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Crypt

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Everything posted by Crypt

  1. Re: 3D Star mapping software Now any scale could be used. The default ones are (minimum values) = 1 interStellar pt=0,0001ly 1 interPlanetary pt= 15000km =0,0001au but ly and au are still the basic units for xml datas (ex: orbit 1,02 = 1,02 au; star.X -5,4 = -5,4 ly, etc...) I tough about using rad (planetary radius) for moons but now i think the interPlan scale is precise enough to use Km.
  2. Re: 3D Star mapping software ANY COMMENT ABOUT THE CURRENT ALPHA UI WOULD BE NICE => Lclick: selection Ctrl+LClick: select and zoom to Shift + LClick: destination RClick + Move: rotate Wheel: zoom Return : enter or leave planetary mode (can also be enter/leave by zooming in/out) +: zoom increment +1 -: zoom increment -1 NOTE: The only two test systems containing planets are Sol and Trantor Sol. (launch the software, Left click on Sol and press Return => you will enter the Sol system.) To be fixed : - when clicking on "Stop" button or on one of the informations boxes (stars,planet or debug) the wheel event no longer work (press one of the checkboxes and it works again, .....weird.) I've tried to force the form focus but it did not solve the problem. Next steps: - optimize datas storage/loading - nicer informations panels and more datas - moons - sectors - UI for editing datas - click on stars/planets/moons in information panels to select it in the 3d view
  3. Instead of a final roll (6- or 8-) (which can be seen as unfair for very high chars) or a final mod (cf Ultimate Skill pages 18-19) (which can lead to too low or too high values) what about using this formulae: Untrained Rolls = CHA Roll-[(CHA Roll/11)X5] Familiarity Rolls = CHA Roll-[(CHA Roll/11)X3] ex: (char -22 to -18) 5- ===> untr 3- ; fam 4- (char -12 to -8) 7- ===> untr. 4- ; fam. 5- (char 8 to 12) 11- ===> untr. 6- ; fam. 8- (char 28-32) 15- ===> untr. 8- ; fam. 11- (char 53-57) 20- ===> untr 11-; fam 15- (char 103-107) 30- ===> untr 16-; fam 22- etc. any opinion ?
  4. Re: Star System Generation (Now at the RIGHT place :/) ok, at first let's start with that.
  5. Re: Star System Generation (Now at the RIGHT place :/) Yes ! It's very nice and i'd like to integrate it in SH_Astrogator The only problem is => SH_Astrogator is a C# application and your generator is a Perl script. I don't know what would be the best way to combine both (i don't know Perl so a C# convertion would be my favorite solution.)
  6. Re: 3D Star mapping software This is to be used for generic StarHero games. (i also make it for a friend who's currently GMing a D6 campaign in a self made world.) I don't have the Terran Empire, Worlds of Empire and Alien Wars books (yet), but i guess it will be possible to insert datas from these books.
  7. Re: 3D Star mapping software right now the xml datas are very simples (name, x, y, z, spectrum, size and a generic information field) because i'm mainly working on the UI. ====> it would be more logical for me to adapt my xml to yours. i'm very interested in your generator (which language ?)
  8. Re: 3D Star mapping software you could try that: http://www.mono-project.com/Main_Page i would not bet on it
  9. i'm currently working on a free 3D star mapping software to be used with STAR HERO. http://cryptmaster.free.fr/test3D/SHA.zip launch: SH_Astrogator.exe you will need .NET Framework 3.5 or Higher => http://msdn2.microsoft.com/en-us/netframework/aa569263.aspx your DirectX must be up to date (march 2008+)==> http://www.microsoft.com/downloads/details.aspx?FamilyId=740AC79A-5B72-447D-84F9-EE6407ED1A91&displaylang=en It works on XP SP2 and VISTA SP1. This is an ALPHA. This is just the beginning. Datas are stored in a xml file. By now you can zoom, rotate, select a star and a destination star (this computes distance), enter local scale by zooming in a star, etc.
  10. Re: Is the Hero the Ultimate System? for me the ultimate system would be = 100% exponential + high granularity + open-ended rolls + damage and attack in 1 roll + the same kind of customisation as Hero. So it could be a mix of DCH / Blood of Heroes (exponential) + Harp (granularity,open-ended rolls, damage & attack in 1 roll) + Hero (customisation)
  11. Re: (HR) Char/Skill & damage rolls Even simpler = Obviously the curves trouble can be cured by using straight modifiers and 3D6 vs 10. (again, the higher the better. Only the normal 3d6 curve is used.) => normal roll / 3D6 + ... etc 9- / -2 10- / -1 11- / 0 12- / +1 13- / +2 etc....substract 11 from the normal roll. So 3D6 under 16- would become 3D6+5 vs 10. If CHAR = 25, the Char roll is +3. A 15- skill becomes a +4 skill, etc...... This way automatic failure and success may still be used and combat is still simple = 3D6 + OCV - DCV vs 10. Hidden modifiers are easy to handle here because there is no need to ask for the success margin. This is an actual argument against the "roll under" method, not a psychological one. (please do not speak about D20....I do not play D20.)
  12. Re: (HR) Char/Skill & damage rolls Well, i think you're right and margin damage are not actually adaptable to HERO (mainly because of CSL used for increase Damage Classes and several other rules.) So i will keep using the normal rule. --------- Now, what about the first idea ? => CHAR and SKILL rolls converted to xD6 (in the WEG way, the higher the better.) I know the curves shapes would be different but would it be an actual issue ? ---------
  13. Re: (HR) Char/Skill & damage rolls In fact i think that margin damage should only apply to melee combat. IMHO Ranged attacks are more "all or nothing" than melee. You hit or not. So i think i would keep the classical xD6 damages for that (or a straight average value because the only variation in ranged damage comes, imho, from location.)
  14. Re: Why exponential progression doesn't work for damage target ? counter-attack ? Forum wars are f****** boring. I don't play this game
  15. Re: (HR) Char/Skill & damage rolls I've simply started at 11 = 3D6 whose average is 10.5 then add 1 pip for each +1. Dice codes's averages are roughly equals to the hero's rolls. eg. 18- ===> 5d+1 avg=18.5 But there are some minor differences for rolls under 11 and over 19 because of the average 1.5 step at each +3 pips. 9- ===> 2d+1 (avg 8) 24- ====> 7d+1 (avg 25.5) I think this is not a big issue (?) Using .... 3D-5 3D-4 3D-3 3D-2 3D-1 for values under 11 and 5D+3 5D+4 5D+5 5D+6 ...... for values beyond 19 prevents this issue. updated version = yes Because of the lack of automatical success/failure ? Putting this appart, high DCV are not more invulnerable than in the official version. I prefer that PCs make tactical choices to improve their OCV rather than relying on critical probability. But this is a matter of taste. Normal range modifiers are applied and "it's easier to hit the hex the target's standing in because the DCV of a hex is 3 or 0 if the hex is adjacent" (p381) ==> so i see no issue here. Why should it be differerent than against a moving target ?
  16. optional rule page 382 : "Or, for every point by which a character makes his Attack Roll, increase the average damage of his attack by 10%" thus do you think this fast table would be ok ? : eg: 9(2) for normal dmg = 9 Stun and 2 body 9(2) for killing dmg = 9 body Here average values start at margin 2 instead of 0. Do you think starting it at 0 would be better ?
  17. Do you think there would be any technical trouble if i change the CHAR and SKILLS rolls this way (this looks like WEG) => Everything would be computed as usual. Only final standard rolls value would be modified (eg. a skill 12+ modifiers 4 = 3D6 under 16- ====> 4D+2 VS 11) (eg. DEX 24 => 14- =====> 4D) Any specialist objection ?
  18. I've just said to Mr Sean Waters to: "Remember that in an exponential system adding ranks is multiplying values and substracting ranks is dividing values. So if you substract DEF from BODY Dmg you actually do BODY Value divided by DEF Value".... Please refer to the very first post, thanks. (And speak clearly and friendly please, who are you speaking to ?) Rough + You make no effort = End of discussion. Bye
  19. Re: Why exponential progression doesn't work for damage this table was a reply to Sean's post.... when i said :"you should start at rank 0 = value 1." => it meant exactly what you say. 1. Sean's did not speak about a 2^rk scale. 2. I replied to Sean. 3. In my post scriptum i said him he should use a 2^rk scale.
  20. Re: (HR) Char/Skill & damage rolls expanded version of the damage table: http://cryptmaster.free.fr/HERO/MODS/Damages.xls
  21. Re: Why exponential progression doesn't work for damage I did not dig, i've simply followed a "Similar Threads" link from a 1 day old thread and did not check the age of this one. This forum encourages necromancy
  22. Re: Why exponential progression doesn't work for damage I'm not sure what you're asking. Do you mean you don't understand what this is about ? If so, i may explain you the basic ideas behind an exponential system. (this is related to the very first post of this thread) => Let's speak about a scale where Value = 2^Rank Rank / Value 0 / 1 1 / 2 2 / 4 3 / 8 4 / 16 5 / 32 6 / 64 7 / 128 8 / 256 9 / 512 10 / 1024 11 / 2048 12 / 4096 13 / 8192 14/ 16384 15 / 32768 etc... The main interest of exponantial scale is that it simplifies several things by using - instead of / and + instead of X. Let's say that units are: meter, kg, sec, m/s For instance this can mean that if you have a Rank 10 Strength you can lift 1024 kg. It may means that you can throw a 256 kg item at R10-R8=R2 => 4 meters. Speed=Distance - Time eg: distance R8 (V260 m) time R3 (V8 sec) speed rank = 8-3 = R5 = 32 m/s Distance = Speed + Time Cinetic energy = Mass - 1 + (2 x Speed) (instead of S^2 * M/2) etc..... Understood ? If this is not what you're asking i'm sorry but i don't know what you're speaking about. I have quoted the very first post by Sean Waters so i think it's clear i've replied to it only. (no reference to other posts)
  23. Re: Why exponential progression doesn't work for damage this is exactly what i've said => "you should start at rank 0 = value 1." If you read french you may have a look here=> http://cryptmaster.free.fr/EXPON/ This is an exponential rpg system i'm working on. Note that "Base 2" means a "binary base." It's not the same think as what we are speaking about here. Maybe my english is not good enough because this is exactly what i've said => "in an exponential system adding ranks is multiplying values and substracting ranks is dividing values." so Rank 13 - Rank 4 = Rank 9 is the same as Value (Rank 13) / Value (Rank 4) = Value (Rank 9) is the same as 2^13/2^4=2^9 please, take some time to read before replying
  24. Re: Why exponential progression doesn't work for damage this is the kind of discussion which could answer to the question "is Blood of Heroes/DCH better than HERO" for supers campaigns ?...
  25. Re: Why exponential progression doesn't work for damage Remember that in an exponential system adding ranks is multiplying values and substracting ranks is dividing values. So if you substract DEF from BODY Dmg you actually do BODY Value divided by DEF Value. rank / value 3 / 32 4 / 64 5 / 128 6 / 256 7 / 512 8 / 1024 9/ 2048 10/ 4096 11/ 8192 12 / 16384 13 / 32768 if you want a real substraction of R13 BODY damage against R4 DEF you should in fact do V32768-V64 = V32704 which is (roughtly) the value of Rank 12.99xx. If you do a straight Body - Def you divide values. PS: you should start at rank 0 = value 1.
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