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Post by covultures on Jun 1, 2010 1:21:29 GMT 1
ever had a problem finding an opponent? worry no more! with RPTools we can play opponents around the world with our favorite genesha games. www.rptools.net/
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Post by covultures on Jun 1, 2010 20:01:10 GMT 1
In songofblades@yahoogroups.com, "brunol42" wrote:
> The activation 3 die-macro didn't work? Strange. Is it the normal activation or the modified activation?
normal, but i figured out that it wasnt working b/c the model had no listed quality. works perfectly now.
You use my token-propertie-scheme (SoBH) or is that one of your own?
yours. fyi, you should add a hidden properties entry for hidden specials (were-creatures)
> For the misc modifier. Do you mean you want a modifier on the Act 3?
never mind, i see now that you included misc modifier pulldowns. well done.
good job sir! i love it!
im almost done with the map and terrain set ive built, then ill work on cooking up tokens for a trial game. let me know if you want any status markers made up.
i think we should put together a generic intro game - (kobolds vs. goblinoids, like the SoBH cover) that people can download and try out without putting any work in - to get them hooked. =D
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Post by noelvh on Jun 2, 2010 0:35:15 GMT 1
Hi, I like this idea 100%, but it has been a long time since I have used Maptools. This software can put some on off if we over complicate it. If you look at the videos for the system they are all for early versions of maptools. So what am I saying here? If you are going to post some thing for this system remember most people are not computer savvy, when it comes to macros, codding, importing data, and saving data. This is in no way to make light on those with less skills, but a statement to make sure we document every thing we post, so that this becomes very easy, for all to use. I have been a member of the rptools forum and they tend to go way over board, but when some one asks them to explain it dose not go over well. I hope this is making scene?
Wes
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Post by brunol42 on Jun 2, 2010 9:16:22 GMT 1
It makes sense. But then again, in normal use, the wargamer should not know much about the thing. Only how to load in the macro's, tokens and maps. A small guide can be written for them, and also some explanation of what the macro's do and how you use them. But first things first: making sure we have those macro's EDIT: in regards of tokens. Maybe a convention for border colors is in order? Normals, Personalities and Leaders? It would facilitate recognition on the battlefield. But I'll let you in charge for that for the moment. But if possible, I'm for round tokens. The states are fit for round figures.
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Post by luckyjoe on Jun 2, 2010 14:59:54 GMT 1
Hi, guys. I've been following this discussion with interest since it first appeared. I am one of those gamers with no skills with computers. I'd love to play once it gets set up, but if I have to rely on my computer knowledge base, then I'll have to pass.
That having been said, is there anything "non-computer whizzes"can do to help? Maybe a PayPal donation link?
And as a potential future online player who will benefit from your knowledge and efforts, thanks for all of your hard work setting this up.
Luckyjoe
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Post by covultures on Jun 2, 2010 15:59:01 GMT 1
noelvh - i have those same concerns. my hope is that we can put together a basic sobh campaign which players can download and "plug and play." the macros thus far are very simple and make complete sence if you are familiar with the game (e.g. "activate 3" means activate with three dice), a player doesnt even need to use them , as there is a dice roller in the chat window (simply enter "[1d6+2]" etc). the map swill be preloaded, and all the settings as they should be. the only thing the players would have to do it set up the board with terrain (very easy), put the tokens of their minis on the board and enter their stats (also very easy). once youve run the first game or so, it should be just as intuitive as an actual game mat.
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Post by brunol42 on Jun 2, 2010 17:11:47 GMT 1
Indeed, for now the macro's are still pretty basic. And no matter how complicated the code is, it will aways be: select token, press right button. Rolling dice is much easier then typing in a chatwindow, so we try to make that part easier to. The accent must be placed on the game, not the things you need before you can play. That having been said, is there anything "non-computer whizzes"can do to help? Yes you can. How more people know about SoBH, how more users of our maps and macro's and such we'll have. So direct some people to the ganesha website. A bigger community will serve us all. On a more direct note. Convulture was busy with the tokens, but I previously said (and I think he'll agree), that it would be nice to have some miniature tokens. So if you have some minis, take some nice pics! To see if your pics are good, use the tokentool from RPtools. It very easy to use. Just drag the pic in, and the result out of the window. www.rptools.net/index.php?page=launchwww.rptoolstutorials.net/?page_id=12The token tutorial explains it good. I think round tokens work the best, and maybe we need some color code for peronalities/leaders (to let them stand out more), but I'll leave that decision to convulture or the user himself.
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Post by covultures on Jun 2, 2010 18:01:22 GMT 1
here is the *very simple* default battlemap i put together. docs.google.com/leaf?id=0B55RERN-IfTaZjY4ODdiYzEtZWJlOS00MWE1LWJiM2QtYzZkNGZlMDBkM2Q5&hl=ensimply load the map, set cell size to 150 pixels, and distance per cell equal to 30. ill cook up basic terrain options that go with the map soon. brunol42, i noticed you had put together some sort of movement distance designation, but i couldnt figure it out, so if you have a sharp idea here, lets hear it! edit: ok, i see now that you set the vision to be the move distance. this does not take in to account base size, however. total movement = movement distance + 1 base width, so larger creatures are going to be at a severe disadvantage when it come to mobility. as for what you all can do - recruit! make a warband! 300pts to start, then make tokens for each of the models using the token tool. i love the minis idea (i am, afterall, a mini painter). but until i finish the models id like, im going to use the art for paper minis from onemonk miniatures. we could color code personalities on the tokens themselves, or use halos to designate personalities. i think it would be nice if each warband shared a unified color to help differentiate on the battlefield. p.s. we should defo make round tokens the norm. brunol42: suggestions - insert the default builder c and q values in the "SoBH" token properties, and put the stats in the "basic" list, so they will be the default when a new token is put on the map. here is the kobold warband i came up with for the example: ;kobold dragon guard kobold commander;44;3;2;true;Leader,Short Move;; kobold shaman;33;4;2;true;Magic-User,Short Move;; kobold archer;20;4;1;false;Gregarious,Sharpshooter,Shooter: Medium,Short Move;; kobold archer;20;4;1;false;Gregarious,Sharpshooter,Shooter: Medium,Short Move;; kobold warrior;15;4;2;false;Gregarious,Short Move;; kobold warrior;15;4;2;false;Gregarious,Short Move;; kobold warrior;15;4;2;false;Gregarious,Short Move;; kobold warrior;15;4;2;false;Gregarious,Short Move;; kobold skermisher;11;4;1;false;Gregarious,Shooter: Short,Short Move;; kobold skermisher;11;4;1;false;Gregarious,Shooter: Short,Short Move;; kobold skermisher;11;4;1;false;Gregarious,Shooter: Short,Short Move;; kobold skermisher;11;4;1;false;Gregarious,Shooter: Short,Short Move;; kobold skermisher;11;4;1;false;Gregarious,Shooter: Short,Short Move;; wyrmling fire dragon;68;4;4;false;Blast,Flying;; it can be loaded in to the builder.
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Post by brunol42 on Jun 2, 2010 23:15:36 GMT 1
edit: ok, i see now that you set the vision to be the move distance. this does not take in to account base size, however. total movement = movement distance + 1 base width, so larger creatures are going to be at a severe disadvantage when it come to mobility. True. I'll look in that later. we could color code personalities on the tokens themselves, or use halos to designate personalities. i think it would be nice if each warband shared a unified color to help differentiate on the battlefield. Forgot halo's, that's indeed a better idea. brunol42: suggestions - insert the default builder c and q values in the "SoBH" token properties, and put the stats in the "basic" list, so they will be the default when a new token is put on the map. Ah, yes, you are right. You could also call this basis and replace the default basic, would go faster. Look to the map on the yahoo board, I have uploaded a few new macro's and a new SoBH prop theme. If I had a bit more time, I would add the builder formula to. Still need to get magic rolls, and more importently, all the state switchers. (hurt, heal...) But those will have to wait. If I find time during my finals, I'll make one as recreation. Have fun for now with this! Happy playing!
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Post by luckyjoe on Jun 3, 2010 2:00:07 GMT 1
brunol42: Thanks. I will try the photos this weekend. I just made one of NoelVH's light boxes so that will help. Luckyjoe
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Post by covultures on Jun 3, 2010 19:21:36 GMT 1
dig the token builder. cant get the rules to work though. if i have time ill take a look at the macro.
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Post by brunol42 on Jun 3, 2010 22:03:08 GMT 1
you can't? strange strange...Did you use the tokenbuilder to make the tokens, and then the macro's? (try hero and then activation) If it doens't work that way, try to enter the abilities manual. But I use a list of abbriviations (I know, I know, not so nice, but I didn't want to have to long titles in the hoover-over stat screen). So for hero you have to enter He. Its for this that I build the token builder, so that the users don't have to remember the abbrevs to build a token. I'll look into it also, but if you enter it manually, it should work. (it works here)
Edit: the builder didn't work I think. I've reuploaded the thing.
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Post by covultures on Jun 4, 2010 0:44:40 GMT 1
tried again, and it kinda worked, but was buggy (gave me a number"24" for short move?).
ive been working on some things, though, and i figured out how we can handle leadership - with auras! i just edited light, and created a colored aura of long range+1/2base size (190mm for a 20mm/size-1 kobold) works perfectly so that no mater what model you are activating you know if you are in range of leardership. bam
edit: for magic activations why dont you just add a checkbox tothe modified activation dialog boxwhich changes the wording of the successes/triple fail (or just have it add the word "magic" or spell dice")
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Post by brunol42 on Jun 4, 2010 10:56:12 GMT 1
Yes, you got 24, indeed. But then you worked with the old tokenbuilder? That one was uploaded before I was finished with it Normally, with the new version, it should work. It works with me anyway. Ah, you use halo's like I use vision? Very good. Try to make 3 for range to! Maybe it's possible to use halo's like states and maybe there are functions that let macro's state the halo. (Then they would be automaticly uploaded if you give a shooter ability and such) I'll look into that. And indeed, that magic activation is just the same as a normal activation, but I'd like to have a different button than a modification. It's easier to press another button than to enter a modification. There are also some metamacro functions, and maybe it's possible that the macro-button-name changes depending on the skill (or the button doesn't show up if it's not available). Summon! for summoners, Magic!, Divine! (or something) for clerics... From today on starts a 10 day busy time, so you won't see me alot. But do playtest and see what's wrong or should be different. In spare time I'll try to change those things, and work on states. hmm, after some searching, it's possible to change the macro names, although it will be difficult (using libery tokens). Another thing that bugs me is that the token builder is just a builder. You can't modify anything. It could be used do modify me thinks, but that's more difficult to implement. It's possible to set halo's, so on creation I can check if leadership or a ranged attack-skill are set, and then give them a halo. I can't change the size tough... But those things concern the token builder and aren't necessairy to play with. The whole builder concept can be bypassed with premade tokens of the willingness of people to use the abbriviations themselfs and set the correct halo manually. As such, I think the priority of this is lower than that of the state-switchers. EDIT: download version 3 for modification in stead of reopening. I can change the sight, but since does are depending on the size of the token, it would not make sense. Or I should get the size...But that doesn't seem to work. No, the tokenbuilder is finished (except the point calculation). And now study!
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Post by covultures on Jun 4, 2010 22:01:12 GMT 1
just finished my intro encounter "kobold dragon guard v.s. highland raiders" docs.google.com/leaf?id=0B55RERN-IfTaMGU4MWE0M2UtMTM4NS00ODY2LTk4MGQtOWU4YWQ5MTgwZmFj&hl=enit doesnt have all of the things weve been discussing, but it is a complete "ready to play" encounter. here are the features: >mouseover sight is movement distance for each token. sight line is the "edge of the stick" so the base may be in contact with the circle. > status markers are ready. to change status rightclick on token and modify as appropriate. marking models as activated may help you remember who's moved, just be sure to select all models and remove that status at the start of your turn. >leaders' command radius is hilighted with an aura. >for now you have to measure ranged attacks with the ruler (1unit=1mm). i will update this soon so that you can activate a range aura to determine potential targets. > three letter special rule abbreviations. > halos for leaders, magic users and standard bearer. sounds complicated but all you have to do is load and play. once youve looked at it - id love to give it a go! > tomorrow, if anyone wants to play a game.
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