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Messages - Chychy

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1
Strategus General Discussion / Re: STB v2.0.8
« on: July 19, 2014, 08:27:55 pm »
Fixed. Was it MY browser or just a general error?

It was a general error, as i'am poor and homeless in strategus, i can't test every situations (fief interaction, loom levels), that why i asked your browser view :)

-- Edit for chrome users --

As google deprecied custom scripts for chrome, here is my solution :
Install Tampermonkey (Greasemonkey clone for chrome) and just click on the script file.

2
Strategus General Discussion / Re: STB v2.0.8
« on: July 19, 2014, 07:49:37 pm »
I made an update, give it a try :)

3
Strategus General Discussion / Re: STB v2.0.8
« on: July 18, 2014, 09:09:06 pm »
Getting a lot of Undefined items.(2h axes at +1 for example) on the Info screen.
(click to show/hide)
Just fine in the inventory screen though.

FF is the browser.

Might be fixed, just update the script (same link) and let me know if it's working :)

4
Strategus General Discussion / Re: STB v2.0.8
« on: July 17, 2014, 06:05:54 pm »
Somebody please revive this!

For Firefox users :
You just need greasemonkey and click there https://github.com/Chy59/STB/raw/master/STB.user.js

For Chrome users :
Download and extract this file : https://github.com/Chy59/STB/archive/master.zip
Open this page with Chrome : chrome://extensions/
Drag & Drop the .js file on this page
???
Profit

I did not tested if it's working for fiefs owner, but it should 8-)
Some new items may appear in the wrong category (trade goods)

5
To give you some examples on what kind of map design and user interface we plan on having.




* For the zoomed out scale and user interface (menu and how units appears):

(click to show/hide)





* For the terrain variations and simplicity (how to make a visually attractive hex based map):

(click to show/hide)




* What we dream off, but with hexes:

(click to show/hide)





We know from experience that a game almost solely based on a map needs to be enjoyable for the eye. It is as important as the gameplay mechanics.

To guarantee that we will have :

- detailed but simple tiles
- multiple models for each tile type
- folded paper overlay
- integrated to the background user interface
- roleplay accessories background (candles, compass, a weapon's edge/hilt, meter/centimeter map scale, a special cursor, etc...)

- ideas?



Think, a general before the battle, above a war map, in his tent surrounded by his personal advisors, thinking about what to do.

Except that the war map will depict the whole known world.

6
I will take em out of the sky the kalaschnikov-way :twisted:

Not sure if kalaschnikov is already planned.
Anyway, you could try to throw some stones :)

7
I would like to see temporary ones like encampments, etc that you can use to control mountain passes and similar without having to build a whole fief and removable after a while.

Already planned and could be developed/modified but here is the basis :

When an army doesnt move, it automatically starts building a camp.
After 24 hours of complete immobility, the camp is built. It will provide a little defense bonus and small food generation (represented by scavenging around the camp, it will also balance the food consumption of an inactive army).
After 3-7 days if the army still havent moved, the camp will upgrade into a fort. It will provide an average defense bonus and still the same small food generation (it will never become a good economical choice).
We could add a 3rd upgrade after a month of not moving but not planned atm.
All this knowing that you will have 2 kind of armies : "your" army (direct control) and "AI" army (semi-direct control). You will be able to field multiple armies (the total capacity will increase/decrease with game rules we have to decide on) so it will allow a lot of possible moves (like in chessboard games).

This would also help "AFK"  not getting steam rolled if they forget to move their pawns or have a busy week-end.


Also distinguishing between wooden and stone bridges would be nice to allow for more variety (stronger but permanent or weaker and destructible to cover your retreat).


Didnt think of it but thats not a bad idea, since we already have 2 different paths (trails & roads).



About the movement difference between 1 person and 100000, it is mostly due to coordination issues, when you move, you need to replenish resources (especially water), take breaks for food, sleep, etc, which for small groups is not too hard, but for bigger ones can cause significant delays. As 1 person you can replace your horse and keep it fresh and fast for longer, for bigger groups this is harder.

If done right, food consumption will be the end all be all : if you have 100 000 guys you will consume 100 000 times more food (everyone eat approximately the same quantity of food, we wont go into different food quality...). then if you want to move 100 000 guys, they will not be all packed into one tiny hex, so you will need to have other armies accompanying you if you want to punch a crazy amount of men. But speed will not scale with size, only with where you go and with what troop (mounted or not mainly).

Then, we have to decide how we will manage a multi-army entity on the map but we should be able to find something.

8
Works for me now to.
Just one thing:

When you are not in any strategus faction you see villages that are owned by people without a faction as yours:

(click to show/hide)

Thanks for your feedback, this is a known bug.
As faction is detected by color code, both fief and no faction player are "pure white", causing this problem.
We'll looking for another detection method :)

9
MAKE IT WORK FOR CHROME... I don't like FF  :twisted:

Everything should work on chrome, sometimes it can stuck on "Loading", but if you refresh, it should work.

visitors can't see pics , please register or login

10
You should not love just Butan, you should love us :)

11
Test this version and tell me if this is fixed : http://userscripts.org/scripts/show/168674

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