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.


Topics - Mickey Kudlo

Pages: 1 [2] 3 4 ... 9
21
RPGWO V3 / Game Updates
« on: April 27, 2017, 05:31:35 pm »
April 27, 2017
· spent about a month redoing ore and weapons
· the old metal ores replaced by new ones, 10 in all, minable, smithable
· all melee and missle weapons redone
· dagger skill is now free, dagger damage nerfed down low
· I changed so much, who knows what is broken or unmakable
· wands, armor, shields and tools still need to be redone

22
RPGWO V3 / Current Task
« on: April 17, 2017, 11:58:11 am »
Hello, I figured I should let everyone know what I am doing, since lately it is a lot of work I can't really update the server with yet.

Done:
  • New ores, mining, making bars, heating bars
  • removed mining the old ores, removed molds and filled crucibles
  • added ore picks and hammers, usage to make them
  • added ore daggers, usage to make, Dagger skill is free, nerfed daggers, removed old daggers
  • added ore swords, usage to make, removed old swords
  • added ore axes, etc
  • added or maces, etc

Working on or Planned:
  • ore scythe, flail, spear, staff, ua, bow, xbow, throwing
  • ore armors, leather armor, studded leather armor

Then I think I will start a new world for testing them all. Hopefully by May.

23
RPGWO V3 / Weapons
« on: April 11, 2017, 04:11:04 pm »
If you don't recall, a weapon rating is the average damage it can do in 10 seconds.

The ore weapons start with tin with a rating of 30.
Each ore increases the rating by 10.
For now, each ore will have 6 weapons in a skill type.

For Sword I have:
- Short Sword
- Sword
- Long Sword
- Broad Sword
- Claymore
- Great Sword

NameSpeedDamageRating2-HandALSkill Req
Tin Short Sword1.51 - 83025
Tin Sword2.02 - 103025
Tin Long Sword2.54 - 123025
Tin Broad Sword3.05 - 133025
Tin Claymore2.03 - 1135True450
Tin Great Sword3.06 - 1535True450

So basically the first 4 are normal, single handed. Fastest to slowest, least damage to most damage. Depending what your style is, attack more often with less damage per attack or attack less often with more damage per attack.
The last 2 are similar, faster/less damage and slower/more damage but since they are 2-handed, you get some AL and a little higher skill required to arm plus a little better rating.

24
RPGWO V3 / Mining and Blacksmith
« on: April 11, 2017, 02:01:07 pm »
First off, I have NOT updated the server with this content. I am still working it out.
Just looking for some feedback.

I have added 10 ores to mining and kinda removed the old ones. I reserved room to add 5 more some day.
Copper, silver, gold, zircon and probably mag won't have weapon/armors made from them.

Ore list: Tin, bronze, cobalt, iron, ebony, cinnabar, titanium, hessite, tungsten, mithril.

Basically the skill goes up 50 per ore. That includes mining, smithing, repair, arming, etc.

Usage Steps:
- Mine an ore
- use ore (or any ore item) on hot pit (or furnaces when I add them) to get an ingot
- use ingot on pit/furnace to heat it
- use hammer on heated ingot to make an item (weapon, armor, tool, etc)
- use hammer on weapon/armor to repair

Skill Req:
- Tin 5 - 50
- Bronze 50 - 100
- Cobalt 100 - 150
...
- Hessite 350 - 400
- Tungsten 400 - 450
- Mithril 450 - 500

What will happen to copper, silver and gold?
- used in jewelry making and thinking about gilding weapons/armor for elemental/special effects

May still have Zircon weapons but I am thinking they will work like old Ultima glass weapons, a one hit, mega damage weapon. Some kinda elemental/magic stored in them. Bad for PK so probably only allow on monsters. The damage wouldn't be too high, maybe just 100 - 200.

Magnetite armor will still have since it good magic/elemental protection but poor physical protection. My old idea was to use mag for elemental weapons and the oils but there isn't any skill range there so not sure yet.

25
RPGWO V3 / Auto Updater was Updated for V3
« on: March 29, 2017, 02:45:18 pm »
I updated the updater for V3. If it complains, just keep trying it a few times because the client*.exe updates the updater and it may take a few runs to get it all updated.

You don't need to download and install anything manually from rpgwo.com.

26
RPGWO V3 / Content Changes/Fixes
« on: March 28, 2017, 04:05:53 pm »
I am looking to get how veterans feel about classic content changes.
I want to migrate the V6 content over, replacing some V2 content, like ores and blacksmith.
Plus, there is tons of free artwork online that I would use that I believe other worlds have used as well.
So, I don't think it that big of a deal to make a lot of changes, just not too much?
Let me know.

27
RPGWO V3 / V3 Usage System
« on: March 20, 2017, 01:06:15 pm »
Option1:
V1/V2 uses a Stamina based system that charges the player X STAMINA per usage attempt whether it success or fail. On success, it gives the final item produced. This can produce items fast but has an upper STAMINA limit that keeps usages on the low end. Like 100 stamina charge would be the practical limit and thus really complicated items may be too easy to make, from a balance stand point. But we have had this system for 17 years and been just fine. Can always have item stages like "<item> : 10% complete" up thru 90% then "<item>". Only one person can do the usage at a time except for failed XP.

Option 2:
V6 uses a Work based system that requires X WORK to get the final item. It charges 1 STAMINA per turn and does N WORK per turn based on your skill. It uses a divisor on your skill to get work done that turn, for example, if your skill is 200 and the divisor is 50, then 200 / 50 = 4 work done that turn. It takes longer to make items but does give more Failed XP. This also mimics Combat stamina usage, with 1 attack = 1 stamina thus traders match fighters more closely in XP gain. This system allows high/unlimited amounts of Work for more complicated usages. Multiple players can work the same usage at the same time and share the XP.

A V6 world is currently up and running if you want to try out the Work based system. Farming, mining, blacksmith, etc.

28
RPGWO V3 / Client Layout
« on: March 18, 2017, 03:14:29 am »
Classic


Central

29
RPGWO V3 / Version 3 Work Has Begun
« on: March 17, 2017, 12:13:50 pm »
I started off messing around with the V2 VB6 code for about a month then decided to go ahead and create an official V3, non-Facebook.

rpgwo.com/download/client3.zip

The server address is hardcoded so just run client3.exe.
The world is empty and there for testing the new client. It does have some monster spawns for combat testing tho.

Now is your chance to post your suggestions and get involved!

 Maybe search the forums and post links to other topics that had good ideas. I know there is a lot.

I plan to commit the entire 2017 year to this.

Alrighty then.

30
RPGWO Chat / V2 Map Format
« on: February 28, 2017, 03:50:22 pm »
Looks like it saves 1 file per 200x200 area.

Code: [Select]
Type MapType
    flgInUse As Boolean
       
    Xsize As Integer
    Ysize As Integer

    WorldBaseXpos As Integer
    WorldBaseYpos As Integer
    WorldBaseZpos As Integer

    ConnectGrid(-1 To 1, -1 To 1) As Integer

    flgSurface As Boolean
   
    ' 1000
   
    flgChanged As Boolean
   
    ' 998
   
    UpLink As Integer
    DownLink As Integer
   
    xxx(1 To 994) As Byte

    '''''''''''''''

    Elevation_Map() As Byte
   
    Surface_Water_Map() As Byte
   
    BackGround_Map() As Integer
   
    Change_Map() As Integer
   
    Grass_Map() As Byte
   
    Mining_Map() As MiningType
   
    Player_Map() As Integer
   
    Land_Owner_Map() As LandOwnerType
   
    Item_Map() As Long
   
    MonsterSpawnMap() As MonsterSpawnMapType   ' wilderness
 
End Type

Code: [Select]
Sub modMap_Save(MapIndex As Integer, Optional flgClear As Boolean = False)
    On Error GoTo Error_modMap_Save

    Dim filenum As Integer, i As Long, Count As Long, FileName As String
   
    If Map(MapIndex).WorldBaseZpos >= 100 Then
        FileName = "\maps\dungeon" & Format(Map(MapIndex).WorldBaseZpos, "00000") & ".map"
    Else
        FileName = "\maps\map" & Format(Map(MapIndex).WorldBaseXpos, "0000") & "x" & Format(Map(MapIndex).WorldBaseYpos, "0000") & "x" & Format(Map(MapIndex).WorldBaseZpos, "0000") & ".map"
    End If
   
    filenum = FreeFile()
   
    'Open App.path & "\maps\map" & Format(MapIndex, "00000") & ".map" For Binary As filenum
    Open App.path & FileName For Binary As filenum
   
    Put #filenum, , Map(MapIndex).Xsize
    Put #filenum, , Map(MapIndex).Ysize
   
    Put #filenum, , Map(MapIndex).WorldBaseXpos
    Put #filenum, , Map(MapIndex).WorldBaseYpos
    Put #filenum, , Map(MapIndex).WorldBaseZpos
   
    Put #filenum, , Map(MapIndex).ConnectGrid
   
    Put #filenum, , Map(MapIndex).flgSurface
   
    If Map(MapIndex).flgSurface Then
        Put #filenum, , Map(MapIndex).Elevation_Map
        Put #filenum, , Map(MapIndex).Surface_Water_Map
        Put #filenum, , Map(MapIndex).Land_Owner_Map
    Else
        Put #filenum, , Map(MapIndex).Mining_Map
    End If
   
    Put #filenum, , Map(MapIndex).Grass_Map
   
    Put #filenum, , Map(MapIndex).MonsterSpawnMap
   
    If Map(MapIndex).WorldBaseZpos >= 100 Then
        Put #filenum, , Map(MapIndex).Land_Owner_Map
    End If
   
    Put #filenum, , Map(MapIndex).DownLink
    Put #filenum, , Map(MapIndex).UpLink
   
    Close filenum
   
    Map(MapIndex).flgChanged = False

    Exit Sub
   
Error_modMap_Save:
    modMisc_Log "Error_modMap_Save : " & Err.Description
End Sub

31
Announcements / RPG Party V2 aka "Ploxoon Mandate"
« on: January 19, 2017, 05:41:56 pm »
On my V6 break... I have been playing old games (Civ, MAX, etc) and working on RPG Party V2 which I call Ploxoon Mandate ploxoon.com

If you remember my older RPG Party, it is an online, party-based RPG, like the RPGs of old (80's and 90's). I have a decent version up and running now for windows, linux and android. If you using a phone, it will use your data since it is "online", so beware, I need to add a disclaimer in there still.

Also been looking at making a 3D RPGWO, RPGWO Armies (strategy) or converting the V2 code to something but I saw a post on making a V3 back in 2015 so I doubt that will happen, although V3 turned into V6 actually which most veterans don't like *shrugs*.

Happy New Year!

33
RPGWO V6 / V7 / Feb-May 2016 World Map
« on: May 20, 2016, 11:17:25 am »
Wiping soon so here is the current world map.
- red dots are towns
- light blue is life stones
- black lines are road (I was able to pave a road (as a player, not admin)connecting all 5 start spots. I dug a tunnel under the water near the middle, going north)

34
RPGWO V6 / V7 / What major feature to work on next? Part 2
« on: May 03, 2016, 03:44:51 pm »
After spending a whole month working on Town code, I want to change gears and focus on something else and let the dust settle on Towns.

35
RPGWO V6 / V7 / World Map December 2015
« on: February 02, 2016, 01:34:34 pm »
Here is the current world map for you to check out.
Light blue squares are starting locations.
Light red squares are tribe locations.

It doesn't look very pretty from this scale but when walking around it has seemed a pretty good layout and feel.
Comments?

36
RPGWO 2 / V1 Steeltide Dated Late 2005 Opened
« on: September 21, 2015, 02:34:13 pm »
I was able to get Steeltide to run and client files as well but the client files look like later updated ones so who knows what is broke or not.

As far as password recovery goes, I am only willing to send passwords out IF AND ONLY IF the email matches the one used to register the account.
So, email me at mkudlo@hotmail.com from that account and I will reply as soon as I can. Use the subject: UT IS COOL

37
Suggestions / MOVED: Adding a Art or Request Tab
« on: September 07, 2015, 03:45:03 pm »

38
RPGWO V6 / V7 / The Story
« on: August 21, 2015, 03:34:16 pm »
I don't recall posting about the main, base story too much. It would be on a screen to show clients right before they create a new player.

Basic outline:
- New continent discovered
- go explore and exploit

Quote
Centuries have come and gone. Human kind has established itself well in the known land among the other races. But the history of how humans arrived there had been lost. Deep down they knew the answer lay across the sea but no ship has ever returned from a voyage there... until now. A fool hardy captain, making a drunken bet to prove it could be done, set sail with her ship and crew into the unknown. What they found was incredible... a new continent has been discovered!
Full of  resources, mystery and danger, the captain and her crew barely made it home alive to tell the tale. Loaded down with strange plants, animals and artifacts, the captain reported all to the king. The king promptly issued a mandate that any willing and able bodied person should go and explore and exploit the new land.
That means you!

Or something to that effect.

Then what happens in the new land could be dynamic since we will wipe every 3 months, I could have a new "plot" each time. I already have a few in mind but will keep them to myself for you to get killed by later, I mean... for you to discover and conquer... yeah.

I also want to add to the player creation screen, a special option that affects the player when they arrive to the new continent.
Something like:
- Take a safe ship, arrive at a safe spot but have no spare money
- Take a half safe ship, arrive close, have some spare money, like 50 copper
- Take a crappy ship, arrive far off safe spot, get 100 copper, enough for a quick land claim
- Take a ship wreck, heh, you land with no tools, some random items washed up on shore, arrive far off safe spot, random copper 0 to 200
- Take smuggler ship, land at pirate cove (if one exists), get negative prestige, 100 copper
- Born at new land (if a human NPC couple exists there), not sure what to get, but slow XP gain for first 10 levels but get a lot of tools and a house

Not sure but would spice it up instead of everyone landing at the same spot.

39
RPGWO V6 / V7 / Range Weapons and Melee Defense
« on: August 12, 2015, 02:55:44 pm »
Those of you who have play tested V6, you hopefully are aware that Melee Defense is gone. It is determined by the weapon you have armed and your skill in it. So a Sword skill of 50 and a Tin Short Sword armed, gives a melee defense of 50. Been working well so far and gives all types some kinda melee defense even if just based off attributes of weapon armed.

With Missle weapons... there are 2 issues:
1 - how is melee defense determined since a bow is not a melee weapon
2 - how is missle defense determined for the target shot at

1 - I was gonna code it so there would be 2 weapon slots: melee and missile. It would switch auto between both depending on what was attacking you and what you were attacking. Decided not to do this cuz seemed to easy to manage but also the system may get confused so just gonna keep the V1/V2 way with one weapon slot. Just use hotkeys to swap out as needed when I code hotkeys of course. So really, what could happen is when a missile player gets melee attacked, the unarmed skill would be used for melee defense. That seems to make sense since 1 hand would be kinda free if not on a bow string. But maybe 50% of Unarmed skill then?

2 - Melee has 3 possible outcomes: miss, defend, hit. A miss is bad aim by the attacker. A defend is the target deflecting/blocking the incoming attack. A hit, is a hit. Can do the same, increasing miss chance with distance to target. Maybe just do the same thing, using the armed weapon skill to deflect the incoming projectile but at a reduced rate, like -25% to -33%. I plan a shield skill that would be a full block. Or maybe instead of a reduced skill roll, reduce the damage from the projectile. Not sure but I know I don't want Missile Defense unless we can combine Melee and Missile Defense into a "Defend" skill?

40
RPGWO V6 / V7 / Skill Merging
« on: August 11, 2015, 03:53:52 pm »
Mining costs 2 skill points and is STR / 2
Refining costs 1 skill point and is DEX + INT / 3
Would become: Mining, skill cost 3, STR + INT / 4  ???

Blacksmith costs 2 skill points and is STR + DEX / 3
Tinker costs 1 skill point and is DEX + INT / 3
Would become: Blacksmith, skill cost 3, STR + DEX / 4 ???

Pages: 1 [2] 3 4 ... 9