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Author Topic: Aqizzar's Automatic Annihilation Ængine  (Read 11781 times)

PTTG??

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #105 on: June 15, 2009, 10:48:09 am »

Depends where I am in my tutorial. I could do some testing for you.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #106 on: June 15, 2009, 12:24:10 pm »

Depending on my freetime I may be able to do some coding for you.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #107 on: June 15, 2009, 01:11:23 pm »

Kane: Aqizzar has mentioned that W could go to 2 for non-heroic characters of size 1.

Since noone seems to object to this set of stats, I'll wait for the combat rules before trying again.
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Org

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #108 on: June 15, 2009, 07:46:29 pm »

I think I might just have a Dwarf Legion.

But, Aqizzar, have you thought about Force Organization?

And are we having Attacks?
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inaluct

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #109 on: June 15, 2009, 10:19:49 pm »

A pale, starved figure emerges from his subterranean captivity. He squints at the blinding sun, and then vomits all over everything. His day or so long mute is over.

So, how's this coming? I'd be willing to help with the coding by learning C++ and then trampling and breaking everything in my futile attempts to be competent, if that's what you need.
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #110 on: June 15, 2009, 10:24:02 pm »

Org, I already answered both of those questions, several times.  A model's number of hits in close combat is part of the design of the "attack" they use.  Force Organization comes after unit construction.

Going back to earlier stuff about magic, lemme clear up a couple things.  Clockwork reliable stuff like Magic Missile or Burning Hands crap can be designed by effect like any other attack, and just rationalized as magic.  Any extra effect of that concept, or more complicated Warhammery "battle magic", lies way in future, behind more pertinent stuff.

Again my goal is to lay down enough basic elements for the game to actually be playable, then comes fancy stuff.  Remember this mantra: you can't have special effects without first having basic effects.


So, how's this coming? I'd be willing to help with the coding by learning C++ and then trampling and breaking everything in my futile attempts to be competent, if that's what you need.

The programs couldn't possibly be more complicated than data-entry and comparing that data.  Just putting stuff in packaged objects, loading those objects from files, and running stuff against equations, RNGs, and tables.  Knock yourself out.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #111 on: June 16, 2009, 11:34:04 am »

Sorry Aqizzar. Im still a little confused about that.

On magic, it could be using Bravery, with better spells having a larger number needed rolled to cast, and weaker spells being easy to cast.
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Org

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #112 on: July 15, 2009, 07:31:09 pm »

Bump
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #113 on: July 15, 2009, 07:40:20 pm »

Yeah, I know.  I posted a link to this thread, and I knew someone (namely you) was going to bump it.

I actually have done a little more theory work, and I'd love to get back to it, if only to get things to a playable enough state that people can start helping me with contributions (if so inclined).  Nothing worth posting yet, but I can hash out my new additions in a couple days.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #114 on: July 15, 2009, 07:42:04 pm »

Yey.

how can I contribute?

And what do you think of having spellcasters another stat? And what I said above about spells?
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Aqizzar

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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #115 on: July 15, 2009, 07:46:26 pm »

...Rule One for contribution - Stop asking about majeek until I bring it up myself.  It's annoying having to answer the same question over and over.  I've already said that "magic" is just an explanation for effects that are designed like any other element.  Anything more complicated will be way into the future.

Beyond that, I will need a lot of ideas on how to define things like typing and effectiveness comparison for models, attacks, and defenses, but you'll just have to wait until I discuss the skeleton structure.  Gimme a few days.
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And here is where my beef pops up like a looming awkward boner.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #116 on: July 15, 2009, 07:48:08 pm »

Okay.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #117 on: July 17, 2009, 03:33:35 pm »

...Rule One for contribution - Stop asking about majeek until I bring it up myself.  It's annoying having to answer the same question over and over.  I've already said that "magic" is just an explanation for effects that are designed like any other element.  Anything more complicated will be way into the future.

Beyond that, I will need a lot of ideas on how to define things like typing and effectiveness comparison for models, attacks, and defenses, but you'll just have to wait until I discuss the skeleton structure.  Gimme a few days.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #118 on: July 31, 2009, 03:06:16 pm »

Something about the potential equivalence of a wizard shooting magic missile from his staff and a guy in a pointy hat with a rail-gun makes me giggle.

On a serious note, what about the concept of automatic weapons and concentrated fire versus spray-and-pray over a large area?
How about the opportunity and issues for suppressing fire? If a commander is laying down a field of fire, the enemy might simply not advance, but without ammo concerns they could tie down a choke-point indefinitely.
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Re: Aqizzar's Automatic Annihilation Ængine
« Reply #119 on: August 01, 2009, 12:59:55 am »

Quote
The system, as I envision it, makes absolutely no distinction between technologies, eras, or origins.  For the purposes of balancing and model cost, it is the effect, and only the effect, that matters, not the explanation.  If you make a unit of sling-swinging hobbits and say they do the same damage as riflemen, other players would be perfectly entitled to make fun of you, but as long as you pay the commiserate cost of rifle-like damage, you can say it's because they throw rocks at the speed of sound, and the system itself will not care one iota.

I think it might be better to program in the ability of military units to have some sort of 'resistance' to some types of weapons, but not all weapons. For example, your military unit might be skilled at defending against rocks that fly at the speed of sound. Or your military unit might be skilled at avoiding pointy sticks. That military unit has a resistance to those sorts of weapons, meaning he takes less damage than usual.

Each "Resistance to Specific Weapon" cost points though.
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