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Hidden 11 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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Freeshooter and Merc I'm gunna assume you want to be Purple and Red again respectively.
Hidden 11 yrs ago Post by Freeshooter92
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Freeshooter92 Wasteland Scourge

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I PURPLE.
Hidden 11 yrs ago Post by MercuryHg34
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Yes.
Hidden 11 yrs ago Post by Light
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Ok then I'll be setting up the following:

Freeshooter92 (purple) and MercuryHg34 (red) vs Risen Army (black)
Risen Survival on Temple
Army: 16 total among player team (therefore 5/player)
Respawn: Off
Survival Score: Turns

Remember that you won't see the starting positions, stats, or anything for that matter, about the Risen Army you'll be facing until AFTER you both finalize your army's starting positions and vote to begin the match. You'll still go first (taking your turn at the same time as one "team turn") and you'll get to analyze the enemy during that turn.
Hidden 11 yrs ago Post by Freeshooter92
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Wait, why? None of the games ever hid the bad guys (Bullshit fog of war notwithstanding).
Hidden 11 yrs ago Post by Light
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Not counting Fog (which obscures vision during battle as well as preparations), I initially (and accidentally) had Gareth prepare for battle without seeing the Risen Army, and after thinking about it, I decided that it's actually better that way. I think it's more dynamic and interesting, it forces the players to be a bit more strategic about how they want to start the fight, needing to be ready for anything I throw at you.

Also I haven't actually wrote up the Risen Army's army sheet yet.
Also I'm implementing the spawn system used in the games. You can now actually select where you want your units to start among 15 starting tiles instead of swapping around the tiles I plot your units onto. Just like the games, you can't change where your Lord starts.
Hidden 11 yrs ago Post by Freeshooter92
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How can I strategize without intel? If I'm blind like that, then All my starting positions are essentially random because anything could pop up.
Hidden 11 yrs ago Post by Light
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You need to come up with a starting position that makes the best out of as many possible situations as possible. Honestly though since when has knowing the layout ever actually changed who you bring to battle or how you position them?

I've min-maxed my teams on console games many times and it was never a concern of mine.
Hidden 11 yrs ago Post by Freeshooter92
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Starting position can be everything! Warhammer has taught me how just one extra space, that one little inch can mean the difference between a perfectly coordinated lightning assault and the equivalent of throwing a magikarp at them. Besides, proper positioning is even more important when you use a lot of low mobility guys like I do, and one turn out of the fight may doom someone.
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Alright, I'll make the Risen Army sheet and include it before you begin battle.
Hidden 11 yrs ago Post by Olsted
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PlatinumSkink said
I actually kind of noticed that I would survive ahead of time and kept quiet, assuming he only had made a mistake. However, learning now that he had merely misunderstood the system that makes me feel a bit bad for not saying anything. So yes, I am OK with the tome-switching. Just rerun the calculations, if you will, give me a proper chance to possibly dodge this one as well in all fairness. Hahaha.


Light said
He needs to come on and re-specify what exactly he wants done though. And yes all effected actions will be completely re-rolled for.


Oh, okay then I'll just go edit my post..Sorry about not having been on recently but I gave myself (another) concussion and until recently the doctors have had me lay off the electronics.
Hidden 11 yrs ago Post by Light
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All fixed. Go kill each other or something now.

lel
Hidden 11 yrs ago Post by PlatinumSkink
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One could argue that the javelin-throw was the same and therefore shouldn't have needed to be rerolled... ... ... ... ...

I'm sorry, Olsted, but at least this time it was rotten luck rather than misunderstanding of the rules. I apologize for that.
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Well since Flux left Ayuna with 4HP instead of 8, I needed to reroll that combat because Destro's 5dmg Javelin throw would kill her. Unfortunately, with a hit of 77%, Destro ended up unlucky on the new rolls.
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Freeshooter92 said
(Note: You know, maybe a grid might be better than the current co-ordinates? Like 'Eve to D12' or something. Just a thought).


Fs92 I thought about that, but I thought that movement in relation to the units themselves would be easier for people as opposed to having to line up coordinates every time. If you want I can try to put coordinates in and people can use whichever system they're more comfortable with.

What does everyone else think?
Hidden 11 yrs ago Post by MercuryHg34
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The current system is simple enough, it would just be extra time and effort that could be better spent imo.
Hidden 11 yrs ago Post by PlatinumSkink
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I'm mostly just confused which direction which is + and which is - in the x-axis by some reason. If it would take a load of extra work for only a little bit of convenience, it may not be worth it. On the other hand, it could also be convenient, just saying which square you're going to instead of obsessing over directions... Hahahaha... I don't have that much of an opinion on the matter. That's about that. Well... just assigning letters and numbers to the sides can't really be that much work... Maybe one could choose how one wants to do things...?
Hidden 11 yrs ago Post by Light
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That's what I was saying, have both systems available and let players use either at will. I'd have to come up with letter and number sprites to put on the map though. Which actually seems impossible since each sprite is 16x16 pixels, and each map is well over 9x26 tiles in size. I would need to squeeze double digits or double letters (such as coordinate AA12) into both axis, and I wouldn't be surprised if I needed to use 3digit numbers and letters as well. It simply won't fit in a 16x16 sprite size.

And there's no way I'm going through literally every single sprite I have and increasing the resolution at all. First of all it would look terrible, and secondly it would be way to much work after I've made the game for 16x16 (which is what the GBA games are played in anyway).

That's pretty much why I've elected to use displacement in X/Y instead of chess-like coordinates. It's not possible, and forcing it would ruin the game.
If you ever took highschool math then you should be fine. +X is to the right and -X is leftward. Think of it like reading. We read to in a rightward direction, moving this way is going "forward" which is a positive change.
Hidden 11 yrs ago Post by Freeshooter92
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Personally, the X/y co-ordinates are driving me mad. It's so goddamn hard to figure out where I actually am and where I'm going, and it takes forever for me to figure out what the hell my opponent just ordered. It get's to the point where I'll just do whatever's easiest instead of take a half hour to figure out what I'm/they're doing.

I could probably make sprites, and you could use numbers as opposed to letters. (12,25) for instance. I just can't think of things without fixed destinations for whatever reason.
Hidden 11 yrs ago Post by Olsted
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Light said
Well since Flux left Ayuna with 4HP instead of 8, I needed to reroll that combat because Destro's 5dmg Javelin throw would kill her. Unfortunately, with a hit of 77%, Destro ended up unlucky on the new rolls.


I'd say it serve's him right for being cocky. lol
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