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Messages - SmartyPants

#256
Forum Games / Re: Associations Game
October 31, 2012, 03:40:59 PM
River
#257
General Discussion / Re: Ask the developer a question!
October 31, 2012, 03:39:41 PM
Quote from: Plague SternGarrett the Impaler. Feel free to take a wild guess what character class he is.
Clearly, he is a psy healer

If Set wasn't a pacifist, then could he kill someone by using Solid State Shield?
#258
General Discussion / Re: Ask the developer a question!
October 27, 2012, 02:25:31 PM
Quote from: CraigSternI want this game to be full assed. Think about that for a second.
I looking forwarded to the full assed game!
#259
Quote from: CraigStern on October 11, 2012, 03:27:05 PM2. Get the game early, with full access as it's being developed!
Would this be the equivalent of pre-ordering Servants of God?
#260
I don't think the photo gives the animation justice.  The Shadowling moving is kinda creepy, but that is what makes it so cool.

On a side note, why do all the sprites look down at the end of each move?
#261
You guys are still doing this?

Victoria: 12
Tasmania: 72-
Coral Sea Islands: 78
Australian Antarctic Territory: 33+
New South Wales: 55
#262
TRPG2 / Re: Shadowling aging process
October 20, 2012, 07:13:51 PM

If one includes the theoretical Orange and Yellow age groups, then the shortest, full life span of shadowlings is 250 years, because neither Festus and Darkling change colors after the five decades between TRPG2 and TSoG.
#263
Can't wait to try all those alliance battles!
#264
TRPG2 / Re: Shadowling aging process
October 17, 2012, 10:44:46 PM
Quote from: Shadoroq on January 30, 2011, 06:09:32 PMThe aging process of Shadowlings intrigues me, so I devised a chart estimating their color. Theoreticals (Orange and Yellow) included.
This is an interesting work, and it is a good way to show the theoretical age progression of shadowlings.  The only issue with the graphic is that shadowlings age mush slower than the chart shows.  Both Darkling and Festus have yet to change colors during the nearly five decades between TRPG2 and TSoG.  That means that it probably takes more than fifty years for shadowlings to age enough to change colors.  If one ignores the theoretical Orange and Yellow age groups, then we are left Red, Purple, Blue, and Green.  If it takes more than fifty years from Red to Purple, Purple to Blue, and Blue to Green, than that means that shadowlings' life spans are at least 150 years long.
#265
Quote from: CraigStern on October 16, 2012, 02:23:47 PMI'm pretty sure the answer to the question about Barriers is yes. You'd need to create a new character class with a movement of 0, create its attack, assign it that attack, then name that new character class as the thing being created in a new Create skill. The only thing is that right now, it wouldn't attack automatically, and would probably be susceptible to backstab. I'd have to double-check to make sure, though.
Would it be possible to create Barrier by coping and pasting the Solid Stae Shield attack, but then change the name and adding an attack?
Also, didn't barrier also have a backstab issue in TSoG?

Quote from: CraigStern on October 16, 2012, 02:23:47 PMAs for the charges: right now, Explode is the only attack that triggers upon character death--there is not currently any way to create an alternate version of it, although you can always go into the Attacks.xml and modify the Explode attack itself, including granting it a different element.
There goes my hope of modding an Engineer into an Alchemist that uses a varity of elemental bombs.
#266
It is also possible to summon Barriers or Charges that do elemental damage instead of explosion damage?

Quote from: CraigStern on October 15, 2012, 05:32:01 PMEDIT: For the record, I'm not going to actually keep Summon Stone Golem in the game--it would be massively unbalanced. I just created it to confirm that the functionality is there.
The only way you could get away with such an overpowered attack is to make the user into a boss.

Quote from: Ertxiem on October 15, 2012, 05:45:42 PMFurthermore, if the engineer needed to gather some resources from different places on the battlefield, that would certainly solve the problem of building an army of expendable units in a short time. On the other hand, gathering resources could mean a different kind of game...
That seems like unnecessary work unless Engineers also need to gather resources for bridges and barricades.
#267
Is it possible for a Mod Character to use Multiply like Cygnus?  Instead of creating a solid state shield, barricade, or change, can a mod skill create another unit?
#268
Quote from: Chocobo_Fan on October 13, 2012, 05:59:19 AMI'm not particularly interested in physical things or bonus rewards.
I agree. I don't really need a poster.
#269
Telepath Tactics (2015) / Re: Aquatic Movement
October 09, 2012, 02:22:47 PM
Quote from: Ertxiem on October 08, 2012, 04:57:24 PMHowever, the equipment (armor and weapons) that the units may carry can penalize them, that could be seen in terms of health.
One would expect an aquatic unit to have less heavy equipment than its grounded counterpart.  I am going to use the swordsman class as an example to explain the difference between land and aquatic units:
  • A land swordsman would be like a heavily armored knight.  The knight has heavy armor that protects him.  Although the heavy equipment makes the knight formidable on land, he would be incapable of swimming in the water due to the extra weight.
  • An aquatic swordsman would be like the lightly armored pirate.  The pirate lacks the strong armor of the knight, but he will be able to swim because he wouldn't be burdened by heavy armor.
This means that when someone is modding a swordsman to be aquatic, they should make the aquatic unit have less armor (which means less health and physical resistance) than a regular land unit.  Since the aquadic unit wouldn't be burdened with heavy equipment, the aquadic unit shouldn't lose health for swimming.  However, swimming still should still cost extra energy or movements for an aquadic unit, yet it should still cost less energy/movement than the regular land unit in water.

Quote from: Ertxiem on October 08, 2012, 04:57:24 PMJust thinking about the maps, we could make things interesting by making a cave accessible only by swimming, or we could swim through a shortcut to arrive faster at some part in the map.
Those are some interesting ideas.  I was mostly thinking of making aquatic enemies, but aquatic units that players control sounds like a fun thing to try.
#270
General Discussion / Re: Ask the developer a question!
October 09, 2012, 02:08:47 PM
I was looking over the Match Options for TT, and I was wondering if you plan on letting people toggle with Friendly Fire like in previous games.