Search found 6 matches
- April 15th, 2018, 8:58 am
- Forum: Ideas
- Topic: changes in brightness
- Replies: 1
- Views: 2225
changes in brightness
it may be possible to have a graphical option to set the effects that involve changes in brightness in others effect that avoid it?
It would be more friendly to the eyes
It would be more friendly to the eyes
- April 15th, 2018, 8:50 am
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 55
- Views: 29226
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
- April 15th, 2018, 8:49 am
- Forum: Ideas
- Topic: cycle the units by proximity
- Replies: 3
- Views: 3055
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 a...
- April 10th, 2018, 5:46 pm
- Forum: Ideas
- Topic: cycle the units by proximity
- Replies: 3
- Views: 3055
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
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
- April 9th, 2018, 10:35 am
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 55
- Views: 29226
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...
- April 7th, 2018, 10:44 am
- Forum: WML Workshop
- Topic: Biased Random Damage Mod
- Replies: 14
- Views: 17252
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...