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Messages posted by: Dracos  XML
Profile for Dracos -> Messages posted by Dracos [176] Go to Page: Previous  1, 2, 3 ... 9 , 10, 11, 12 Next 
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Hmm, I get a UT3 Critical Error Message when trying to use v7. This is the One thats on the default .U File one not the invasion .U File. Reloaded v6 and it worked fine.

Edit 1:
Ok when i "install" the invasion mod along with its .U file it works fine. Maybe your .U file in the default folder is the one for the invasion?

On a side note, is it possible to change the key bindings. I'm not really an wasd user and more of a arrow key/numpad user.

Edit 2:
Also is it still planned to have the .ini file be able to fine configure the abilities/weapon mods more then they are.

Example
DynamicAbilities=(Id="AmmoBonus",AbilityClass=Class'BattleRPG.BattleAbility_AmmoBonus',AbilityName="Ammo Bonus",AbilityDescription="Your weapons can hold 10% more ammo per level.",AbilityMaxLevel=10,AbilityLevel1Cost=5,AbilityCostIncreasePerLevel=0)
 

Where 10% can be changed to X%.

OR

Example 2
[BattleRPG.BattleWeaponMagic_UltraGib]
MagicName=Ultra GIB
MagicMaxLevel=5 


Where you can change the value of the +% Damage Modifier (like Ultra GIB is 50% to where I could change it to say 100% per + level.

Just wondering or will those be hard coded into the U file and need to edit via that way.

On a second side note, Mana Regeneration on weapons is a little quick. Shouldnt it be a little slower as if you have one of these, your mana is full in like 1-2mins.

Wow I gotta stop making Edits.
Edit 3:
Just came to me, will the experience be available to be changed in a future version.
Couldnt you shade the text on abilitys you cannot by, This way the order doenst need to be changed and you can still read the text if you want to but Instead of being like White Text, make it a darker grey text on the ability list. Is it possible. I'ma try to get some testing done with my lan friends and see what its like so far.
Ya Score, XP, and Adrenal gains are are tied into each other. I like to give you a heads up that if you use Monster Manager 1.8, the scores for the monster's do not work. You have to modify the scores through Satore's MonsterConfig Mutator. HOWEVER, using Monster Manager 1.8 will DOUBLE all score worths for each monster. So if you set a titan as 16 points, it will double that when the monster dies and give 32 xp, 32 Points (and 32 Adrenaline).

Also you can go beyond the 15 score limit that Satores MonsterConfig limiits, just edit the .ini file and scroll to the bottom, the monsters score can be set to anything from there, (Just dont open up the Mutator Config for Satore's MonsterConfig or it resets it to 15).

I liked Monster Manager 1.8 but the score doubling was pissing me off since it was giving to much adrenaline. I like the ability to show actual health values of the monster and a kill sound when you go the kill on a monster. Also the Randomization of Monster Health/Size/Speed was fun. I had a Golden Pupae in Round 16 that had 2000 life, gave 50 XP/Points (was doubled to 100) and was actually quite a killer. Plus it was 3 times the size of normal pupaes and was very fast. Sadly I no longer run Monster Manager 1.8 due to the score doubling (and thereof Adrenaline/XP doubling)
Thx a ton. While ya being more configurable is more complicated for both the coder and the server admins, have the ability to customize the mutator can make for some really nice gameplay. Like if a magic modifier or ability seems to powerful to one admin, they can easily change it to make the game so much better.

It was one thing i liked a little with 2k4's rpg. While the customization wasnt extensive, the little bits I could change easily through an Ini/config file did wonders. My example was the Piercing Weapon's for Invasion. I felt that they were more powerful then several other weapons and had a pretty high chance of appearing compared to abilities like Rage. I was able to nerf the the chance down and it was a nice balance to my server.

I'm looking forward to the coming months as the Invasion and Battlemod/RPG mutators evolve for UT3. So far the outlook looks promising. Keep up the good work.
Nice. Quick question though. Eventually we will be able to change what each value is for each weapon later on right. Like "of Damage" we can change the +Range to whatever we like and how much %damage per plus. Same with the abilities, like Changing Damage bonus from 5% to like 2% per ability level right.
I see what was my problem now. The effects of the ability purchaces do not take effect till the next life. Everything seems to be working now..... Thanks.

I guess thats what i get for not dying when im testing .

Also where do you add the ?mutator for hosting matches. I'm still a bit new at working around all the files and such with Ut3.
Dragonmaster83 for UT3 for me. Mostly been playing lan with a group of buddies but I get online once in a while.
I've always had problems with various things when trying to run extreme invasion. Monster Manager 1.8 is buggy to use as for 1 it will double all the points a monster is work (thus doubling the xp) Also its pretty much impossible to set the monster stats as the higher levels, you will do only 1 to monsters (did for me anyway at level 80+). Problem could be stemming from Extreme Invasion to the artifact spawning.
I dunno if I missed something or not but it seems to be bugged when I use it. For one, Health Regen, while working, regens all the way to 200 even when i have 0 points in Health bonus and health bonus didnt seem to add any more life. Ammo Regen did not work along with weapon speed. Also for some reason when i use it, the map in VCTF disappears.

I moved the 3 files where they needed to be but nothing was said for the classes folder that had to be installed or where.

Few remarks... Health Regen is powerful in its current form as people said for the default price. Also the 999 Health once maxxing mana is a way tad on the Op'ed side. In CTF matches, It usually means you will score the flag as 999 health is excessive. I like the format and the ability to customize the abilities in the config file.

Looking forward to see what this becomes. Also this was under the 1.1 patch if it matters.

FogRaider(_MM) wrote:
Another thing that would be cool is if we could have a Team Monster Hunt / Team Invasion game mode. Two teams send waves of monsters at each others' bases, whilst the players try to use their skills to turn the battle in their favor. 


Something like both teams have monsters attacking them and each base has abilities to help. The other team can take 1 member off thier defending force and cross the battlefield to the opponents base and sabatoge it.
As far as I know, Current Public Release is Druids 2.00. 2.00 does not have engineer with it nor all the other goodies. Current version on the DC server is I think 2.14 due to them still working on the bugs with the engineer class and its balance.

It seems that it is close to public release according to druids post in the RPG development forums. I'm certain theres a lot of exited server admins (me for one) that cant wait to upgrade.

The only way I can remotely see someone else having the engineer version is they used the Cache extractor and then built the Ini file and such (so much trouble) but even then I dont know if its possible to get everything.
I miss snow but its what I get for being in SC. Would want to move back to Anchorage, AK again someday, absolutely beautiful up there.
Grats Shan.

~Refills Glass, Raises it~ Cheers
I know that your planning to release the new version to the
General populace soon but I have a question regarding the monster pack. Is the DC Monster pack going to be released with the new version or will that stay only server side? I'd like to use a few of the monsters from the DC pack for my server and just wondering if that is going to be available as well?

Szlat wrote:
One thing we haven't discussed is Stats. In a separate thread we discussed how Stats should be capped differently for different Classes, but we haven't discussed what should be Stats. I suppose if an ability is available to all classes, and it has a numeric incremental value, then it could be consider for a stat.

UT2004RPG had 6 Stats -
Weapon Speed
Max Health Bonus
Max Adrenaline Bonus
Damage Bonus
Damage Reduction
Max Ammo Bonus

Is this the list we want?
  • Weapon speed. Although I am not sure a pure wizard would ever have a positive weapon speed bonus, I think we need to leave this in. It can be used by all classes as a guide as to how fast to do things.
  • Most RPGs have the equivalent of a health bonus, so that is fine.
  • Adrenaline. In UT2004, the adrenaline bonus got added to the base 100 max. Now, we will probably be starting from zero - unless we default everyone to starting with 100. I think in
  • Damage Bonus/Reduction. In
  • Max Ammo Bonus. I am not sure about this one. Should we instead just have a resupply stat? Or should both be abilities?

    There are other things we could consider for stat status:
  • Quickfoot - walking/air/vehicle speed
  • Max shields - similar to health bonus but for shields
  • jump height
  • Air Control
  • Iron Legs
  • If Max Ammo is a stat, should smart healing also be a stat? And have a similar stat for shield pickups also? I think no for all three
  • If we are considering resupply as a stat, should regeneration and adrenal drip also be stats? I think no to all three

    I suppose if Stats are just numeric values changes, and do not do anything on a timer, then resupply and regeneration should not be stats.

    Thoughts? 


  • Well the base 6 for sure. Also I always did want a Shield Stat instead of the Shields Up ability. For most of the abilities you listed, Id have to say that they should remain as abilitys and not stats.

    Also it would be nice if Admins had the ability to change what each point gives each stat.

    The Core stats in Ut2004 were really balanced IMO. The only adjustment I would change would be Nerf the Weapon Speed to be 0.5% instead of 1% per point.

    Currents.
    Weapon Speed - 1 point equals 1% faster weapon speed.
    Health - 1 point equals 2 points of max health
    Adrenaline - 1 point equals 1 point of max Adrenaline
    Damage Bonus - 1 point equals 0.5% damage increase
    Damage Reduction - 1 point equals 0.5% less damage taken
    Max Ammo - 1 point equals 1% more ammo to be carried.

    As Additions.
    Shields - 1 point equals 1 point of max shield

    For regenration and such, either they all should stay as abilities or we do away with abilites all together and make everything stat based.
    --------------------------------
    Full Stat Base. Beta Idea

    ~Regeneration - 1 point equals 0.05 Health Regened a Second. (Unless its possible to handle fractions, it would be 1 every 20s and such.

    ~Vampire - 1 point equals 0.5% of damage is also leeched to the player

    ~Smart Healing - 1 point equals 2% more health and shields gained from pickups. {wont need ammo since ammo is already based of max ammo, also can split this into 2 abilities, Smart Healing and Reinforced Shielding}

    ~Quickfoot - 1 point equals 1% increase in movement speed.

    ~Energy Leech - 1 point equals 0.25% of damage is also leeched as adrenaline

    Etc.

    And for stats that cant have a direct % of increase, like Loaded Weapons and such, have it as a progress. 1 point equals 5% of progress to next level of Loaded Weapons.

    But I think we either keep it the same as it is and add Shields to it and have the ability to change the values of what each point gives or just turn everything into 1 giant stat page.
     
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