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91
Editing A&A / Re: Peewee Mod Fork 1.3.1
« Last post by peewee_RotA on March 23, 2016, 10:56:34 AM »
I am working on a branch of pwmod to fine tune things a bit better (a big thanks to Markus Ramikin for the suggestion to do more playtests. You've been awesome!)

One change was to redo the monster type damage calculations. The axe had become way too powerful because roughly 50% of enemies in the game have plate armor or are "vs large" which gave a bonus. Many unexpected enemies have this armor type including Eastern Archers, Most Barbarians, and the Lost City guards. It seems like this was done as a balance to make sure that lightning and piercing damages could act as the largest bonuses for melee characters. It's also why the lightning spell does so much damage. So it's a great feature in the original game, but the monster type calculations kind of suffered because there is very little variation throughout the game.

So I fine tuned the bonus and also added small bonuses to elemental damage types even if they have an alternative effect. But I feel like there is a better approach to the damage modifiers.

What if different weapons used different random spreads? Many tabletop games use this concept to differentiate weapon damage types. For example:
d12 is 1-12 with an even probability for every result
d10 +2 is 3-12 with an even probability spread but a higher minimum.
2d6 is 2-12 with a high chance for a 7 and a low chance for a 2 or a 12.
3d4 is 3-12 with an even higher chance for 7's but a very low probability for 12 and 3

These many different approaches help to make different types of weapons a different experience. Kind of a customization thing.

So some details on how the melee damage calculation works. The base damage possible with each swing is Weapon Damage * Strength / 2. (Knights, sailors, and mercenaries get a bonus on top of this). Every individual swing does between this base damage and twice the base damage by doing (d100%) * base damage + base damage. Then accuracy is used to determine if it is a critical hit. You have half your accuracy % chance do a crit, which doubles damage. There is a slight change to the crit calculation in pwmod... but it's basically the same concept.

I think it would be better to do the following for weapon types:
Bladesbase + d100% damage (normal)
Axesbase + (d50% + d50%) damage
Bluntbase + (d25% + d25% + d25% + d25%) damage

Here's a chart showing how the randomization is distributed for these
http://anydice.com/program/7f5f


There is also an opportunity on top of this. Games like RoleMaster used different critical charts for different weapon types. Long story short, swords had a low chance to crit but all crits were pretty devestating. Maces had high chance to crit but very few crits were devestating, most just added some damage.

So there is room for even more customization. Perhaps daggers only do base + d50% but have double the chance to do a critical. Perhaps maces are twice as likely to crit but only add half damage. I'm not sure on how to apply this detail yet, but it's a very powerful concept. I think I'll do a play through with different concepts applied to see how it goes.


But before I move on I did want to touch another concept that comes up from time to time. The calculation uses strength only to get melee damage. What if it were half strength and half speed for swords? Well.. this is a mathematical conundrum that is not very obvious. Let's take the Ultima franchise as an example here because they did this. So in Ultima 6 swords do damage equal to 1/4th STR + 1/4th Dex. That means that at 20 STR and 20 DEX you do 10 damage. Alternatively maces do half strength. So a Str of 20 and a Dex of 20 does 10 damage.

Now let's gain some levels and visit some shrines. We add 10 strength to get 30 STR and 20DEX. Now our sword does 12.5 damage and our mace does 15 damage.

But what if we were to focus on both? Instead we added 5 to strength and 5 to dex to get 25 STR and 25 DEX. Now our sword still does 12.5 damage and so does our mace.

This is because we're contributing to an average not to a sum. So the ratio of 1/2 in STR is directly summed. The 1/4 in STR and 1/4 DEX for the sword is actually increased on the average before applying a ratio. If we view it as a ratio it's STR / 2 for the mace but (STR + DEX) / 2 / 2 for the sword. A step to average two sums before taking the ratio.

So I just wanted to add an aside that I always consider partial stat contributions but am aware of the limitations.
92
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 23, 2016, 10:34:01 AM »
Thursday at 7:00EST still good?
93
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 19, 2016, 12:59:38 PM »
94
Made some more changes to make players stay in the player list until they go to the guild or quit. Added more descriptive user names.

Download an alpha here
https://drive.google.com/open?id=0B53xwpRlaEsdTE0tZFJaMHJ4cVk

Extract to your installation destination and overwrite aa.exe
Default installation is C:\Games\Amulets & Armor
95
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 19, 2016, 07:02:20 AM »
I'll definitely give that a try. Thanks!


I spent the morning doing some Town Chat tweaks. I have to merge it into the main fork yet, but it no longer removes players from the player list if they visit a store. There's also a logoff message. I had some issues with notifying the game if someone enters the guild, though. It seems like if a player exits the Guild the HardForm code loads the town then the guild then the town again for some reason.

I should be able to use one of the guild messages instead though. If not, I'll add a new one that only sends if someone opens the guild.
96
General Discussion / Re: Really funny comment in the codebase
« Last post by peewee_RotA on March 19, 2016, 05:42:41 AM »
GUILDUI.C - Tests left over from adding/removing people:

Code: [Select]
/*
    GuildUIAddPlayer    ("Joe Shmoe");
    GuildUIAddPlayer    ("Jack Sheet");
    GuildUIAddPlayer    ("Wonder Woman");
    GuildUIAddPlayer    ("Super Man");
    GuildUIRemovePlayer ("Wonder Woman");
*/
97
General Discussion / Re: Multiplayer anyone?
« Last post by LysleShields on March 18, 2016, 05:29:01 PM »
Client syncs were set to 10/second back then.  We can probably up it now.
98
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 18, 2016, 03:44:12 PM »
So everything went relatively smoothly yesterday, should be available tonight at 7:00pm eastern again.

Noticed there are a couple big needs for multiplayer as well that I'll enter as a bugs as I look into them.

First, players look like they log off if they enter the store or the guild. There really should be a player list somewhere. Maybe status updates.

This list of players should list classname and level. Right clicking a player should do the same thing.

The scripting is really lagged. Events can happen too fast or be very delayed and it makes it hard to tell. The druid poison trap on level one threw us for a real loop.

Along the same line, the client sync's don't seem to be often enough. There needs to be some interpolation between packets.


All in all, it was really fun and this game is surprisingly well suited for multiplayer. There are a lot of little nuances (like hiding behind trees and sharing loot) that have lots of potential.
99
General Discussion / Re: Multiplayer anyone?
« Last post by peewee_RotA on March 17, 2016, 06:14:01 PM »
Server is on 24.154.234.91

Fastest way to get ahold of me is Google Chat. My G+ Id is:
https://plus.google.com/u/0/+peeweerota/posts
100
General Discussion / Re: Multiplayer anyone?
« Last post by Chagero on March 17, 2016, 03:24:17 PM »
Sure, I will join in. For quest packs, I have the two community packs that you made installed. I have one that I have been working on, but I can remove that for the time being.
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