Search found 6 matches

by StefanoS
April 15th, 2018, 8:58 am
Forum: Ideas
Topic: changes in brightness
Replies: 1
Views: 795

changes in brightness

it may be possible to have a graphical option to set the effects that involve changes in brightness :shock: in others effect that avoid it?
It would be more friendly to the eyes :geek:
by StefanoS
April 15th, 2018, 8:50 am
Forum: Scenario & Campaign Development
Topic: No Randomness Mod Released
Replies: 51
Views: 11432

Re: No Randomness Mod Released

thank you, this summer I try to code my version, for now I'm using Crow_T mod that guarantee to do almost always some damage :)
by StefanoS
April 15th, 2018, 8:49 am
Forum: Ideas
Topic: cycle the units by proximity
Replies: 3
Views: 985

Re: cycle the units by proximity

I think it might be a difficult problem to avoid "loops" and have an improved function of pick the next unit. but it is an interesting problem from my point of view and could be solved with a sub optimal solution (still useful) units can also be grouped according to their distance (there are so many...
by StefanoS
April 10th, 2018, 5:46 pm
Forum: Ideas
Topic: cycle the units by proximity
Replies: 3
Views: 985

cycle the units by proximity

Hi all,
maybe it could be an improvement if the 'n' and 'space' commands cycle units (sorting them) by the proximity to the actual hex in the center of the screen.
i don't know how it could be coded.
regards :)
by StefanoS
April 9th, 2018, 10:35 am
Forum: Scenario & Campaign Development
Topic: No Randomness Mod Released
Replies: 51
Views: 11432

Re: No Randomness Mod Released

If you want something when the luck affects the game a bit, give a try to Crow_T's Randomized Damage Mod , it assures that units always hit, but the damage varies so that the defence determines the median. It works by inserting a bit of code into every scenario that adds a weapon special that affec...
by StefanoS
April 7th, 2018, 10:44 am
Forum: WML Workshop
Topic: Biased Random Damage Mod
Replies: 14
Views: 9134

Re: Biased Random Damage Mod

yet another idea on this topic. :lol: I put it here because maybe it could be similar to the one realized in your MOD. the damage is: partly random and partly equal to the expected value of that shot (default 50% 50%) in pseudocode (actually R): Dam = 14 # damage examples dumm = T # it's an Hit shot...