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 91 
 on: June 15, 2015, 09:37:37 AM 
Started by JeenLeen - Last post by CraigStern
Oh, weird. I hadn't heard about this before! Have you tried playing in windowed mode--does it happen there as well?

 92 
 on: June 15, 2015, 09:21:19 AM 
Started by Sonicjumper - Last post by bugfartboy
While the game is open to modding, there are some things that would require a hard modification of the game's engine itself (which would be in violation of the EULA for the game). With regards to renaming attributes, I think they're hard-coded but I have no idea how difficult/easy it would be for Craig to allow changes to how that data  is displayed in the various tool-tips. If he allows that, you could get your 7 new elements just by renaming Slash, Pierce, Crush, and Mental to whatever you need while still using the original names in everything else (such as the element property in Atk lines).

 93 
 on: June 15, 2015, 08:42:46 AM 
Started by Sonicjumper - Last post by Sonicjumper
What would be amazing if Craig just implemented the ability to rename character attributes, such as "Psy Power" to "Magic Affinity" or something, so that the lore of my story works a little better with the engine. Of course, I have no idea how complicated that may be or if it's a hardcoded value, so I'm not demanding it, it would just be a nice feature. Maybe someone in the community can make a mod that does something like that; there's endless solutions because the game is open to modding.

 94 
 on: June 15, 2015, 08:29:40 AM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in which the the game would freeze at the conclusion of Annel Stormhunter's goodbye speech

--fixed a bug in which character portraits would sometimes get mixed up when swapping deployment tiles around a lot.

 95 
 on: June 15, 2015, 08:17:53 AM 
Started by CraigStern - Last post by bugfartboy
When you get the mean nasty bugs squashed and start focusing on added new mechanics (scripts in Atk tags being the one I want to focus on here) how difficult would it be to specifiy different scripts to run at different frames of the attack: at least one before and one after the attack lands, or on either side of attacking each individual targeted unit if possible. Also would it be possible for the game to generate an array of units that the attack is currently targeting/targeted?

The reason I ask involves adding tags to do moreor less damage with that specific attack only based on targeted stats such as class, percentage of health remaining, percentage of energy remaining, etc.

If that's not likely to occur, oh well. Being able to run even one script on an attack would be cool.

 96 
 on: June 15, 2015, 08:08:02 AM 
Started by Sonicjumper - Last post by bugfartboy
I think I've asked Craig in the past and he had no intention of allowing custom elements. While his plans may have changed since then, I have an idea for handling your different types. It'll depend on what Craig thinks of my idea as to how scripts in Atk tags could be implemented.

 97 
 on: June 15, 2015, 08:02:06 AM 
Started by CraigStern - Last post by CraigStern
Will you make it possible for multiplayer maps that players can rearrange their troop positions? I don't want to have to write down and memorize which position is occupied by which slot.

That would be nice! I'm still focused on fixing stuff in single player, but I can put that on the Wish list for sometime in the future. :)

 98 
 on: June 15, 2015, 08:00:28 AM 
Started by Grottle - Last post by CraigStern
Whoops--there was a small typo in the scripting there. Fixed for the next update. Thanks for the report!

 99 
 on: June 15, 2015, 07:56:35 AM 
Started by Sonicjumper - Last post by CraigStern
Moved to the Campaigns subforum. I think the (Unfinished) tag in the thread title should be sufficient to tip people off that it's not done yet. :)

 100 
 on: June 15, 2015, 07:55:47 AM 
Started by CraigStern - Last post by CraigStern
This topic has been moved to Telepath Tactics Campaigns.

http://sinisterdesign.net/forum/index.php?topic=1555.0

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