I love all the storylines but Kai's. There's no fighting in Viola's, but her's and the other training lover guy is kewl.
Keep it up!
What did you not like about Kai's. Was it the fact that most of the village hates him? Or that it is kind of short? Or maybe not much to do? I could always make it better if lots of people disliked it.
Uh.. no battles, no action, but i like the fact that everyone hates him, but what's the point of inns, if tehre are no battles?
Well what you played were just character prologues...the real story begins six years after those. I made them to show why the characters choose to join forces and save the world.
Pears, as i said on b,net i would post this for you here is..
MOVING TO NEW AREAS
You need to set a number to the different areas of the game. When in a new area, set P8's MINERALS to a number. The battle system does NOT read 0.
ITEMS
Items are noted as death counts of said item for Player 8.
Example:
Party has 3 Potions... this is recorded by Angel Dust deaths for P8
Items stashed cannot exceed 20.
Example:
Party has 6 Potions, 9 Black Tonics, and 5 Black Stardusts...
The party has gotta toss an item to get somthing new.
AGILITY
Agility determines how often a unit acts. Lower value = better Agility.
Agility is marked using death of Protoss buildings for Player 8.
E = enemy A = ally T = top M = middle
B = bottom L = left R = right S = summon
ETL Nexus
ETR Robotics Facility
EML Pylon
EMR Assimilator
EBL Observery
EBR Gateway
E S Photon Cannon
ATL Citadel of Adun
ATR Cybernetics Core
AML Templar Archives
AMR Forge
ABL Stargate
ABR Fleet Beacon
A S Arbiter Tribunal
RANDOM ENCOUNTERS
Random encounters are done by randomizing 2 switches and a timer done with Player 8's gas.
Note: Enounter timer doesn't decrease if the party is standing still.
Note: When the timer reaches zero, the battle starts, no questions asked.
To ready a random encounter, set P8's gas whenever you goto a new area.
I recommend setting gas to roughly 400, that gives them time to move around and whatnot.
COMBAT ARENAS
The arena the party will battle in will be set by critter deaths for P8.
Critter deaths are either 0 (not selected), or 1 (selected).
Warning: The battle system will desync if more than one area is selected!
Rhynadon = Ruins
Bengalass = Caves
Scantid = Jungle
Kakaru = City
Ragnasaur = Not Set
Ursadon = Not Set
ACTING IN COMBAT
Attack
- Not sure what will be used to target, maybe a defiler or corsair.
- Unit walks to enemy (if melee), or within attack range (ranged) then gets a
few seconds to deliver attack. Then moves back.
Item - Items... you know, healing and the like
- Items explained under appropiate comment
- List items by showing one line at a time per item in stock
- Use same targetter for selecting item's target as attacking targetter.
Magic - Spells, abilities, and anything else
- Was thinking of a skill tree style deal, like d2. More work, greater payoff.
- Magic is mostly for you to decide.
- Target same way as items and attacking
ATTACKING RANGE
Each character/merc has a certain range, either Short Medium or Long.
Short = Cannot attack from back row. Cannot target back row.
Medium = Can attack from back row. When attacking from front, can target
either row. When attacking from back, can only target front row.
Long = Can attack from back row. Can target either row.
Zealots, Firebats, and Zerglings are examples of Short range.
Marines, Dragoons, Hydralisks are examples of Medium range.
Ghosts, Reavers, Upged Hydras/Hunter Killers are examples of Long range.
PARTY ORGANIZATION
Use of the Civilian and the units on the white protoss beacons allows the
party to be organized to have short/medium range or strong units up front and the others behind.
It's very simple. Civilian moves down, units are given to appropiate players, then when everything is set, civ moves back up.
One unit per beacon.
When setting units on the battle field, read from the toss beacons where the ally units go.
AND THE REST OF THE STUFF
There's a burrowed drone sitting between the two magic lists. Move it wherever you want, but exactly 1 p8 drone MUST be on the map for the battle field setup to work properly.
when changing or adding new battlefields, make sure the battle area locs are the proper size, that is 19x10, and the units are arranged properly... move the centered locations over a group of marker units to get the idea of the layout.
Also, make sure any doodads that cannot be walked on are on the OUTER edges of the area location... this keeps from movement problems. That leaves 3 grid on the sides, and 1 grid on top and bottom.
Ahhh the good old Turn Based Moogle idea, I love it
And PearS Kicking ass map

I have most of those features implimented in the map already but everything uses death counts because gas is skill points. I also don't have a max item amount either because most console rpgs don't have that and i am aiming for a console'ish feel =D. That is a good system though and maybe on my next rpg i might use it...O_o
Ah k. Well i posted it so you could see my thoughts =/
I think that you are going to have to be very careful about strings, quite honestly with these three players the map is going to max out on strings very quickly.
Ya im aware of the strings. Right now its at about 600. Because of strings and the lack of locations and the lack of terrain, this map is GOING the have to be two maps unfortunatly =/. I would rather not do it but there is no way i can fit it all in one. But i already have the entire story written and i have a great cut off point. Also I am pretty confident that i will have enough resources to finish the first map.
Nonsense, you all worry about String Level, but your just doing things incorrectly if you allow it to get that high, just save on .wavs, don't have supah silly Briefing, in the map, have a StringSaver for each repeated Sentence and don't name units that will not be used in the map, or seen by the players.
Have you played this map? You can talk to almost every unit in this map. Don't tell me im using strings incorectly. I've done everything i can to save strings. Heh i only named 6 switches. Anywho, the map is coming along nicely. I have coded up until the first boss and several side quests and karma dependant events. I also set it up so it can be played without fullhouse and I added a skip intro feature because the intro is long as hell. I also made the ending of the intro when it says the map name nice to look at and i've began working on breifings which show a bit of background information as well as how to play each character.
If you've set it up so that the units have similar replies, and have a mix of sentences it should work ok; basically i find it hard to believe most people find the 1024 a problem...
Well the three characters get different replies from mostly everyone except like inn keepers and salesclerks and such. Also with the karma system in play, if your karma is low, you get negative messages and you get positive messages if it is high. Plus i've used every location so thats 255 right there. Also cutscenes take a lot of strings.
This map has to be the best rpg map in progress since dk3! (Death Knights 3 by Alpha(MC) )
Glad to hear that. Never played DK 3 but i'll have to check that out. I think this map will be popular because it's really plot based and i'm trying to make it feel as much as a console rpg as i can.
Whatever you do, don't say you've had hardware failure or i'll kill you. Everyone uses that excuse these days...
Coko what do you mean? Are you talking about people who stop their map when they hit string limit?
One thing though... If you ever end up not finishing this map... DO NOT THROW IT AWAY! Give it to me and I will surely finish it

otherwise i will kill you!
ALSO! to make it like fable... let the player be able to buy a house! maybe like theres 1 house in every major city, and the small towns there are only shops, pubs, etc. In the house you can sleep, and... uh... w/e else you feel like adding.
That is a cool idea but I just don't have the locations to do it. I would have to have a way to purchase furniture and such and that would take up a lot of locations. I'm already having to reuse locations right now and it is very lame. What i'm doing is placing one of each air unit for each computer at a certain spot. After the prologues, many of the locations won't be used again, like Cypher's town's locations, so i center them on the respective air unit and remove the air unit. Kinda newby but whatever works =p
well..ok... lol
I do have one more idea. In the 2nd map near the last boss battle, split the players up somehow... like they go thru a portal and they each end up in a different room, and there r 3 different puzzles, one in each room, and they must complete them in order to get to a center room. Once in the center room the boss door opens and they enter and fight!
I have the main story line written out totally but i havent done any details like what you just said or sidequest for the second map. I'm not even thinking about that stuff just yet.
I know its to late now, but maybe on the second map, use the "grid" method where you can determine a users position so you can keep locations down but still be able to talk to everyone and enter everything. That would save HELLA locations. Just something to ponder

I probably will do that on the next one. That way I'll be able to make many more towns and sidequests and such.
About moogles battle system earlier...:
Is there a thread that descibes that in detail somewhere?