October 22, 2017, 10:53:28 AM

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1  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Mordheim: warband skirmish (Android) on: August 01, 2017, 03:59:17 PM
TB Tactics in WH universe for Android

https://play.google.com/store/apps/details?id=com.legendarygames.mordheimfree
2  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: July 29, 2017, 07:31:24 AM
Movement revamp, collisions and more

Earlier this month, it was decided to go through complete code refactoring due to downsides of unit movement, i.e. drifting, stucking and other issues made movement look and feel not right. It was a tough decision and took 3 weeks of programming efforts but it was definitely worth it. Now, movement looks very spot on to the original Dark Omen's one and somewhat even surpassed it (more fluid, no way to repro DO "dancing bug").
Numerous playtests helped to succefully discovered precise movement speed formula used by units in Dark Omen. New map with tick marks for testing helped greatly to achieve this.
Another playtest sessions helped to find unit formation dependency in DO which has already been succesfully added to current build version of DOReborn
Next steps are implementation of proper unit collision which will allow to proceed with implementation of melee combat mechanic.

The video below demostrates mentioned updates:
https://www.youtube.com/watch?v=jtoPrg4tS7M

you may learn more at DOReborn remake project site:
https://blackdogs.atlassian.net/wiki/display/DOR/Dark+Omen+REBORN
3  Modifications / Troops / Re: Units speed in Dark Omen on: July 21, 2017, 06:44:43 PM
As far as i remember (it's been a while) there is a clumsy hardcode of cavalry speed:
It checks unit armor. If unit has what editor refers to as 'mounted armor', then speed is hardcoded and equals to infantry speed 7 regardless of what you set in Mv.

Very interesting info... Now I understand why cavalry becomes slower if you set its armor from "mounted" to "usual" armor in WHedit. It starts using its unit M speed (which is 4 by default).
Same goes with infantry, if you set its armor to "mounted" it becomes veery slow since it starts using hardcoded mount speed which infantry does not have. But if you set infantry mount (horse) it becomes fast.
Here is in-game test video which demostrates default cavalry, cavalry with "usual" armor and cavalry with "mounted" armor but no horse.  
https://www.youtube.com/watch?v=o31dWknOmt4

I also confirm that cavalry hardcode speed equal M7. Here is another in-game test:
https://youtu.be/Yg2TYf8zVZ0?t=280

But you can make cavalry type, non-zero mount byte (horse or boar), just set them regular armor: 0 through 4. Then you set mv = 9 (for wolfriders) and they run fast. Ijust hope that no 'mounted armor' does not prevent such unit from being a cavalry in all fight checks. It works properly in ctl though and no reason to suspect worse at lower code levels.

Addon: mounted armor may influence certain combat situations, like polearm infantry  cancels its bonus or something like that. But there is no other choice atm to make faster or slower cavalry.
I do not remember in TT rules that being a cavalry type gives unit any checks in combat and I presume that there is none in DO too. In TT, Mount just gives unit(models) +1 armor save, equivalent of 1 armor shield in DO.  

I am also sure that all cavalries in DO has barded horse due to the facts that:
- cavalry may have up to 5 armor shields which is equivalent of +2 save in TT available only to rider in heavy armor+shield and mounted on horse with barding.
- cavalry speed is M7 which is due to barding (though, if you upgrade armor to 5 shields M has to become 6 which is not the case in DO)

https://prnt.sc/fylxoz
4  Modifications / Troops / Re: Units speed in Dark Omen on: July 21, 2017, 06:43:35 PM
double post
5  Modifications / Troops / Re: Units speed in Dark Omen on: July 20, 2017, 07:16:38 PM
I tested units speed a bit and noticed that my Cavalry with movement=3 moved at the same pace as cavalry with movement=4. The only other difference in stats was initiative: 5 vs 4.


Cavalry unit movement (M) value does not affect its speed. Its mount does affect cavalry unit speed and mount M value is more likely hardcoded (tested in WHeditor)

Also noticed in WHeditor that Chariot has M8 and no mount, thus its M value affects its speed (unlike cavalry with mount) 
6  Modifications / Troops / Re: Units speed in Dark Omen on: July 20, 2017, 07:12:35 PM
Yes,
In Dark Omen, initiative affects the rate at which a regiment turns.
That said, if two regiments have the same speed, a regiment with higher initiative will move faster across the battle field.

I can't confirm that Initiative affects turn(wheel/reform) rate.
From my numerous tests Initiative affects only unit maximum(real) speed, i.e. after acceleration.
https://www.youtube.com/watch?v=9DPYlcmzMyc

Additional info:
If we compare a treant (i=2, mv=6) vs a vampire (i=7 or 8, mv = 6), we see that vampire accelerates much faster. Also, as there is usually no straight way between A and B, units have to turn slightly every now and then, and at each such turn vampire increases the gap between him and treant.
Vampire may even overtake a cavalry regiment (mv = 7), though if both units move along a straight line, cavalry seems to move a bit faster as it should be.

I would not compare Vampire vs Treeant as they are different in terms of model size (normal vs large correspondignly).

Also, one-model unit behaves differently than multi-models unit, so unit-size affects turn (wheel/reform) speed
7  Warhammer Dark Omen / Singleplayer / Re: SOTHR Game Mechanics- STATS on: June 23, 2017, 12:17:38 PM

Combat Rounds last 7 Secs


Can't confirm this. In my test so far combat round was 24 seconds (most of the time). I measured it by the time between death of models which was consistent in my case (but 2 times it varied from 24 to 28 seconds).
It was matched with the duration cycle of Ld test which I identify as "stay firm men" event by unit with unbreakable ability.
There are time delay between Model death event and Ld test event which varies from combat to combat but has equal cycle duration for each particular combat. 
8  Modifications / Troops / Re: Strength and strength modifiers in DO on: June 23, 2017, 12:09:47 PM
Okay me and olly have just spent the evenning testing strength and toughness leading to:

Dark Omen Strength v Toughness table

          Target Toughness

         1 2 3 4 5 6 7 8 9 10

     1  4 5 6 6 N N N N N N
S   2  3 4 5 6 6 N N N N N
T   3  2 3 4 5 6 6 N N N N
R   4  2 2 3 4 5 6 6 N N N
E   5  2 2 2 3 4 5 6 6 N N
N   6  2 2 2 2 3 4 5 6 6 N
G   7  2 2 2 2 2 3 4 5 6 6
T   8  2 2 2 2 2 2 3 4 5 6
H   9  2 2 2 2 2 2 2 3 4 5
   10  2 2 2 2 2 2 2 2 3 4
   

The boost button gives +1 strength

Two Handed Sword +2
Charging into the front: +1 Strength
Charging in the rear gives +2 Strength


After my S vs T tests I can confirm facts listed above tested by Darkmancer except that charging in the rear gives +2 Str. In my test Charge gave +1 Str from any possible flank. 

Just small remarks:
Charge (at any side) gives +1 Str for the first round only
The boost button gives +1 Str for 1-2 rounds (depends when you finish boosting unit)
Great swords give +2 Str bonus permanently
All above Str bonuses stack (cumulative)

P.S.
Other Str bonuses like from mount etc., I will test later after have firm confirmation of combat round duration
9  Warhammer Dark Omen / Tactical wargaming and other Warhammer games / Re: Tabletop Simulator - Warhammer 40k on: June 14, 2017, 12:04:45 PM
https://steamcommunity.com/sharedfiles/filedetails/?id=615944176
WH FB greenskins
Is it Mark of Chaos models and textures?
10  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: June 14, 2017, 11:51:00 AM
HUD was enhanced with mini-banners which pop up when units leave the screen
DOReborn: HUD enhancementpowered by Aeva
11  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: June 07, 2017, 09:31:29 AM
Added unit banner.
Movement were enhanced with beacons and unit makes reform maneuver on-the-go now.
https://youtu.be/hbax4jsewuk
12  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: June 04, 2017, 08:06:12 AM
Last update includes in-game cursor and some HUD elements:
https://www.youtube.com/watch?v=YsKNwYb39qM

Also, the project was migrated to latest UE 4.16 version
13  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: June 01, 2017, 05:07:42 PM
The May was very fruitful for DOReborn project.
Unit pathfinding is probably the biggest feature added this month. Along with improved movement it takes into account all walkable terrain on the level now.
The Level got deployment zone which does not affect gameplay yet. Also, some basic HUD elements and unit commands were implemented.  
https://www.youtube.com/watch?v=FVSD0X6uJi0

Last but not least is implementation of unit charge maneuver
https://youtu.be/4FoUhetTn_M

There are some minor bugs here and there but with such almighty developer as devast3d they are doomed to be fixed


14  The Remake Project / General Suggestions / Re: Dark Omen Reborn on: April 20, 2017, 07:34:36 PM
Are source and download of that BTB and SPR Ui tools available somewhere?
Hi Ghabry
I guess you can find them here https://blackdogs.atlassian.net/wiki/display/DOR/Relevant+links
If you do not have access to drive just push request
15  Warhammer Dark Omen / Help Section / Re: Hi! New in forum but old viewer of this site. Need Help on: December 24, 2016, 07:32:26 AM
First of all, Im searching for a vanilla version, without mods.
Second, the PC detects the download as virus.

Well, I ask for a "guide for idiots" to get the game and play it properly on windows 10. I need very clear steps for doing it because English is not my native language (as you can see I guess)

Hello!
If I am not mistaken, there is no vanilla version to download just mods and guide how to run vanilla game on contemporary PCs with/without mods.
You can buy DO vanilla at Amazon for 10$ or use torrents

P.S.
Your English is absolutely fine
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