
Rise from your grave!

I've been thinking about starting a Krynn trilogy playthrough since I only ever played Champions of Krynn ages ago when it was a new game. Is there any point in promoting a Knight of Solamnia from Knight of the Sword to Knight of the Rose in that series? It looks like the only difference is that it drastically increases the XPs needed to level without giving you anything back.

Knights of the Rose get better leadership ability and thus have a better chance of leading NPCs.
I think saving throws and THAC0 max out once they reach lvl 17 or 18 ( kmonster will know the excact details), at which time it might be a good idea to promote your Knight to a Knight of the Rose.
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Rise from your grave!

I've been thinking about starting a Krynn trilogy playthrough since I only ever played Champions of Krynn ages ago when it was a new game. Is there any point in promoting a Knight of Solamnia from Knight of the Sword to Knight of the Rose in that series? It looks like the only difference is that it drastically increases the XPs needed to level without giving you anything back.

Knights of the Rose get better leadership ability and thus have a better chance of leading NPCs.
I think saving throws and THAC0 max out once they reach lvl 17 or 18 ( kmonster will know the excact details), at which time it might be a good idea to promote your Knight to a Knight of the Rose.

Thanks, I couldn't find out anywhere what they gained since their spells, hp and THACO would all remain the same. :love:
 

kmonster

Augur
Joined
May 24, 2010
Messages
316
Level 13 grants the maximum number of attacks for knights, level 17 grants best thaco and saving throws. Knights of the Sword can't go beyond level 18 in Dark Queen of Krynn so if you want to get higher you'll have to switch to Knight of the Rose.
If you get far more XP than you can train for in the early games switching can avoid XP loss.
 

mediocrepoet

Philosoraptor in Residence
Patron
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Are you playing it on Dosbox? how does it run?

Yeah I'm using dosbox. It runs fine, you just need to make sure that whatever directory you mount as C: has the game directory at the base (e.g. C:\CoK) and make sure that the cfg file shows that too otherwise the game won't save properly and you won't be able to generate a party or anything. Other than that oddball quirk, it's all good.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
If you are new to DOSBox I highly recommend http://dfendreloaded.sourceforge.net/

It basically is a front end for DOSBox and is (for the most part) very easy to set games up. It also has a LOT of pre-sets for games, so you don't need to worry about the settings to get a game running good. It STILL needs some better optimization in some older games it does NOT have (like setting up Ultima Underworld) is still a bit tricky. But for most old games it works great.
 

SlowTurns

Novice
Joined
Oct 16, 2012
Messages
23
M to move also present in Secret of the Silver Blades and in Pools of Darkness. It was some kind of usability "improvement" I guess. They turned it back to (much better) default move mode in FRUA.

I recently finished CotAB and now I'm working my way through Silver Blades... It's driving me crazy having to always enter and exit move mode, and also targeting is really annoying. In older games you were able to just start moving and could hit A to bring up the map. In Silver Blades you have to first hit M to go into movement mode. Then hit E, then A then back to M to start moving argain... argh! It also really comes into play when casting spells in combat, you used to be able to just use the arrow keys to select target, but now you have to hit the key for manual target then arrow to the enemy... It probably wouldn't bother me so much if I hadn't just finished CotAB and after hundreds of battles I'm so used to doing things a certain way. Less clicks is always better when ya gotta do it thousands of times.... Any idea if there is a way to make Blades work like CotAB (I know, just get used to it...)

So It sounds like PoD also functions like Blades... :(
 

mediocrepoet

Philosoraptor in Residence
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I recently finished CotAB and now I'm working my way through Silver Blades... It's driving me crazy having to always enter and exit move mode, and also targeting is really annoying. In older games you were able to just start moving and could hit A to bring up the map. In Silver Blades you have to first hit M to go into movement mode. Then hit E, then A then back to M to start moving argain... argh! It also really comes into play when casting spells in combat, you used to be able to just use the arrow keys to select target, but now you have to hit the key for manual target then arrow to the enemy... It probably wouldn't bother me so much if I hadn't just finished CotAB and after hundreds of battles I'm so used to doing things a certain way. Less clicks is always better when ya gotta do it thousands of times.... Any idea if there is a way to make Blades work like CotAB (I know, just get used to it...)

Yeah that change makes me a little nuts too. You do start getting used to it but still it seems far clunkier.
 

Jarpie

Arcane
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Joined
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Messages
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Codex 2012 MCA
I'm kinda surprised that there haven't been "reimagining" of Goldbox engine by some indie-devs, I kinda liked the engine they used. Wouldn't mind some new indie-rpg to use similar "move in first person and fight in separate map"-system.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I'm kinda surprised that there haven't been "reimagining" of Goldbox engine by some indie-devs, I kinda liked the engine they used. Wouldn't mind some new indie-rpg to use similar "move in first person and fight in separate map"-system.

Define "reimagining".
 

Jarpie

Arcane
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Codex 2012 MCA
I'm kinda surprised that there haven't been "reimagining" of Goldbox engine by some indie-devs, I kinda liked the engine they used. Wouldn't mind some new indie-rpg to use similar "move in first person and fight in separate map"-system.

Define "reimagining".

Basicly taking the "wireframe" (like how the battles were done in Goldbox games) of the Goldbox games, making the UI a bit more modern and mouse friendly, adding more support for interacting with the NPCs (such as dialogues), high resolution support with well done 2D graphics and sprites.
 

Jaesun

Fabulous Ex-Moderator
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MCA Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
I'm kinda surprised that there haven't been "reimagining" of Goldbox engine by some indie-devs, I kinda liked the engine they used. Wouldn't mind some new indie-rpg to use similar "move in first person and fight in separate map"-system.

Define "reimagining".

Basicly taking the "wireframe" (like how the battles were done in Goldbox games) of the Goldbox games, making the UI a bit more modern and mouse friendly, adding more support for interacting with the NPCs (such as dialogues), high resolution support with well done 2D graphics and sprites.

There is this in cased you missed it? http://www.rpgcodex.net/forums/index.php?threads/the-realm-series-in-dungeon-craft.64440/

Though it doesn't fill all your criteria. What it basically is: take the fucking horrible GoldBox/FRUA engine limitations and remove that and make it playable to the latest windows OS.
 

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