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Stigmata

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  1. Thank you very much for your reply. You have given me some ideas that I will try as soon as my real life work permits. Education seems to be the easiest one to make after reading your reply and while doing that I might get some clearer idea of how to do the rest. It will probably end up as a big exercise of copy and paste from the other modules to steal code that does what I need it to do... Well, as long as it works. I can always go back to it later and do some updates when I know what i am doing!
  2. Easy stat creation/modification A module for easy adding of new stats or modifying the existing ones. I would like to add a few more battle stats and perhaps work stats too. I read a description here in the forums that involved editing the DB and that is a bit beyond my capabilities, I am afraid I will damage the DB. The more stats the game has the more it's possible to do with the game and create a richer experience for the players, so I will have to deal with this one way or another sooner or later. Education system The ability to enroll in different educations that will improve your stats differently depending on which education you pick. Ammunition module Module for ammunition based weapons like a bow or gun alternatively a modification of the current module (tables-objects-weapons). It would be nice if it took into consideration the accuracy, rate of fire and size of magazine. So different guns will fire a different number of bullets per turn and having to sacrifice one turn for reloading if they run out of ammo before the fight is over. The user will have to enter type of ammo used, rate of fire (shots per minute that will be divided by the module to get number of shots per turn in the battle), size of magazine or the number of bullets that can be fired between reloading and a figure for accuracy (maybe a percentage? = never hits and 100 hits every time). For historical weapons a factor for weapon reliability might also be interesting, the weapon might fail or break down x% of the times it is fired. Main menu editor An easy way of moving around stuff between the main menu and the city screen(s). Been trying hard to find a way of "cleaning up" the interface but find it difficult. It would be nice to be able to group together different shops etc under a head line in the town view, Then I could have a merchant quarter, red light district, a mine, city center etc. My ultimate goal is to have a couple of cities with different shops, quests and services. I want only the base functions in the side bar and move the rest to the towns to give them more of a city feeling. This together with the new stats is actually why I am on the forum now, looking for an easy way to achieve it. It's entirely possible that there are easy ways to achieve this that I have not yet found, if so please bare with me, I have only had the engine for three days and I might have missed a lot. I am very impressed with the engine, it's very capable. The problem is in most cases finding where to alter stuff but most times there is a way, it only takes time to find it.
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