Search found 41 matches
- June 12th, 2009, 2:23 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: UMC: Initiative rolls
Here's what I've got, a bit rough but worth trying. Extract to your user-data directory. There are comments in the file. You can add it into another era by adding the line {~campaigns/InitiativeTestEra/simple_initiative.cfg} after the [era] tag. I'm unable to test it, because the game is having iss...
- June 12th, 2009, 2:16 am
- Forum: Technical Support
- Topic: SLOW Performance Issues: post here to report
- Replies: 266
- Views: 331421
Re: SLOW Performance Issues: post here to Help
I just installed a clean copy of 1.6.2 with no addons and loaded a quick LAN multi-player 2 player map and the froze on 'Generating Teams' load-up screen. This is the same exact issue I mentioned before. Some users blamed UMC's which is now proven to not the the case. (Xp 64-bit, 6 GB's 1002Mhz G-sk...
- June 10th, 2009, 10:44 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: Initiative rolls + Critical hits
Do you actually plan on attempting to implement this yourself in a UMC, or are you hoping that someone will do it for you? I currently have someone working on a test version. I'm a project designer not a programmer. But if you do recruits, I think you cannot add dynamically so many sides (and would...
- June 8th, 2009, 1:10 pm
- Forum: Technical Support
- Topic: Cut & Copy Functions
- Replies: 5
- Views: 1451
Re: Cut & Copy Functions
This is somewhat related but is there any way to have a history in the input bar?
both chat and system would be useful.
For example if someone is typing a command line, it is tedious to have to type it again if there was a mistake, or it needs to be repeated.
both chat and system would be useful.
For example if someone is typing a command line, it is tedious to have to type it again if there was a mistake, or it needs to be repeated.
- June 8th, 2009, 1:03 pm
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: UMC: Initiative rolls + Critical hits
Here is a more exact description of the mechanics. A roll (equal to the number of characters on the board) is made each round. If two players get the same number the higher level character would go first, however If they are the same level they re-roll between themselves, continuously until an order...
- June 4th, 2009, 3:04 pm
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: Initiative rolls + Critical hits
After debating further though, I realized that it may also help prevent a stale mate in some games.Velensk wrote:I do not think that this would improve the game. Especialy since the only stated pro is :more random unpredictable outcomes"
- June 4th, 2009, 6:56 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: Initiative rolls + Critical hits
Your right, but the chance of this occuring is low. You do understand that every character will move once before the first character gets the chance to move again. Its just the order that gets totally jumbled. There are other games that use this system and it creates more fun! I find that especially...
- June 4th, 2009, 6:31 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
Re: Initiative rolls + Critical hits
...when you go from being last to being first. This translates to a double turn, which has a very powerful effect on the battle. This means that it will be essentially impossible to keep units alive. It goes both ways though. You might get a double turn, as much as any other player. Chance is chance.
- June 4th, 2009, 4:55 am
- Forum: Ideas
- Topic: UMC: Initiative rolls
- Replies: 23
- Views: 4410
UMC: Initiative rolls
This is a suggestion for online multi-player UMC. When you start a multi-player map there could should be an option to choose either the classic turn-based style of play, or a more dynamic initiative based style wherein at the start of the round a D20 initiative roll is made for each character a pla...
- May 15th, 2009, 5:01 pm
- Forum: Multiplayer Development
- Topic: Orocia improvement ideas
- Replies: 2
- Views: 810
Orocia improvement ideas
This is a simple suggestion but I think it might help even out some issues. Its a team-survival game right? so: -I think players should share income from houses. Sometimes (more often than not) monsters are not shared equally among all sides, they tend to group and go to one wall, leaving one player...
- May 14th, 2009, 1:54 am
- Forum: Technical Support
- Topic: SLOW Performance Issues: post here to report
- Replies: 266
- Views: 331421
Re: SLOW Performance Issues: post here to Help
ok, I'll give it a try ^^ thanks
- May 13th, 2009, 4:36 pm
- Forum: Technical Support
- Topic: SLOW Performance Issues: post here to report
- Replies: 266
- Views: 331421
Re: SLOW Performance Issues: post here to Help
Since 1.6.1 (1.6.2) There is some extremely weird issue on my computer: [System] CPU=Intel (Q6600) Memory=6142 MB OS= WinXP Professional Service Pack 2(64 bit) Language=English DirectX=9.0c Even 1.6.0 was slower than the 1.4.x branch. But I'm digging it. (AI extremely slow as most people are well aw...
- December 25th, 2008, 9:45 am
- Forum: Art Workshop
- Topic: Wasp
- Replies: 18
- Views: 5403
Re: Wasp
also some horizontal movement added:
propose base:
Melee weapon (pierce)
{first strike, poison)
"Venomous Sting": 8/3
- December 23rd, 2008, 5:19 pm
- Forum: Art Workshop
- Topic: Wasp
- Replies: 18
- Views: 5403
Re: Wasp
This is the pencil drawing.
- December 23rd, 2008, 3:38 pm
- Forum: Art Workshop
- Topic: Wasp
- Replies: 18
- Views: 5403
Re: Wasp
Alirght doofus. That abdomen was believe it or not worked up from a picture of the real thing. I guess the colors were just a little over extenuated because I colored over the top and over generalized a single shade. So I'll re-visit it. Here is the newest sprite, My first impressions are that it is...