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Topic: Necrominicon (Read 1488 times)
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Darkmancer
Ghoul
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Posts: 61
Re: Necrominicon
«
Reply #15 on:
January 14, 2010, 09:29:09 PM »
Yes, Yes and Yes.
Although:
I'm going to be a bit tight about new army books, I want to keep the sides fairly distinct I'm not keen on just reskining and slightly altering existing sides as it just waters stuff down.
new spells yes, although obviously art will need to be draw for them. I'm thinking more along the lines of minor spells too, things like creating an illusionary squad, ice bridge, setting fire to arrows, a reinforcing zombie/skele squads.
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Cry woe, destruction, ruin, and decay:
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alavet
Night Goblin Shaman
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Posts: 599
Re: Necrominicon
«
Reply #16 on:
January 17, 2010, 08:40:38 PM »
will it be possible to fix some video issues? like now game plays very slowly and max resolution so i have to use medium q-ty textures.
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Darkmancer
Ghoul
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Posts: 61
Re: Necrominicon
«
Reply #17 on:
January 17, 2010, 10:23:20 PM »
The should be no graphic issues (hopefully), and I've already included support for multiple resolutions at both standard and widescreen.
Although the graphic improvement will be limited to the orginal (all be it highest settinsg), DO texture& sprites. New better quality sprites (or even 3d models) can be incorpreated but are beyond my capabilities/patience too produce.
I've implemented a the fight resolution code (no psyc), i''ve been slowed down though with collision as the xna libaries didn't have what I need.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
lordbraprus
Master of the Tournament
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Posts: 345
Dark Omen Expanded Multiplayer Mod
Re: Necrominicon
«
Reply #18 on:
January 19, 2010, 05:38:12 PM »
an the horribles bug or problems when units move/fight near a mountain, a roc a object that drives me crazy when in the 20 vs 20 units only 3 or 4 fight because the others are freezed so you have to make them flee to dis-freeze .. that things will be "fixed"
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ito maquiesves
Darkmancer
Ghoul
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Posts: 61
Re: Necrominicon
«
Reply #19 on:
January 19, 2010, 11:20:54 PM »
My system should be better although not perfect (don't expect miricles im not a professional programmer).
I'm going to emulate the DO system of engage all the enemy units on the side charged, then evelop one side. Now I think DO always envelops the right side hence problems when terrain interfears. I'm planning on necro scanning both sides and envolping the side that allows for the most units to fight.
Hopefully this'll reduce the "jams" that occur atm.
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The worst is death, and death will have his day.
Mikademus
Developer
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Posts: 375
Re: Necrominicon
«
Reply #20 on:
January 20, 2010, 04:29:09 PM »
Quote from: Darkmancer on January 19, 2010, 11:20:54 PM
My system should be better although not perfect (don't expect miricles im not a professional programmer).
No sweat, you seem to be doing an excellent job!
Quote
I'm going to emulate the DO system of engage all the enemy units on the side charged, then evelop one side. Now I think DO always envelops the right side hence problems when terrain interfears. I'm planning on necro scanning both sides and envolping the side that allows for the most units to fight.
Hopefully this'll reduce the "jams" that occur atm.
Perhaps the WH:TT rules could be applied? They approximately state that each combat round a regiment in melee can extended its formation with one model on each side from rear ranks, until finally the enemy is completely enveloped or there are no more rear models to move forward.
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Darkmancer
Ghoul
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Posts: 61
Re: Necrominicon
«
Reply #21 on:
January 22, 2010, 02:59:10 AM »
I did think about it (well i still am really), but i think the DO system works better in real time, than the TT system does.
It's something to test thou I suppose.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
Mikademus
Developer
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Posts: 375
Re: Necrominicon
«
Reply #22 on:
February 08, 2010, 02:00:13 PM »
Any news?
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Darkmancer
Ghoul
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Posts: 61
Re: Necrominicon
«
Reply #23 on:
February 09, 2010, 01:44:20 AM »
Not really i'm afaid, not much work been done.
What i've mainly been doing is rejigging what I already have to reduce the amount of data need to be sent between players.
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Cry woe, destruction, ruin, and decay:
The worst is death, and death will have his day.
Mikademus
Developer
Offline
Posts: 375
Re: Necrominicon
«
Reply #24 on:
February 12, 2010, 05:58:38 PM »
Quote from: Darkmancer on February 09, 2010, 01:44:20 AM
What i've mainly been doing is rejigging what I already have to reduce the amount of data need to be sent between players.
That's called "refactoring" and is an extremely important part of good software development, so I wouldn't say that you haven't done much work
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