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Toms Other Games => SpellMaster III => SM General Discussion => Topic started by: Tom on August 24, 2011, 08:15:37 PM

Title: Rise of the Engine
Post by: Tom on August 24, 2011, 08:15:37 PM
I am working on the game engine and it is making good progress.

If you log into the game, you should see details for your characters, including some XP and energy they have already accumulated. You can spend XP already, but the "+1 per hour" part doesn't yet work, and I will likely clean everything out for launch, but you can play around and become familiar with how everything works.

The most important part is that you can "research" - aka submit to the GameMasters for checking - new spell ideas. We are looking forward to your spells, and your contribution will not be in vain - every spell remembers its inventor. I don't yet know what good that'll be for, but it does.

Again, much is still unfinished, among other things, the GMs can not yet accept your spells. But all of that will be coming very soon.
Title: Re: Rise of the Engine
Post by: Forbes Family on August 25, 2011, 02:30:50 AM
I tried to change my password in the game and it wouldn't let me... Anyone else having this problem?
Title: Re: Rise of the Engine
Post by: loren on August 25, 2011, 02:32:30 AM
I successfully did it earlier today... are you sure it didn't change?
Title: Re: Rise of the Engine
Post by: Zane on August 25, 2011, 02:38:56 AM
Password change worked for me today.

On another note - on the spells page (http://lemuria.org/SM3/laboratory/spells) would it be possible to have a link to the spell description in the list of spells?
Title: Re: Rise of the Engine
Post by: Tom on August 25, 2011, 08:55:40 AM
Password change worked for me today.

On another note - on the spells page (http://lemuria.org/SM3/laboratory/spells (http://lemuria.org/SM3/laboratory/spells)) would it be possible to have a link to the spell description in the list of spells?

Password change was broken for a short while, so try now.

Good idea with the descriptions. I've added a tooltip for them to show now. :-)
Title: Re: Rise of the Engine
Post by: Indirik on August 25, 2011, 02:36:20 PM
I just tried changing my password. No luck. It reloads the page with red error boxes telling me "The current password field is required.", etc.
Title: Re: Rise of the Engine
Post by: Zakath on August 26, 2011, 05:06:22 PM
Got the same problem as Indirik, can't change my password. It just claims I haven't filled out any of the fields. Tried it in Opera 11.50, IE9 & Chrome 13 so it's unlikely to be a browser issue with the javascript.

Incidentally the page is somewhat broken in IE9. The navigation div takes just a wee bit too much space so the main div appears below the menu, albeit still with a left hand margin. Fonts are quite normal as well, so I suspect IE support isn't your biggest priority :)
Title: Re: Rise of the Engine
Post by: loren on August 26, 2011, 05:23:42 PM
Ironically enough this problem has spread to Battlemaster too.
Title: Re: Rise of the Engine
Post by: Morningstar on August 26, 2011, 05:40:17 PM
I just tried changing my password. No luck. It reloads the page with red error boxes telling me "The current password field is required.", etc.

Same thing happened after I registered and then tried to log in. It looks like the Login button is actually going to the Register script, and then it's noting that not all of the fields required for registration have been filled in.
Title: Re: Rise of the Engine
Post by: Iltaran on August 27, 2011, 06:36:24 AM
I just signed up and got my password. Get the "wrong email or password" message whenever I try to login
Title: Re: Rise of the Engine
Post by: Nathan on August 27, 2011, 01:09:19 PM
I just tried changing my password. No luck. It reloads the page with red error boxes telling me "The current password field is required.", etc.

Same here on Firefox 3.6.20

Fonts are quite normal as well, so I suspect IE support isn't your biggest priority :)

If I remember correctly, IE support isn't a priority at all. I remember back when I used it and every time I logged into Battlemaster I was greeted with a "you are using an unsupported browser, please upgrade", or words to that effect. :P
Title: Re: Rise of the Engine
Post by: Iltaran on August 27, 2011, 04:17:51 PM
I just signed up and got my password. Get the "wrong email or password" message whenever I try to login

Oddly enough, SM now likes me and is letting me login.
Title: Re: Rise of the Engine
Post by: Fury on August 27, 2011, 06:10:17 PM
I give up.

WHERE is everyone logging in or registering for SM?!
Title: Re: Rise of the Engine
Post by: James on August 27, 2011, 06:28:39 PM
http://lemuria.org/SM3

Is where I've been going... Hope that helps!
Title: Re: Rise of the Engine
Post by: Morningstar on August 27, 2011, 06:33:24 PM
Yeah, it's letting me login now, but still get the red text and empty fields when you go to change your password.
Title: Re: Rise of the Engine
Post by: Fury on August 28, 2011, 10:22:42 AM
Thanks, James.
Now if it only linked to Core...
Title: Re: Rise of the Engine
Post by: Tom on August 29, 2011, 01:21:54 PM
Now if it only linked to Core...

Technically impossible. One of the reasons I'm re-thinking Core.
Title: Re: Rise of the Engine
Post by: Fury on August 31, 2011, 09:25:06 PM
Password change still not working.

The current password field is required.
The new password field is required.
The new password confirmation field is required.
Title: Re: Rise of the Engine
Post by: Tom on August 31, 2011, 10:19:48 PM
try now, please


Also, the parser is now available. Test it out, everyone.
Title: Re: Rise of the Engine
Post by: Dante Silverfire on August 31, 2011, 10:23:05 PM
try now, please


Also, the parser is now available. Test it out, everyone.

I'm not sure if I'm the only with this problem, but I have concentration while having "0" Energy. So the parser is unlikely to accept my spells.
Title: Re: Rise of the Engine
Post by: Jinsyn on August 31, 2011, 10:30:10 PM
try now, please

This message appears whether I use correct or incorrect current password: 'Unable to access an error message corresponding to your field name.'
Title: Re: Rise of the Engine
Post by: Tom on August 31, 2011, 10:42:06 PM
I'm not sure if I'm the only with this problem, but I have concentration while having "0" Energy. So the parser is unlikely to accept my spells.

I've been adding XP, concentration and energy - you should have some.


This message appears whether I use correct or incorrect current password: 'Unable to access an error message corresponding to your field name.'

should be fixed now
Title: Re: Rise of the Engine
Post by: cjnodell on August 31, 2011, 10:43:08 PM
The verify seems to do well in confirming I can not cast any of my spells. I can not actually "post" the message though...
Title: Re: Rise of the Engine
Post by: Tom on August 31, 2011, 10:48:16 PM
yes, committing to actions is not yet done.
Title: Re: Rise of the Engine
Post by: Jinsyn on August 31, 2011, 10:52:26 PM
Also, the parser is now available. Test it out, everyone.

Are fractions always rounded down when calculating XP gain? Or are the fractions stored as float values for total XP, while displayed as whole numbers? With Heal 1 and Body 2:

testing Stitch Skin
Completing these actions would result in the following changes:
3.00 concentration expended
1.50 energy expended
3 XP in Heal gained
1 XP in Body gained

Edit 1: Parsing multiple spells seems to yield a correct sum total...
Edit 2: The below spells are calculated with Heal 3, Change 1, and Body 3, and Power Levels were included for reference.

testing Coagulate Blood, Bruise Begone, Knit Bone, Shorten Hair, Nail Claws
Completing these actions would result in the following changes:
8.33 concentration expended
5.00 energy expended
2 XP in Heal gained
3 XP in Body gained
5 XP in Change gained
----
testing Coagulate Blood (PL 6)
Completing these actions would result in the following changes:
2.00 concentration expended
2.00 energy expended
2 XP in Heal gained
2 XP in Body gained
----
testing Bruise Begone (PL 2)
Completing these actions would result in the following changes:
0.67 concentration expended
0.67 energy expended
0 XP in Heal gained
0 XP in Body gained
----
testing Knit Bone (PL 2)
Completing these actions would result in the following changes:
0.67 concentration expended
0.67 energy expended
0 XP in Heal gained
0 XP in Body gained
----
testing Shorten Hair (PL 1)
Completing these actions would result in the following changes:
1.00 concentration expended
0.33 energy expended
1 XP in Change gained
0 XP in Body gained
----
testing Nail Claws (PL 4)
Completing these actions would result in the following changes:
4.00 concentration expended
1.33 energy expended
4 XP in Change gained
1 XP in Body gained
Title: Re: Rise of the Engine
Post by: Tom on August 31, 2011, 11:13:01 PM
Are fractions always rounded down when calculating XP gain? Or are the fractions stored as float values for total XP, while displayed as whole numbers?

Yes, XP are always integer numbers, and rounded down. That means when you have high skills, low-level spells won't give you XP anymore.
Title: Re: Rise of the Engine
Post by: cjnodell on August 31, 2011, 11:32:26 PM
SO, if I understand it right our story contributions are posted to the forum. If we are casting a spell as a part of the roleplay we use the parser. If not, we post directly to the forum. two questions:

Would it not make more sense to make all posts from the same interface?
When posting via the parser how can you ensure it goes to the right place(s) on the forum?
Why is this so confusing to me?
Title: Re: Rise of the Engine
Post by: Zane on August 31, 2011, 11:43:32 PM
So it seems to parse the ones I can cast fine:

Mental nudge
Completing these actions would result in the following changes:
0.80 concentration expended
4.00 energy expended
0 XP in Control gained
4 XP in Mind gained

But where should the XP show?  Shouldn't it show in the progress on the skills page?  I still see "o of 60", etc. on all of the skills.

EDIT: never mind.  I missed the subtle difference between verify and commit.  Verify is essentially a preview.  Commit actually triggers the action (which isn't available yet).  Got it.
Title: Re: Rise of the Engine
Post by: Tom on September 01, 2011, 12:23:18 AM
Why is this so confusing to me?

Because it's not yet finished.

All your actions will go through the parser.
When it's done, the parser will record your actions together with all the expenditures and gains.
It will then give you a "token" - a short string - that you post together with the roleplay. The token can be verified by every other player.

So all the posting will always be done by you, and you can make sure it goes to the proper place.
But you will add the token string to your posting, and that will allow other players to check that you actually are capable of casting the spells that you used in your roleplay.

Title: Re: Rise of the Engine
Post by: Fury on September 01, 2011, 05:24:23 AM
My password change is working now, thank you.
Title: Re: Rise of the Engine
Post by: Tom on September 01, 2011, 08:21:47 PM
The parser now understands rituals and spontaneous magic. Go and try it out, please.

Title: Re: Rise of the Engine
Post by: Nathan on September 02, 2011, 02:03:51 AM
Quote
spontaneous magic (Protect/Death - 2/2/3) (with 4 shifts)Completing these actions would result in the following changes:

    * 3.00 concentration expended
    * 4.00 energy expended
    * 3 XP in Protect gained
    * 4 XP in Death gained

I have level 4 Protect and level 3 Death (if that helps).

What does "with 4 shifts" mean?

I broke it trying to verify: {Ritual:#13/#80/10/10/10}.
and also : {Ritual:#130/#8/10/10/10}.
also: {Ritual:#13/#8/10/10/10/10}.

Yes, I was just being silly, but it needed testing! Might want to fix those anyway since it gives me some info you probably don't want me to have.
Title: Re: Rise of the Engine
Post by: Bedwyr on September 02, 2011, 02:07:27 AM
Tried to cast a ritual, parser recognized it as a ritual but told me I had insufficient concentration to cast it, so there's something wonky unless I completely misunderstand ritual casting.
Title: Re: Rise of the Engine
Post by: Phellan on September 02, 2011, 02:26:30 AM
After putting in a few rituals and sponatneous magic. . . I no longer can add spells from my spell list to the Parser.   The "add spell" button disappeared. X.x

Edit:  This appears related to trying to select a spell.   When I pull the drop down menu for my spells, i can see the "add spell" button at the bottom of the drop down menu, to the right hand side.   However once a spell is selected it disappears.    Also, cannot hover over to select a spell, must be selected using the up/down arrow keys.
Title: Re: Rise of the Engine
Post by: Dante Silverfire on September 02, 2011, 05:48:10 AM
Tried to cast a ritual, parser recognized it as a ritual but told me I had insufficient concentration to cast it, so there's something wonky unless I completely misunderstand ritual casting.

I've had the same problem. I don't htink the parser realizes that you intend to use the ritual over a vrey long casting time and as such your concentration at the time shouldn't be taken into account.
Title: Re: Rise of the Engine
Post by: Tom on September 02, 2011, 08:55:09 AM
actually, spontaneous magic and rituals use the same calculations for concentration and energy as spells do.

I agree they should use less, but not nothing. you can't really relax during a ritual.

Title: Re: Rise of the Engine
Post by: Dante Silverfire on September 02, 2011, 03:50:45 PM
actually, spontaneous magic and rituals use the same calculations for concentration and energy as spells do.

I agree they should use less, but not nothing. you can't really relax during a ritual.

I agree with this, but what I'm saying is there a way for it to say calculate how long it will take to complete the spell, for a ritual for instance, and then just subtract all additional concentration hours youw ould receive over that time period and stop them from being added. If based upon your calculations for casting rituals, I wanted to cast a 100 power ritual and it was to take lets say 200 hours to cast, there is no way I have enough concentration from "20" concentration.  However, if you take the concentration used over the course of the 200 hour casting period it should be enough. Thus, the casting should work, you just won't have any concentration available for a long time.
Title: Re: Rise of the Engine
Post by: Indirik on September 07, 2011, 04:02:22 PM
The "Skills" page (http://lemuria.org/SM3/welcome/skills) says "...no magician can create an effect with a power level beyond the sum of his levels in the skills required." This should be amended to note that you must have a skill level of at least one in both the Intent and Base. The way it reads now seems to indicate that you don't, as long as your skill in the other is high enough to compensate.

Would it be possible for the spell list page to indicate which spells you can and can't cast? Maybe some kind of shading, green means you can, red means you can't, or something else. Maybe separate lists. Whatever way, it will become tedious to try and remember what spells you can and can't cast. If we use separate lists, the Parser can then offer only those spells your character has the skills to cast. Much more user-friendly.

The Spell list itself, I think, could stand to be much more friendly, as well. It would be nice if it could show me how much energy and concentration it would take to cast the spell, and how much I have right now, too. Otherwise we have to remember the formulas, do the math,and then keep swapping back and forth between our character page and our spell list to figure out what we can cast.
Title: Re: Rise of the Engine
Post by: Tom on September 07, 2011, 06:28:07 PM
mostly good ideas. however, in some places you seem to want to do the work of the parser for it. You don't need to be a pre-parser. Just put everything you want to use into the parser and hit the button, and it'll tell you if you can't cast a spell or run out of energy or whatever. No need to estimate that beforehand.

Title: Re: Rise of the Engine
Post by: cjnodell on September 07, 2011, 06:30:25 PM
True, but knowing what you could or could not accomplish is important when deciding what your character will be doing next...
Title: Re: Rise of the Engine
Post by: Indirik on September 07, 2011, 06:41:33 PM
Well, maybe I am trying to do too much myself. But what I would at least like is to have the list of spells separated into spells I have the ability to cast, and those that I am incapable of casting at all. Also, the parser spell list drop-down should not list those spells that I am simply unable to cast at all.
Title: Re: Rise of the Engine
Post by: Tom on September 07, 2011, 06:44:24 PM
No, I agree with both of you. And yes, the parser should not even list spells that you can not ever under any circumstances cast. It should not, however, not list spells you can't cast due to low energy or concentration - that is the answer to Pelgart - you can use the parser to prepare your actions, and for checking if they all work out. That means you can use it in advance, and then, for example, wait until you have enough energy.

Title: Re: Rise of the Engine
Post by: cjnodell on September 07, 2011, 07:00:44 PM
Too true... I am sure some of this will become more clear as we start playing.