Question about QfG1 hero import

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Lambonius
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#26 Post by Lambonius » Sun Apr 22, 2007 2:11 am

DonQuixote wrote:Too bad there wasn't a way to practice climbing in QG3.
Are you sure?  I don't remember (since I haven't played that game as a thief in a while,) but I'm wondering if maybe climbing skill was affected at all by climbing up and down from the balance boards in the Simbani village.  Also, there is the part where you have to climb up the tree to the monkey village, but I'm not sure if you can do that more than once.

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#27 Post by DonQuixote » Sun Apr 22, 2007 9:37 am

Lambonius wrote: Are you sure?  I don't remember (since I haven't played that game as a thief in a while,) but I'm wondering if maybe climbing skill was affected at all by climbing up and down from the balance boards in the Simbani village.  Also, there is the part where you have to climb up the tree to the monkey village, but I'm not sure if you can do that more than once.
I don't remember the skill level going up on that bridge.  Your skill level could go up on the tree to the monkey village if it wasn't sufficient to climb the tree, but once it got high enough (not 300) and you got up, there wasn't anymore climbing.  Imagine improving your skill on the wall for the Brigand Fortress in QG1 but after you climbed over there was no going back.

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Must have been the wrong stat...

#28 Post by Brainiac » Sun Apr 22, 2007 8:29 pm

DonQuixote wrote:Pick locks was easy in QG3, just continuously pick the lock on the Laibon's chest when you break into his hut.
Huh.  I do recall there was always one stat you couldn't boost to maximum without the help of the djinni in the previous game.  I thought it was Pick Locks, but maybe it was Climbing.  The one thing that really annoyed me was you couldn't boost climbing at the end of the game in the Lost City (climbing up to get the second gem).

Guess I have to go back through the game.

EDIT: Yep, you were right.  I restored my old games and found that, for my Thief character, Pick Locks was at 250 while Climbing was at 300 at the start.  For my other characters, it was 300 Luck and 250 Communication (to expedite cheap bargains), as none of them have Pick Locks or Climbing (my only hybrid is my Paladin, which has Magic and Stealth added only; Climbing and Acrobatics will be picked up in Shadows).

So basically, pretend my previous post said Climbing instead of Pick Locks. :D

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#29 Post by ChaosBurnFlame » Tue Apr 24, 2007 2:05 pm

Hmm, what is the 'invisible wall' between 1 and 2?

I know the invisible wall between 2 to 3 was exactly 255(discovered after much experimenting).

While 3 and 4 had a regular 300 and 400 wall respectively.

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Stat Wall

#30 Post by Brainiac » Tue Apr 24, 2007 3:11 pm

I'm betting the wall for 1 to 2 is 100.  That's the normal maximum.  The only reason for 255 in 2 to 3 was because the djinni could boost two stats (other than Honor) up to 250 and at that point, it was just simpler to set the system to a limit of 255 (FF in hexadecimal).

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#31 Post by ChaosBurnFlame » Tue Apr 24, 2007 4:04 pm

I've been experimenting and I bet it's actually just a tad bit higher... I'll check my notes.

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#32 Post by Schloss Ritter » Tue Apr 24, 2007 10:24 pm

If it's not 100, then I would assume based on the (255) 8 bit based limit in QfG 2 that it may be 127 (the 7 bit limit).
Last edited by Schloss Ritter on Wed Apr 25, 2007 10:38 am, edited 1 time in total.

DonQuixote
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#33 Post by DonQuixote » Tue Apr 24, 2007 11:51 pm

Even though I've been aware of it, I don't think I ever even tried to tweak with the stats on QG1 before.  It wasn't that hard to practice skills in the first game... except for the individual spells and climbing (VGA).

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#34 Post by TheSaint » Thu May 03, 2007 12:43 pm

did u guys have had probs with importing QFG4 char into QFG5? I own CD version of QFG4 without a patch (game goes crazy before end within swamp area and i remember there is a glitch when u slip and go down the slimy path out of Avoozl cave - area with the little tree u need to rescue).

Anyways i cudnt have imported qfg4 char into qfg5. but my qfg 3 char worked normally and imported into qfg5 easy, so i had to pump it up to max in qfg3 to make my life easier in qfg5. I never used cheats with stats - char was normally saved by qfg4 and file wasnt messed with. neither of few files i had was correctly imported into qfg5 (i played with all classes qfg4 so i had 5-6 files)

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QfG5 Importing

#35 Post by Brainiac » Thu May 03, 2007 1:20 pm

TheSaint,

Is your QfG5 patched to at least version 1.1?  There's a bug in the game's import system that prevents it from loading larger import files (particularly those from QfG4).  You can find the version 1.1 and 1.2 (I recommend that one) patches for download here.

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#36 Post by TheSaint » Thu May 03, 2007 1:43 pm

oh i didnt knew that. i think i finally patched qfg5 before the end because game was crashing while fighting dragon if i remember correctly. thnx for the link - altho i haven't been planning it i started playing qfg1 monday and finished yesterday just for the "good old feeling". i also laughed when i have remembered words "If this game doesnt make you feel like a Hero, we will come down to the beach and let you kick some sand into our faces"

i mean qfg rules. period.

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some cheats for quest for glory 2 ega

#37 Post by eshar » Fri May 04, 2007 7:37 am

any where in the game type
suck blue frog
the press control button and k
and change the stat or skill you want
and press control button and i
it will allow you to change you inventory

if any 1 needs for quest for glory 1 ega cheats let me know

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#38 Post by Mantle7 » Fri Apr 18, 2008 11:35 pm

gizzywiz wrote:1.  Choose a stat at 0 that you will NOT use (lockpicking as fighter)
2.  Add 5 points to stat by spending 15 points
3.  Use the "page up" key (9 on numerical key pad) to add 1 point to stat.
4.  Now you can keep taking 5 points away causing the useless stat to be negitive and giving as many points you want for all other stats.

Try this ...
Start points: 50
Lockpicking 0 to 5 (15 points spent)

points: 35
Lockpicking 5 to 6 using PgUp (1 point spent)

points: 34
lockpicking 6 to 1 (5 points returned)

points: 39
lockpicking 1 to -4 (5 points returned)

points: 44
lockpicking -4 to -infinity (return as many points as you want)

points: infinite  :eek

plus a bonus of having lockpicking in next game
While I realize a lot of the purists here will be disappointed, i plan on using this same glitch.  LoL.  I beat the first four QFG's years ago by grinding it out and doing it the right way, so now I'd really just like to re-live the storyline as quick as possible.  Just wanted to verify that this won't screw up anything on the other games when i import superman as a saved character?  Also, if I don't have picklocking will that screw me up at any part here on part 1?  Can I just use the open spell instead?

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#39 Post by Mantle7 » Sat Apr 19, 2008 12:25 am

Hmmm, for some reason its not allowing me to buy the open spell as a fighter?  I thought you only had to have the magic ability to buy spells?  If I'm missing something how do you buy them?

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#40 Post by greensenshi » Sat Apr 19, 2008 5:25 am

Do you have enough money?

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Spell purchases

#41 Post by Brainiac » Sat Apr 19, 2008 7:23 pm

Yeah, the Fighter should be able to buy any of Zara's spells presuming he has a positive Magic skill and sufficient funds.  The only spell non-Magic Users cannot get in QfG1 is Zap.

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#42 Post by Quest For Glory Fan » Sat Apr 19, 2008 10:38 pm

Now if you use the stat tick in QFG1 doesn't it ruin that stat when you import? I'm not sure because I've never tried.

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#43 Post by Mantle7 » Mon Apr 21, 2008 1:37 am

The guy who started this thread said when he uploaded his character for part 2 that the stat in the negative was back up to normal.  So I'm going to go off that and hopefully it will work.

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#44 Post by Quest For Glory Fan » Mon Apr 21, 2008 4:28 am

how would that be addressed in VGA I wonder.

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#45 Post by Erpy » Mon Apr 21, 2008 6:41 am

If you import, the game looks if all values are legitimate. Negative values are automatically set to a predefined value. (0 for skills and 5 for abilities) Of course, the other side of the coin is that you can't just import a character with his stats all razzle-dazzle-rootbeered to 300 or so.

Image

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#46 Post by Mantle7 » Tue Apr 22, 2008 9:14 pm

So if all of my stats are 500+ you're saying they won't transfer over to the 2nd VGA version you guys are making?  Where will they be at?  Zero as well?

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Point cutoff

#47 Post by Brainiac » Wed Apr 23, 2008 2:29 am

Mantle7 wrote:So if all of my stats are 500+ you're saying they won't transfer over to the 2nd VGA version you guys are making?  Where will they be at?  Zero as well?
As I recall, the cutoff for QfG2 imports was 100, maybe 128.

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#48 Post by Erpy » Wed Apr 23, 2008 4:26 am

If they're negative and they're skills, like climbing, they'll be 0. If they're negative and they're abilities such as vitality, they'll be 5. If they're above 100, they'll be 100.

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#49 Post by gizzywiz » Sat Apr 26, 2008 12:34 am

Wow!  I thought this topic was forgotten.  So I guess that the loophole has been closed in the remake.  However, a negitive stat will turn positive in the other games.  Also to people who want to use the glitch, I don't believe the it will cause any big problems with a small exception of the stat screen will have a minor display glitch.

Also make sure that you only make a unneeded skill into a negitive.

I wonder if the Coles ever knew about the glitch?

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