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Starwolf

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Posts posted by Starwolf

  1. Re: Gemini Ascendant Campaign

     

    Hmmm... We are unable to connect. I can see the server, but when trying to connect it runs for a very long time and then I get the message "Unable to load campaign, java.connection.exception: Connection Timed Out; connect". Just to make sure it wasn't on my end I tried 3 different machines, and even removed java and did a fresh java install. I have also tried removing maptools and doing a fresh install. I also tried upping the stack from 2 to 4. All to no avail. I am betting this is what Solron ran into last week. Any suggestions?

  2. Re: Gemini Ascendant Campaign

     

    I just bought a morph package from Daz for V4 and M4 for $1.99 on the PC club sale. I also picked up that new ship model :sneaky:

     

    Actually Nol, you seem to be pretty good at shooting from the hip... some of our best sessions occured when you were winging it.

     

    as for Fantasy... Terrie and I are game for anything. I even have a pretty cool idea for a fantasy character :hush:

  3. Re: Gemini Ascendant Campaign

     

    Hey guys, Terrie is starting to feel better. I think she had a major reaction to her flu shot, and it made her sick. We are sorry about the game this last week.

     

    That is one great map. Are the system stats listed stuff from the SH System rrecord sheet or did you design your own.

  4. Re: Gemini Ascendant Campaign

     

    Javascript has a lot in common with the macro coding as far as syntax. There will be a learning curve from the actual code commands and a few changes in some of the commands, but not all that many. And it is much more versatile than JSON or the macro code we have been tinkering with. Also you can write html with style sheets that dynamlcally spawn needed javascript code blocks (basically you can embed javascript code inside of html blocks. Plus javascript supports xml which should make creating an HD export into MT much easier not needing an intermediary interpreter like character tool.

  5. Re: Gemini Ascendant Campaign

     

    I see you saw my post over in the RPTools/Maptools macro forums concerning Hero explosions. Did you get some useable code or should I persue the explsosion thing further? At the very least we need both a normal explsion and a killing explsion, if you can then tweak it to make it work with your damage macro to affect targeted tokens, then we have a spectacular success.

     

    Now to start working on Character Tool... It should be able to import a Hero Designer xml export and then export directly into Maptool... macros and all.

     

    And there is supposed to be some kind of drag and drop thing coming for Init tool where you can create an init table in the tool and then during game tome drag and drop it into maptools 1.2.60 or higher, for an instant pre-configured initiative movement thingy...

  6. Re: Gemini Ascendant Campaign

     

    Kicking something like Flash doesn't need to be done on a per-target basis' date=' since it increments down by Segment, instead of Phase. Since there isn't currently a combat/Speed Chart in place, it'd be essentially useless I think.[/quote']Yup, I mis-typed when I mentioned Phase... the brain said segment, but the fingers typed phase... I hate it when that happens :D

     

    Oh yeah and we have a working combat/speed chart in place, only we have chosen not to use it, thus rendering any combat timers like flash or fades essentially useless. Those macro buttons for initiative, start phase, and end phase really work.

     

    If we choose to use them Nol (or the active GM) needs to go to view and open the intiative panel. Then either the GM or the players all click the initiative macro button, adding themselves to the chart. As the GM advances through the mvement sequence, and a given character is up tp move, a call for their turn appears in the chat window. The player clicks his start phase macro button. The player does his move which could include movng his token, changing facing (important with vision blocking and FOW in use), firing macros, typeing chat text, and adjusting token states/token properties. Finally the player clicks his end phase macro button, signaling ending his turn, and advancing the init panel to the next character. It sounds complex when I type it out like this but it is really One click for the GM/player to add to init, then during combat it is as simple as click to start, act, click to end next player click, act, click, etc... :D

     

    The only thing to remember is that the init tracker decrements backward through the phases, and we have to remember to take a post segment 1 book keeping pause. It tracks and calls for the actions IAW Hero canon, using SPD to place your phases on the chart then sorting by Dex in each phase, and even does a hidden Int roll off for matching Dex's in a given phase as a tie breaker.

  7. Re: Gemini Ascendant Campaign

     

    All of this macro thought also got me to thinking about states that have a duration like flashes. It is easy enough to apply a flashed state to targeted macros... and Brad has somehow got timers working for assigned states. So basically with his flash macro, when a target is flashed it sets the tokens state to flashed and assigns a variable to hold how many phases the target is flashed. As the combat advances through the initiative sequence, using the init panel, at the start of each segment the flashed counter decrements by one and when it reaches zero the flashed state is automatically removed from the token and a text message is displayed to flag the players/GM. I think his macro code also automatically modifiys DCV to account for states, like stunned, unconscious, prone, flashed, etc.... I agree with Nol that while his functionality is cool, his code is very convoluted (as in spaghetti code) and not very well commented. What I want to do is study his code and see if I can grok it enough to do a rewrite in a cleaner, leaner, and better documented way, for our campaign, and the rest of the Hero community.

  8. Re: Gemini Ascendant Campaign

     

    Well that is just ... cool as far as VBL goes :cool:

     

    As for n-ray/x-ray vision, if it comes up, I vote for what GA said :thumbup:

     

    I forgot what macro was throwing the error the other day, when you had me tesr with you. Do all the players still need to logon as gm for it to work?

     

    One last thing... this last night I had an epiphany on how to include all of the various hit location table types.

     

    we need a campaign propery "TargetType" this should be populated with the name of the appropriate hit location table.

     

    We need a variable "HitLocRoll" to hold the value of the hit location roll. I think we could make it an input or drop down box with options like standard (3d6), low roll (2d6+1), high roll (3d6-5), etc.

     

    We would need a variable populated with the nstunx, stunx, and bodyx (which stunx would depend on whether the attack type is normal, stun only, or killing). This variable should be the damage multiplier from which ever table is called by the "target type" property

     

    Finally somewhere in this mess we need the damage calulation algorithm that Nol has designed to account for defenses when computing the actual damage taken.

     

    Then Nols damage algorithm can be applied to update and display the targets state and damage bar.

     

    The final part to this whole thing would be the design of a recovery and a healing macro... Use recovery to regain stun and END, and to update the state display if it showed stunned, unconscious, or dieing. And the healing macro to regain body or drained/impaired characteristics. Of course we need a way when designing recovery/healing to prevent recovering/healing past the characters normal maximum characteristic. And lastly as an out growth of recovery/healing we can adapt that code to use in applying Aids and their fade, only instead of lowering and rasing back to max it would raise and then lower back to max. For now these can be manually applied to the token though.

     

     

    What do you think?

  9. Re: Gemini Ascendant Campaign

     

    Very interesting...can you set the types of vision that it blocks... so for instance If I have x-ray vision as a power and activate it can you make a vbl that allows the the x-ray vision to see and block other types of vision?

     

    More appropriate for our SF campaign... if we are in a dark area and Wade activates his IR/UV glasses will the vbl allow his sight while still blocking... ALVAREZ's :D

  10. Re: Gemini Ascendant Campaign

     

    Whew, I feel both chastised and all warm and fuzzy over the concern... and mostly sheepish for giving up so easily. I had watched both the boards and the server list until around 7:15 then I gave up and went on to bed. I get up at 0330 for work so that actually gives me around 8 hours of beauty sleep. And I NEED my beauty sleep, after that accident with the ugly tree :D

  11. Re: Gemini Ascendant - Technical Files

     

    KRuger Arms - A modular weapons manufacturer. KRuger specializes in custom order and modular weapons that are prized by exoctic game hunters, deep space scouts, bounty hunters, and some government agencies that have "special" needs. Most of their weapon systems are a throw back to the days of slug throwers rather than energy based. Hence they are extremely reliable in settings where "energy cell" based weapons may be ineffective or not able to be recharged. Part of their accessory offering include reloading supplies and equipment for those intrepid adventurers that are so far off the beaten path they need to reload their own ammunition.

     

    KRUger Arms MK-15 Autpistol: Effective out to 200 meters, this big bore, .50 caliber, spring loaded, gas operated, double action automatic, is a favorite of frontier scouts, large enough to discourage even a Torathian Silver Bear, and there are a full range of accesories available. The MK-15 comes supplied with one 10 round clip. Available accessories include a detachable barrel foregrip, a detachable shoulder stock that converts the Autpistol into a field carbine, a bipod that clamps to the barrel of the carbine, a detachable 9x Holographic Scope, a detachable laser range finder, a detachable silencer and flash suppressor, and a blown plastic compartmented storage case. Also available separately are spare clips, ammo pouches, form fitted gun belts with attached holsters, and reloading dies that fit our custom reloading equipment. Pistol weight loaded: 2 kg, Carbine weight with scope and silencer: 4 kg, Pistol Cost 750 tm, Full System Cost (Pistol and all Accesories): 1500 tm.

     

    Kruger MK-15 Autopistol: RKA 3d6, Variable Advantage (+1 1/4 Advantages; Limited Group of Advantages; detachable accessories; +2 1/4) (146 Active Points); OAF (Pistol/Carbine; -1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), 10 Charges (-1/2), Real Weapon (-1/4), Beam (-1/4), Limited Range (100 meters; -1/4)

     

    Detachable Accessories include (limited group of advantages):

    Detachble Butt Stock (Increases max range from 100 meters to 250 meters) +1/4

    Detachable scope (increases max range from 100 meters to 250 meters, or 250 meters to 500 meters) +1/4

    Detachable Silencer (invisible power efftects - no muzzle flash - sight group, or blast - hearing group) +1/2

    Detachable Bipod (halves range penalties - requires one pahse to attach and set) +1/4

     

    Note: I based the damage off of the Charrel M-55 Pistol as compared to the old game stats of Wade's Krugers compared to the blasters/lasers we had (sort of like comparing a Desert Eagle .50 to a more standard issue 9MM or .40. In the Hero Designer build it showed the base max range as 450 meters. I applied the reduced range limitation which is described as being at least 1/2 base max range and the level of the limitation is up to the GM. I imposed more than a 3/4 reduction of the base max range (from 450 meters down to 100 meters), but only gave it a -1/4 limitation as the gun can be modded with "detachable accessories" the negate the limitation and raise the gun back lightly more than the base max range (from 450 meters to 500 meters). I based the modified ranges off of RL personal firearms experience.

  12. Re: Gemini Ascendant Campaign

     

    Now this sheds a lot of light...and gives me an idea, if we are still runiing as a group for a character in the Shattered Frontier... a much darker character, but with a background theme that reaches back in time, about 450 years back :D

     

    And what does this have to do with fuel rods you ask?

     

    Not a damn thing :D

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