Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jinsyn

Pages: [1] 2
1
Other Games / Swedish Armed Forces Team Test
« on: November 29, 2011, 12:27:43 PM »
http://team.forsvarsmakten.se/english/

Besides the addictive gameplay, it has nice color schemes :)

2
Helpline / Re: Why isn't selling food back allowed?
« on: October 15, 2011, 07:51:41 AM »
To prevent abuse where you would sell food to yourself for 1 gold, and then buy food from yourself (from the region warehouse) for 999 gold or such.

Ah, so the gold would've been treated as a negative trade balance, taking out tax gold from the region before it got distributed at the next tax day?

However, I think this is a bit of a relic of the old system, back when wealth was at the realm level. I wouldn't see it as being as much of an issue now.

However, a good solution could be the "donate food" feature I requested a week or two back.

It makes sense to not allow 'selling back' for an automatic trade offer (from Warehouse.php), if that affects trade balance as outlined above. However, for an explicit caravan offer (from CaravanOffers.php), posting a buy order immediately takes gold from the region lord. Thus, selling food back this way would end up with the lord simply getting his own gold back, without affecting region tax/trade balance, no?

I'm guessing the coding is less complicated if both methods are simply disallowed.

3
Helpline / Why isn't selling food back allowed?
« on: October 15, 2011, 07:07:13 AM »
Situation
My non-Trader Duchess bought 25 bushels of food from her city. Some time later, her city has run out of food. However, game mechanics will not allow her to 'unload' the previously purchased food back into the city's warehouse through a newly posted buy order.

Error
The traders look at you funny as you try to sell them some of their own Food. It doesn't look as if they took it to be especially funny.

Why?

4
SM General Discussion / Re: Beta Testing "Launch"
« on: August 31, 2011, 11:21:36 PM »
So, there's a spell that uses Mind and Perceive. I have Mind 4 and Perceive 3. The spell "power" is 27".

I have 7 Energy.

When I view the spell details it says: "you can not cast this spell because your skill levels are too low (total of 7, but need at least 27)". Shouldn't that say I can't cast it because I don't have enough Energy?

It only shows you the first error.

You do have enough Energy for it, because Energy requirement is Power Level divided by Base Skill Level, which in this case is (PL 27/Mind 4) => 6.75 Energy cost. But ability to cast a spell, regardless of current Energy/Concentration, is firstly dependent on the sum of Base Skill Level and Intent Skill Level, which in this case is (Mind 4 + Perceive 3) => 7 max Power Level spell using Mind+Perceive that you can cast.

5
SM General Discussion / Re: Rise of the Engine
« 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

6
SM General Discussion / Re: Rise of the Engine
« 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.'

7
SM General Discussion / Re: Beta Testing "Launch"
« on: August 31, 2011, 09:42:52 PM »
I spent my experience kind of dumb like so I wanted to see if I could give the skill back and get the exp in exchange. So, just for fun, I told the game to spend -20 exp on my fire skill and I now have -20 out of 20 exp required for the next level in fire!

 :o [47|af1d5c0f525b5f9afdac865002c2806f43b381c8]

8
SM General Discussion / Re: Beta Testing "Launch"
« on: August 31, 2011, 09:28:00 PM »
It is in the game guide.

Oops, you're right; I overlooked this part under Skills section:

'There is a hard limit determined by the skill level in that no magician can create an effect with a power level beyond the sum of his levels in the skills required.'

I guess that means (Base Level + Intent Level = Maximum Power Level) for spells of that particular Base and Intent

9
Development / Re: Diplomats are lame.
« on: August 31, 2011, 08:57:13 PM »
Please stop spamming those everywhere. Those are OT spam in all forums other than you-know-where.

Sorry...  :-[ I thought it might be fun to do a semi-Easter-Egg hunt thing across the whole forum, while also raising interest/awareness about SM3 for those who haven't read about it. I'll remove all my spell spams.

10
SM General Discussion / Re: Beta Testing "Launch"
« on: August 31, 2011, 08:41:04 PM »
Is it intended that I'm unable to cast Power Level 3+ spells if I have both the Base and Intent at Skill Level 1, and enough Energy on hand? Meaning that there are minimum requirements for Base/Intent Levels based on Power Level, on top of Energy/Concentration requirements?

11
SM General Discussion / Re: Spells Feedback
« on: August 31, 2011, 07:56:45 PM »
because you're changing their face for a while.
8) [146|5208663cce7dfabfbad451e79afcbbaffa8a1a0b]

12
Helpline / Re: Picked up by patrols
« on: August 31, 2011, 07:52:33 PM »
.... a scribe note?

Yep, a magical scribe note  ;)

13
SM General Discussion / Re: Spells Feedback
« on: August 30, 2011, 09:29:21 AM »
For 'Local Analgesia'...



...I picked Perceive because the spell doesn't really Protect the targeted area of the body. Pain won't be felt, so I figure a guy whose body part is targeted Perceives something contrary to his customary reality, but that doesn't mean the area is Protected from damage. For example, if his arm is targeted, then he can still get it chopped off, but he could keep fighting without feeling shock or overwhelming pain. He may eventually faint from blood loss, but he likely won't be screaming his head off.*

If my opinion of Perceive vs Protect is misguided, then the active/already accepted spell 'General Analgesia' will also need to be reworked/manually modified, because it uses Perceive instead of Protect as well--and it even affects the target's entire body instead of just a small part. I'll wait for a reply before reworking 'Local Analgesia'.

*(He'll just be like the Black Knight in Monty Python  :-X)

14
SM General Discussion / Re: Spells Feedback
« on: August 30, 2011, 08:51:06 AM »


Excerpt from http://en.wikipedia.org/wiki/Bone under 4) Cellular structure:

There are several types of cells constituting the bone;
  • Osteoblasts are mononucleate bone-forming cells that descend from osteoprogenitor cells.
  • Bone lining cells are essentially inactive osteoblasts.
  • Osteocytes originate from osteoblasts that have migrated into and become trapped and surrounded by bone matrix that they themselves produce.
  • Osteoclasts are the cells responsible for bone resorption, thus they break down bone.
I'll remove 'cells' since it's not a big deal, but I just wanted to point out that bone does have cells.

15
Feature Requests / Re: Duchal powers
« on: August 29, 2011, 07:12:43 AM »
Dukes have plenty of things to do. I feel they actually have more things to do than rulers have. Just counting all the available links under the command tab reveals over 20 things to do!

...How many more things to do would you like?  :o

Pages: [1] 2