Author Topic: STB v2.0.8  (Read 31352 times)

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Offline Vermilion

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #135 on: July 21, 2013, 04:01:24 pm »
0
New version is 0.1.1 , please re-download using the same link : http://userscripts.org/scripts/show/171423


We have added :

- "Clean diplomatic information" button (this will clear the software's cache, should resolve 99% of your issues)
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- map load display (it will show you if the map is loading or not, it stops trying to look for players/fiefs after the 20th try)
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If some still experiences issues, please post what you see.

I'm still finding the map completely unstable. Just sits there on Loading...

I'm not seeing the "checking fiefs & players" line on the loading image? Am I meant to?

I finally got it to load, then I fucked about with the diplomatic options to see how it looks/works (just randomly adding different factions as friend or foe) refreshed the page and saw the colored sectors. After which I clicked "clear diplomatic information" and now I'm back to loading...



As for the info page..

The items you have are color coded (+ is green and - is red) however the items in the fief even though you can see if they are + or - they are not color coded. This would be a nice feature to add if possible.

Also the items aren't ordered by condition.. It would be nice to see things ordered from -4 to +3 (left to right)



Other than the map and those couple suggestions.. Great work Chy!!! Thank you for giving your time to helping this game!!

Offline Butan

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #136 on: July 29, 2013, 03:47:20 am »
+2
EU tundra is looking prettier each new days  :P (little faction map showcasing!)

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« Last Edit: July 29, 2013, 11:44:53 am by Butan »

Offline GRANDMOM

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #137 on: July 29, 2013, 10:21:33 am »
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Yes Butan, lovely new clans withy additional players to crpg/strat
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We're working on something cooler than a blog.

Offline Haboe

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #138 on: August 05, 2013, 01:55:42 pm »
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Bump from second page
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Offline Haboe

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Offline kasMVC

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #140 on: August 27, 2013, 11:43:11 pm »
0
For chrome I'm getting an error saying apps extensions and user scripts cannot be added from this website

when trying to download the inventory jaint

Offline Vermilion

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #141 on: August 28, 2013, 12:42:20 am »
+1
For chrome I'm getting an error saying apps extensions and user scripts cannot be added from this website

when trying to download the inventory jaint

When you click on the download it will be downloaded to your download file (local)
You then need to manually add this in extensions
- Click the three horizontal lines (top right under the close button X)
- Hover your mouse over tools
- Click on extensions
- Drag and drop the downloaded file here (file named 171423 or something like that)

Offline Butan

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #142 on: September 11, 2013, 02:27:49 pm »
+7
What would you say, if we (me and Chy) developed our very own browser-game, trying to fix most of what is wrong in Strategus, while adding our very own touch, using ideas from this forum, other games and our own creativity?

For multiple reasons it would be ONLY a browser-game (no game servers) so it would only cater to the delusional egotist rulers that are thriving in the current Strategus, and other games like Europa Universalis 4, the campaign map part of Rome 2 total war, Civilization 5, etc...

Offline Varadin

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #143 on: September 11, 2013, 02:31:19 pm »
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Yes ?  8-)
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Offline Vermilion

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #144 on: September 11, 2013, 03:04:35 pm »
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Sounds like a good idea!

Offline Butan

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #145 on: September 12, 2013, 03:29:25 am »
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We began to work on the map.


We rapidly agreed an hex map is best. Strategically superior and not too cumbersome to develop. With a very simple design (a generic mask layer with different colors on top), each hexes will represent a terrain type.

Here is a tech demo of our hexes scale 1:1.
If you think we should add/remove a certain terrain type, or we should change the color of some, or that the overall style sucks, feel free to tell. We will add villages/castles/cities types but they need to be designed thoughtfully.

(click to show/hide)



A classic grassland/forest biome with a few elevations, sea and a trail. Still on scale 1:1.
For the sake of demonstration, each hex represent a large area; on the end map, each hex will represent only a small area and each averagely sized biome will consist of a considerably larger number of hexes except for small terrain types like rivers, roads, settlements, etc...

(click to show/hide)



Next we will generate a bigger realistic random map and screen it on different scales so you can see what it would look like from minimum to maximum zoom.

We aim a final map size that would fit a small planetoid, with realistic movement speed like strategus (weeks of travel to come back from where you started).
« Last Edit: September 12, 2013, 03:33:15 am by Butan »

Offline Vermilion

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #146 on: September 12, 2013, 03:37:02 am »
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Just don't add the moving at 0.3m/m crap you can get on strat when crossing mountains :P

Offline Butan

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #147 on: September 13, 2013, 02:52:04 am »
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We will certainly have a speed system where your speed is calculated only based on what tiles you go on, like Civilization movement system, but on an online game and real-time based.

Why would 1 man on 1 horse move faster than 100 000 men on 100 000 horses ? :rolleyes:



We will have other ways to penalize having to manage huge forces: most probably a better pay system (gold upkeep based on what your troop type is; most probably a mercenary system that will boost military power in exchange of lots of gold), and the implementation of a new ressource (food or something alike). Both should never be plentiful enough to never have to care about them. Ever.
« Last Edit: September 13, 2013, 03:01:56 am by Butan »

Offline En_Dotter

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #148 on: September 13, 2013, 07:36:29 am »
+2
Im a bit confused. Dont get me wrong but what i am about to ask is what i really want to know. Why would you make a new browser game when there are tons of similar games (or not so similar), when there will be no combat like in strat? I mean, a lot of ppl play for those strat battles, and yes i know diplomacy and trade is fun, but strat battles are fueling all that diplo and trade stuff. What am i missing here? :S
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Offline Vermilion

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Re: [RP Intro] Strategus tool belt v2.0.8 (improved interface, by Chy)
« Reply #149 on: September 13, 2013, 10:33:43 am »
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Im a bit confused. Dont get me wrong but what i am about to ask is what i really want to know. Why would you make a new browser game when there are tons of similar games (or not so similar), when there will be no combat like in strat? I mean, a lot of ppl play for those strat battles, and yes i know diplomacy and trade is fun, but strat battles are fueling all that diplo and trade stuff. What am i missing here? :S

I presume it's more of a learning experience. They got lots of people om here who would be willing to beta-test and give feed back. Which is a great start of making your own games.

The reason there are lots of games out there like it is because they are much easier to create then fps's and lots of people like them. So it's a very logical place to start.

We will certainly have a speed system where your speed is calculated only based on what tiles you go on, like Civilization movement system, but on an online game and real-time based.

Why would 1 man on 1 horse move faster than 100 000 men on 100 000 horses ? :rolleyes:

Speed system yes! ridiculously low speeds where your journey time can jump from 5 hours to 999999999 hours NO! :)