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Goblinworks Programmer

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I am glad somebody is going to try this.
I believe I have appropriately handled this edge case, but I'd like to know how well this goes.

Enjoy your low quality harvests! Note: Without an encumbrance system, the low quality is no different from the high quality... for now. I suggest you use them up before that changes. :D

Goblinworks Programmer

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Bringslite of Fidelis wrote:

Go Paul!

Get it out and get back to work.

Oh, sure. Everybody ELSE can be chaotic and neutral, but programmers have to be lawful. I see how it is. Next, you'll say I have to be GOOD too! I might as well go create my paladin right now...

Actually, that's a good idea... *Creates Paladin*

Oh, nvm, this is pretty fun. *Runs off, fighting for justice*

Goblinworks Programmer

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Yeaaaaaah! Fight the power! *flips desk*

Silly RULES like "inventory has to work"!

FREEDOM!

(No Pathfinder codes were harmed in the making of this post)

Goblinworks

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CaptnB wrote:
Since escalations spread to neighboring hexes, can two different cycles overlap in the same hex?

At present no. Only one escalation-enemy can control a hex at once. It's an interesting idea, but raises its own complications. What we do have is when two different escalation-enemies control adjacent hexes, the server calculates the strength math differently than when the borders are "unopposed". It's nothing you can see, but there is "interaction" of a sort.

AvenaOats wrote:
Thanks for hinting Paul! I share H2Osw 's sentiments that it's a system that easily sounds organic but implemented can seem like just another reduce the meter on these things to zero or until the timer runs out experience.

I think that once rewards get implemented, your concerns will be addressed. Also, your player-enemies will not cooperate with you to min/max things to your benefit.

Goblinworks

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H2Osw wrote:
I've played other games with escalation cycles and they also sound great on paper but implementing it was kinda blah. I hope whatever goblin works has planned, it'll be dynamic.

Escalation cycles still need some polishing, but mostly implemented on the code-side. "Dynamic" is appropriately descriptive. :D

Goblinworks

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Nihimon wrote:
I also thought it was interesting that the Art whiteboard was covered with doodles while the Programming whiteboard was very structured with good indentation :)

As it should be. :D