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Messages - Fisheye

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Discussion / Re: Simple Question: Faster Movement On Foot
« on: July 04, 2009, 09:22:25 am »
try this: give them tf_mounted, and high riding skill. But don't put any horses in their inventory.

Let me know if it works, it's just a theory.

Onin No Ran / Re: Onin no Ran port to v1.01
« on: June 05, 2009, 08:54:36 am »
How about, just port the items, the map, and the cities to Native, and see if it runs with the usual 5 factions (vaegir,swadians, etc) in play, instead of porting the whole juggernaut at once?

The Last Days / Re: Osgiliath Preview
« on: May 06, 2009, 07:14:00 pm »
Looks awesome.

I guess you're going to use copious amounts of AI mesh to get around those gajillion pillars, and some invisible barriers to prevent players from climbing onto walls and sniping at the enemy with impunity?

Discussion / Re: How do you use a mod??
« on: April 17, 2009, 11:13:00 am »
How to use mods:

For specific questions on 1257, I would recommend asking in their subforum:

Onin No Ran / Re: Sengoku Jidai?
« on: April 16, 2009, 07:58:20 pm »
Two good things about later Sengoku:

1. Sexy haramaki do instead of boxy O-yoroi.

2. Castles and sieges

TLD.808 / Re: TLD mentioned in PC Gamer!
« on: December 07, 2008, 09:11:24 pm »
TLD is better than all the other mods put together, so if any mods get mentioned, this one must be.

Can the Tolkien Estate really shut this down if it wanted? This is non-profit.

Yes they can, but it is highly unlikely that anyone would bother. For example Angband is a freeware game with a huge player base, but it's existed for many decades without any issues.

Discussion / Re: M&B Scripting Q&A
« on: December 07, 2008, 11:49:10 am »
The usual punctuation error, missing or extra commas, mismatched brackets, etc.

Modding Knowledge Base / MOVED: New in modding.
« on: December 07, 2008, 11:46:04 am »

Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 19, 2008, 08:22:55 pm »
Each time you want to apply bleed damage (e.g. if you want to apply it every 5 seconds, do this every 5 seconds):

- currhealth <-- agent current health
- totalbleed <-- get agent total bleeding damage applied from slot
- totaldamage <-- maxhealth - currhealth
- weapondamage <-- totaldamage - currentbleed
- this_round_bleed_damage <-- weapondamage / 3
- totalbleed <-- totalbleed + this_round_bleed_damage
- store totalbleed damage in agent slot
- inflict damage to agent (this_round_bleed_damage)

Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 19, 2008, 10:25:37 am »
If it's a fixed linear thing like 1pt of weapon damage = 1/3 point of bleed per second, then no checks need to take place at all. You just need to keep track of how much bleed damage you applied to the victim and deduct that from the current lack of health to get weapon-inflicted damage.

Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 16, 2008, 11:50:42 am »
FWIW Ron, I believe KON's solution is 99% close to what you had in mind, if you say it's simply just no good then there is basically not much room for further discussion, that's why these guys are being so short and snappy in their responses.

Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 16, 2008, 05:54:41 am »
KON's method works for all troops, he was just using the player as an example.

It's the new one in .95x, can't remember its name.

EDIT: found it:


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