vieuxchat

vieuxchat

Joined Member # 2542912
66 Posts 1,186 Replies 853 Reputation

[quote who="Astarach" reply="43" id="2750053"]What about linking the number of dice to attacker level? So a level 1 character gets 1d20, but a level 10 character gets 10d2. That would reflect a noob with a mace could come up with anything, but once you've mastered combat, your results become fairly predictable.[/quote] Bad idea. A level 10 has fewer chance to get a 20 O_o (10d2 has fewer chance to get 20 than 1D20)

130 Replies 3,365,368 Views

[quote who="NetNomad" reply="11" id="2750508"]This is awesome! Now only if someone would create a mod that will add the City HUD to the cloth map. [/quote]What do you mean ? You can see the city HUD AND using my mod. It's just replaced files.

21 Replies 109,999 Views

[quote who="alborrelli" reply="7" id="2750177"]Looks great.. does it slow things down? Cloth map is only good way I can play right now, can't afford to have it slowed down any. [/quote] I've just replaced the old files. The water tile is just the old one "colored" and with a bit of noise (GIMP FTW !) The parchment tile is just the old one with the Filter that let your work looks like .. cloth (with a bit of tinkering after that, one or two gaussian blur of 1 pix, a littl

21 Replies 109,999 Views

[quote who="Lfseeney" reply="30" id="2748669"] Quoting grimzag1, reply 29 Actually, in a lot of games they use 1dN + X because it is easy for people to understand. Warcraft 3 Actually uses this method, I believe. Agreed, but the Ranges need to be set better than 0-100, I think to have any real meaning. Lee [/quote] It's not only about ranges, it's about distribution. 1DX

130 Replies 3,365,368 Views

Just unzip in your Mods folder >>> The Files EDIT : If you want the water tile >>> The File (one advice : the png used for the parchment and the fog of war are the same. So just adjust the brightness in the options for a better result) <img src="http://dl.dropbox.com/u/5010946/

21 Replies 109,999 Views

Thanks fo ryour dedication. And don't forget : Getting rid of 1DN isn't just replacing 1D20 by 10 + 1D10. It's still uniform. What the game needs to get rid of is the uniform distribution. This game will be awesome :) PS: any chance the workshop will get any love ? Like being able to place emitter/beams with mouse ? And being able to place parts in the tile editor with values (and not only with mouse) ?

326 Replies 933,916 Views

[quote who="Annatar11" reply="2" id="2734075"]While "demand" wouldn't be the word I'd use, rolling 0 to max does have to go. Weapons, armor, and spells should have a minimum roll, and the stat modifier should apply to it as well. It's reasonable to always expect to do at least 1/3rd of the weapon's max damage, so say if a club can do 6 max, then your rolls are 2-6. The STR bonus then applies to both the low and the high, so if 2-6 is with 10 STR, with 20 STR you might have 6-18. Same should a

130 Replies 3,365,368 Views

Yep, I'm creating a tuto for the cauldron (follow the above link). I've explained how works the emitters. I'll put the beams soon. Stay tuned !

3 Replies 4,055 Views

[quote who="James009D" reply="5" id="2746389"]Nice! This is an excellent idea and I love it This baby works like a charm too You planning on doing anymore? This would be a great way to start a cartographer's expansion mod or something to add more color to the map.[/quote] I like simple things. But I'd like to be able to change fog of war (the hard one, when youhaven't discovered) with something like real old parchment. I nee

7 Replies 8,893 Views

Last part about emitters (Beam will be for another day :p) Keyframe sets ! Let them coming ! Direction X, Y or Z. X, Y and Z are the reference to the three axes. You can choose in which direction particles will go. Strangely you can only set the "VALUE" between -1 and 1. Variation will still be able to let you get high values (try something like value 1 and variation 50) Acceleration : self-explanatory. Spawn offset and Emitter pos (X Y Z) : emitter pos

12 Replies 56,170 Views

Ok. What have we in front of our eyes ? The color tab will change... the colors of your emitter. The color interpolation Texture will change the color of the emitter. Iy's apng file with a height of 1. So you can have a solid color or somecolor from a color to another or crazy colors. The diffuse/Alpha texture is the shape of the particles. Render order is in what order each emitter/beam must be rendered (behind/in front of everything or in between) Ren

12 Replies 56,170 Views

Ok, let's get to the point. You want to create a badass effect and don't know how to ? Well, I'll show you how to get started. More will come later. First launch the game. On the main menu just click "Workshop". That's where you'll find all the tools to create things for the game. <img style="vertical-align: middle; display: block; margin-left: auto; margin-right: auto;" src="http://dl.dropbox.com/u/5010946/Elemental/Particle%20Cauldron/ParticleCauldron1.jpg" alt="" width="489

12 Replies 56,170 Views

[quote who="RooksBailey" reply="9" id="2742672"]I would also like to see more results beyond "hit" or "miss". What about "stunned", "knock unconscious for X turns", "parry a blow", "blood loss" etc. We need all sorts of different possible reactions beyond either a miss or -X HP. The animations and sounds need to be completely revamped, too. I want to hear swords hitting shields, or the clang of blade on blade. Battle cries, trumpeting horns (perhaps for a morale

15 Replies 59,718 Views

[quote]Currently speed is a major issue - picking up a short sword allows you to move quicker.[/quote] And we are a lot to say it since the idea came out on the boards :( You can attack faster with a weapon than with bare hands -___- Bare hands should be the fastest you can go without any magical help.

15 Replies 59,718 Views