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LostInWeb

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Posts posted by LostInWeb

  1. 1 hour ago, Cold Cobra said:

    Yeah, I had more health early on but the first play test showed me that didn't really work.

    I use the stars as just a mark as to how powerful they are, stats-wise. Therefore you can't fill your team with the big powerful characters, only one or two big hitters during major events (but plenty of options for smaller skirmishes!)

    The Star Rating is my nemesis in some kind of way. I tried different approaches but am not happy with any of them. Right now I tend do give stars between 1 and 10, but I have the feeling, that the higher rated characters are excluded from all fights. So that doesn't work either. Maybe I'll go down to 1 to 5 and just make some kind of categories for the Ratings. Something like the popularity just downgraded to 5 levels.

    • Like 1
  2. 3 hours ago, Cold Cobra said:

    In my mod (which I do hope to release a first version of eventually...) I ended up settling on a fighting game-like system, where nearly everyone has the same health split across three levels (apart from canon fodder having less and a couple of super powerful boss-like characters having a bit more) and everyone has at least one offensive move that deals 1 damage guaranteed to activate, 2 damage that will hit if you roll a 2-6, and 3 damage with a 3-6 roll, with mid-range characters having a "super move" that deals 4 unlocked at health level 2 that can only be used 6 times at a 4-6 roll and again the few really powerful have a 5 damage move that unlocks at level three that can only be attempted 4 times at 5-6 chance.

    The same goes with moves that allow people to dodge, they nearly all have a 5-6 chance of activating and I've tried to avoid as many stun effect moves as I can all in favour of speeding the battles along a bit. This way the fights are down mostly to who has higher stats allowing them to stop attacks or not, unless they get lucky on the dice roll. It's not a system that would really work for a 1-on-1 game but given all the fights are made up of teams it's actually working really well, it's just a shame it took this long for me to figure it out as its involved going back over old characters I'd already "finished" and updating them a few times now...

    I like the idea of having attacks, that do different damage according to the dice roll. I think, I'll adapt that in some form.

    Until now I connected health to the Star Rating. More stars means more health. But I'm not really happy with that either. Especially, since a fight in the game can take pretty long with characters that have a lot of health. So I have to figure out a system there too. I guess, I will connect it more to the overall damage, most characters make. When a character has a move, that makes 5 damage, the health level of strong characters should be more than 5, so they don't get knocked out directly. But health shouldn't be to high either, so the moves still have an effect.

    My Database has a lot of characters in it too and it will be a pain to update all of them to a new system, but I hope it will be worth it in the end.

    • Like 1
  3. I tried to work and play around with my Batman Database and realized, that the balancing between Heroes and Villains is complete crap. The heroes mostly have just some attacks and nothing else, while the villains have powers and attributes, that are way to strong. In part, the problem ist, that the Batman Family has no real superpowers and use their fighting skills and gadgets instead. The Villains have some superpowers and are much more diverse in their skills.

    So, I'm thinking about developing a Balance System for the Powers, Attributes etc.

    For now, my idea is, to set up a fixed amount of Points that can be used per character. Like, an Attack, that can deal up to 5 damage would take 5 points, a Healing power, that heals up to 3 HP takes 3 points and so on.

    The amount of points would be tied to the Star Rating. More stars equals more points. (I'm thinking about ignoring the Star Rating completely and give everyone the same amount of stars and points, but don't know, if that would break the matchmaking in the game).

    Where I'm not sure yet, ist how to handle Powers, that don't have a direct effect on enemies and friends, like Positioning Powers.

    It is a work in progress.

     

    How do you handle the balancing in your mods? Any tipps, what could work and what would not?

  4. 11 hours ago, Thane of Fife said:

    Anybody know the requirements for having a Faction Fight? I'm trying to test a mod and, even though the mod has a lot of factions that all seem to have a reasonable number of people, every time the game picks Faction Fight, it says that no content could be created. I've seen it work in other mods, so I'm not sure what's wrong with this one.

    I didn't do much with factions yet, but as far as I know, Popularity und Member Activity are important to find a match. Are enough Members of your Factions active and do you have Factions on the Hero- and Villain-Side with the same Poularity-Level, that have enough active Members?

  5. 4 hours ago, Floro101 said:

    I would love for there to be a simple storyline parameter where when a storyline triggers, the player gets to select a decision which would then fire another storyline:

     

    IE - After defeating Darth Sidious, do you kill him? If yes - Trigger event A, if No - Trigger event B

    Since the game itself has a lot of randomness in it, I used that as a mechanism to do that. I created storylines, that at some point split two ways. The game decides, which way it will go.

     

    For example: I start a storyline between Batman and Penguin. In Part 1 they both fight. Then fpr Part 2 I create Part2A in which Batman wins and Part2B in which Penguin wins. When a storyline is triggered next, the game either chosses A or B. Then I created all following parts with A and B, so the storyline has a sense for continuation. At some point I try to get it back on one track or I write two different endings, with two different effects. There is only the problem, that I have to consider the effects for everything else I write, so it has to be something, that has not the biggest impact on the whole universe.

    It ist kind of complex if you want long storylines. I for example plan something, where different characters choose sides with other characters and with every decision there comes a new Letter in it so it would be PartA, PartB, PartC, PartD etc. but it is kind of fun for me to create stuff like that. If only I had more time, then my database would be playable by now ...

  6. I guess this is to far fetched, but I ask anyway:

     

    Would it be possible, to add the possibility with movement powers, that the character with the power can transport other characters?

     

    I'm thinking of an artifact that works as a time machine (the DeLorean from Back to the Future) but of course it can only be possesed by one character. But it could transport at least three, as seen in the movies.

     

    With flight or teleportation it would be interesting, if characters could take other characters with them.

     

    Maybe it could work like a duo attack?

    • Like 1
  7. 23 minutes ago, Adam Ryland said:

    Sorry, I can't really do much about that. The download is secure and working fine on all my computers, and I've had one of my testers try it and they can get it too. The error appears to be at your end. I suggest trying a different browser like Firefox or checking your antivirus.

    It seems to have something to do with http and https as far as I could find out over Google. Anyway, I figured it out with Edge Browser. By opening the menu and select "Keep" the file can be downloaded. Not sure, what adjustments I would have to do on my PC to work around that, but I have the file, so problem solved for me.

  8. 2 minutes ago, Adam Ryland said:

    No. You can download the installer as often as you want and move the license between them as long as it's only active on one machine at a time. As mentioned above, it's exactly the same process as it's always been.

    Oh, okay. But what Download-Link do I have to use to get the installer? Where do I find it? On the website I only see the Buy button and Demo.

  9. 45 minutes ago, Almaida said:

    Sounds like you may have downloaded the jpg database instead of the gif one. If that's the case, then you have two options:

    1. Download and install the gif database instead (this would obviously reset any changes you've made, so I'd only do this if you haven't changed anything yourself).

    2. Mass edit the worker pics by doing the following:

    • Go to the main editor, select Workers and click Toggle List at the top right of the list.
    • Mass Edit should show up on the left. Select "Picture Becomes 'Their Name.gif'" in the first dropdown menu, and "Include Contracts" in the second one, then click Mass Edit.
    • Do a search and select Has No Picture from the list on the right, then you can manually attach any missing pics that didn't get attached in the mass edit.

    Hope that helps. 

    The folder says it is the GIF-Files, but I will try your suggestions. Thanks.

    • Like 1
  10. I maybe in the wrong game, but I_m pretty sure, that in the past there was a post around here, where most of the mods for the game were linked to as a kind of overwiew, what mods are out there for the game. Does anybody know, where I can find that post?

    Could be, that it was for TEW 2016 or even an older one, than I'm totally off here, but thought, I ask anyway. Maybe someone can help or has another link to an overwiev with mods for TEW 2020. Would be helpfull.

  11. Some questions regarding Artifacts: Since they are lost when a character is knocked out during a fight, does that count for Artifacts that can only be held by one specific character? Is there a way to let them keep those, even if they lose a fight (if not, could that be added somehow)?
    Or how do they get those Artifacts back? Do they have to have the Uncover quest/steal scheme to gain them, even if they are the only ones that can have them?

     

    And would it be possible to add schemes for getting Artifacts from heroes? It works the other way around with the Recover Artifact Quest, but Villains can't "steal" an Artifact from a hero, as far as I see, but it would make sense to have that in the game.

  12. 12 minutes ago, Adam Ryland said:

    No Problem and Where possible have a 100% / 1-in-1 chance of it; they differ only cosmetically at the moment, they may do slightly different things in future patches.

    Wouldn't it be more "realistic" to say, that "Where possible" has a 100% chance, because the character just kills everything and everyone whenever they have a chance for it just for fun, but the "No Problem" would be more like a 75% chance, because the character has no personal considerations about killing, but doesn't do it just for the sake of it, but when they feel like it or when dealing with a nemesis they want dead?

    Another question that comes to mind: if I give a villain an Assassination-Scheme, but they're stance on Killing is Never, would they even do the scheme or would the game ignore it then?

  13. Would it be possible to increase the Support Power with something more specific. I'm thinking of the Reduce and Outsmart Attacks. It would be nice if they could work for Electrical Attacks or Energy Attacks etc. Think for example of an EMP, that would only reduce the power of electric attacks/devices, but not other attack skills.

  14. @Adam Ryland In addition to this, would it be possible, to add some requirements in relation to the Balance of Power? Sommething like: "Balance of Power must be negative/positive" or even more detailed like "Balance of Power must be +5, -10 etc."?

    Also for storyline purposes it could be interesting to have a "Reset Balance of Power" Effect to start over new with the universe like DC does often with their franchise. That way, it would be also possible to tell a long continuous story without having the danger of the Balance of Power reaching one end before the storyline is finished.

  15. Okay, you got me. Sounds like fun. I will definitely take a look even if it may be just to find out why a roman emperor would choose Australia of all continents to settle down with his stolen time machine.

    And please inform me, when the big "Lizzard People Invasion During The Cold Winter Of The Alaskian Yeti Empire"-Update comes out ...

  16. 30 minutes ago, xul0999 said:

    What? No plunging headfirst into the unknown? While the intro panels should explain everything and are a welcome upgrade from readme files from CBH, I did notice I didn't upload them, and for that matter they no longer exist. I hate Windows more than ever now, but I'll update the readme and drop it in soon, and maybe go through and redo the intro panels eventually.

    To be honest, I don't have the time to play right now, so I thought, I just ask and try to get a feel for what this might be. But I'm also in for the ride into the dark and unknown territory of What Was the name of Your Terrain, again? when I find the time. Allegedly around christmas. I hope.

    Normally, I'm building my own Database with Batman and Co. but I would like to have some fun just playing the game with a fun Database sometimes, and this could be a fit for that.

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