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
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
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
Does "N" mean "never"? If so, it means that in DO D6 roll of 1 is not auto fail and roll of 6 - auto success
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.
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.
If i understand correct: I (Initiative) - influences movement acceleration and maneuvering(turn) speed of a regiment (and also who strikes first in combat round) M (movement) - influences only movement speed of a regiment
There also could be a possiblity that single Vampire vs Cavalry regiment is not an equal in terms of maneuvering since Vampire is alone character in regiment and cavalry has many model ranks.
As to the Reborn project, IMO it would be more realistic(proper) that Unit's(regiment's) acceleration and maneuvering speed is influenced by its files number (i.e. formation consisting of ranks (along the width of the Unit) and files (along the length of the Unit)). For instance, unit of 8 models in formation 2-2-2-2 (column) will be more "agile" than the same size unit in formation 4-4 (2 lines). For this we will have to implement "formation switching" like was in SOTHR but in more user friendly manner by drag and drop. This is not top priority feature but mere idea.
I also enjoy my first campaign for Empire. There are numerous things to criticize but in general it is good addition to Total War and Warhammer FB games series.
Also from his research for Necrominicon, Darkmancer has found that in Dark Omen Combat Rounds last 7 Secs Missile Rounds last 14 Secs Magic Rounds last 23 Secs
Is the combat round calculated in the same way as in tabletop? I mean when regiment A fights against regiment B - this is one combat A vs B with its own combat rounds, while combat where regiments C and D fight against regiment E - this is another combat C,D vs E with its own combat rounds too.
I will continue discussing game mechanic here following question about dice system used by DO in this topic (thanks for the link Olly!)
Olly are you 100% sure that DO uses six sided dice? It is a bit surprising since probability of 16% for any roll sounds too randomish for a tactical computer game, IMO. From other hand may be you are correct and that is what makes DO gameplay feels so fun.
In case if you are correct it means both SOTHR and DO completely replicates tabletop rules where single six sided dice (1d6) used for combat resolution rolls and double six sided dices (2d6) are used for moral checks and magic (AFAIK about tabletop rules)