Search found 15 matches
- June 20th, 2013, 10:20 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
News Break! Drain needs to be tweaked a little, but if the minimum effect is set to 1, then I think it probably should be left alone. Anyone who has read my reviews probably noted that I considered ghosts to be one of the "shafted" units when you take luck out of the picture and utilize ra...
- June 20th, 2013, 10:10 am
- Forum: Users’ Forum
- Topic: No Luck Tournament
- Replies: 0
- Views: 601
No Luck Tournament
Gentle Sirs and Ladies, I'm just fishing to see if there is any interest for a tournament utilizing the No Luck Era by Mabuse or the No Randomness Menu Omnimod by Dugi. Nothing has been scheduled, and no promises have been made. If anyone is interested in such an event, please state which add-on you...
- June 18th, 2013, 8:03 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Right.
So what do I do?
So what do I do?
- June 16th, 2013, 6:04 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Amen, brother.Crow_T wrote:Honestly, the big frustrating aspect of it is missing at critical points
- June 16th, 2013, 6:00 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
I don't understand why people want to get rid of RNG. It is much more central to the game than Wesnoth, Konrad/Lizar, elves/orcs etc. together. However, when removing randomness you best redo balance and remove slowness / poison or change their effects - they are indeed balanced for randomness. Sth...
- June 16th, 2013, 5:40 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
REVIEW OF MABUSE'S NO LUCK ERA ADD-ON Unlike Dugi's No Randomness Mod, Mabuse's No Luck Era was tested in two scenarios; Dark Forecast and Hamlets. On the surface, the two seem almost identical, so most of the review I wrote for Dugi's "Menu Omnimod" also applies here; I will focus primari...
- June 11th, 2013, 7:42 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
BETA-TEST REVIEW OF DUGI'S NO RANDOMNESS ADD-ON For this test me and another player, James, selected the Dark Forecast MP Survival scenario. The scenario is challenging, and includes many elements not found in normal scenarios, so it appears to be an ideal testing ground. I'll try to get James to wr...
- June 10th, 2013, 12:15 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
You guys are awesome! Bona fide heroes!
Wish the major (pay-to-play) gaming and software companies had such excellent tech and customer support.
Cheers!
-DJ
Wish the major (pay-to-play) gaming and software companies had such excellent tech and customer support.
Cheers!
-DJ
- June 9th, 2013, 3:21 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Thank you! I did download it and tried to use it. I got no errors, but I was confused by the results of some of the combats. However, I stopped using it after several instances of units "missing" attacks. However, I did not, at the time, check to see if the "misses" were due to a...
- June 8th, 2013, 9:04 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Hmmm... the errors are strange. They occur in no particular order, and a reload usually gets rid of them. However, then they reappear (usually during the same turn), as a result of some other action. I have attached the following savegame, which had the following neat error; In the original save the...
- June 7th, 2013, 12:44 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Man, can you please track the regularity of this problem and try to learn the conditions that cause it? Because when I tried it, it seemed to run without problems. Not quite sure what you mean by tracking. Forgive my ignorance. I assume you mean define the conditions under which the error occurs. I...
- June 7th, 2013, 12:01 pm
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 55
- Views: 29267
Re: No Randomness Mod Released
If somebody finds a bug, tell me also the conditions when it occurs, please. Thank you for your efforts to make this mod. I tested it on the Hamlet MP Map and got a host of errors after every attack. I posted the stderr.txt file on the other thread; I could give you a save game also, but I doubt yo...
- June 7th, 2013, 11:47 am
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
Well, I tried the Add-On, but it produced a bunch of errors. However, it seemed to work okay cosmetically, and I definitely like where it was going. The LUA errors filling my screen made it impractical in its current form. That is... unless the errors don't really affect gameplay and the error repor...
- June 6th, 2013, 8:10 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
Re: No Randomness Mod Requested
No randomness mod released , exactly in the way you asked for. It is on the add-ons' server (therefore, no changes to the core files, no matter how impossible it is claimed to be). Works in singleplayer, multiplayer, pretty much everywhere, easy to control, you can activate or deactivate it at any ...
- May 28th, 2013, 7:45 pm
- Forum: Users’ Forum
- Topic: No Randomness Mod Requested
- Replies: 38
- Views: 8705
No Randomness Mod Requested
Hi All, I have a request for the modding community, which may or may not be possible. I would like to have all the random "to hit" variables removed and replaced with pure averages (like a DPS or something). The Average damage would take into account the base damage of the weapon, modified...