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Honestly? I really think these should be custom to the players, like a forum signature, but for OCTGN, and let people have different ones for different spellbooks.

Well, it is certainly possible for individual players to customize their own messages if they are willing to dive into the code a little bit. There is a directory (\GameDatabase\9acef3d0-efa8-4d3f-a10c-54812baecdda\scripts\scriptText) which contains much of the flavor text for the game. If you want to modify it, just find the appropriate text file and  hack away (mage reveal messages will be stored in MageReveal.txt). Just be aware that any game update will overwrite your work, so you may want to make a backup copy.

Edit: I should probably mention that MageReveal.txt will not be present until the next release; this is a feature in development at the moment.

However, I think many people will be content with having a mage-specific randomized message displayed for them, with no further thought on their part. I have added the above proposals now, and look forward to more.

Creative / Seeking user content for OCTGN module - Mage reveal text
« on: June 17, 2016, 10:50:09 AM »
We have just implemented a flavor text feature that prints a message when a mage enters the arena (i.e. is flipped to be revealed for the first time at the start of the match). What we need from you is content.

Submission guidelines are simple. Just say what the mage is, and then tell us what messages you would like to see displayed. Put an @ before the mage's name and a ">" before each seperate message.

For example:

>"I will show you that nature is nothing to be trifled with," he says.
> The sound of howling echoes in his wake.

>"Death has come for you," he cackles.

When messages are displayed, one message at random will be selected from the list of messages associated with that mage (much like how it works for the death messages). The message will be displayed after a declaration that the mage has entered the arena. For example:

Necromancer enters the Arena! - Channeling is set to 10 and Mana is set to 20 and Life set to 32
"Death has come for you," he cackles.

Please post your submissions below. These will be incorporated into the OCTGN module, so everybody will see your brilliant creations.

General Discussion / Re: Enchantments on Enchantments
« on: April 14, 2016, 03:50:04 PM »
Just a random thought to solve this:
How about adding 1 extra zone to each side of the Arena. (so two in total) Each enchantment in zone 1 could be linked to mage 1 and vice versa for zone 2.

If you don't like these zones you could of course still use the current method.

Since you already have a way to automate zone enchantments I think it's not extremely hard to automatically link every enchantment in a particular zone to a particular mage.

Problem is irregular maps, and multiplayer maps.

We already have code that assigns default card locations for players, and it is rather long and ugly. This would require coming up with a system to assign a mage enchantment box based on the number of players and the shape of the map, which would likely add length and ugliness to the existing code.

I suppose one compromise is allowing players to attach enchantments to the mage stats card, since that is off the board.

League / Tournament Play / Re: GA players?
« on: December 09, 2015, 01:06:51 AM »
What GA stands for? (just curious :) )

Also, it is Veni, Vidi, Vici :)

Given the context (Statesboro), I am assuming it means the state Georgia.

General Discussion / Re: Mind Spawnpoint
« on: December 04, 2015, 05:57:36 PM »
Spawnpoints don't have to be for creatures. So far, there are no spawnpoints for incantations, attacks, or enchantments. Forcemaster suffers from lack of actions, but creatures are not the only way to compensate.

Spellbook Design and Construction / Re: Lunchtime for Kralathor
« on: November 23, 2015, 10:49:57 AM »
The opening I ran in the match was

T1. Tree + Tataree
T2. Kralathor + Akiro's favor facedown
T3. Bobcat + stuff.

I haven't tried out a lot of options, just because I haven't done as extensive of testing with this book as I have of others.

Just watched the first half of that match. A few thoughts:

1. Samara Tree can cast SPs at a range of 0-1, so you don't need to remove vine markers when casting in adjacent zones.
2. I just realized that Altar of the Iron Guard would work very well in any druid book, since you can have guards sprout anywhere on the board.

Opening seems all right for your strategy. Bobcats are definitely the cheapest creatures (considering spellpoints and mana) that you can use for this. 5 mana and 1 sp is pretty good for a growth token, but the full action is prohibitively expensive, since it prevents you from advancing with Kralathor. I would suggest that you move 1 zone on the first turn, if only to get Kralathor closer to the action.

Spellbook Design and Construction / Re: Lunchtime for Kralathor
« on: November 23, 2015, 10:03:30 AM »
What is your opening? If you are going with a Samara Tree, I recommend including a [mwcard=MWSTX1CKC08]Gargoyle Sentry[/mwcard] to deal with fireball rushes. One of the biggest advantages that Samara Tree has over Vine Tree is that it lets you summon a Gargoyle (or Guardian Angel) to defend it on turn 1, which can make all the difference when your opponent decides to rush you.

I also have a Samara Tree book that I have been working on for a while, which you might want to take a look at. Feeding Bobcats to Kralathor is an interesting idea, though I am suspicious of the mana efficiency, cheap though they are.

Spells / Re: Poll: Cheetah Speed vs Mongoose Agility
« on: November 21, 2015, 10:48:04 AM »
Cheater Speed


Love this, even if it was unintentional.

Rules Discussion / Re: Odd question on Climbing
« on: November 19, 2015, 12:19:57 PM »
The reasoning that seems to make us ask is along the lines of: Since a full action allows two move actions, and since being hindered prevents the second move action... maybe being hindered would prevent the use of a full action to use a special move action... in this case, to climb a wall.

A full action does not allow for two move actions. On its turn, a creature may either take a full action, or move and take a quick action (including movement).

Being hindered does not prevent use of full actions.

Therefore yes, you can still climb a wall when hindered.

I never realized this either. This makes Temple of Asyra slightly better, in my mind.

Last one for today. I made a concept of the force knight. He's meant to make those around him weaker, and he feeds off their weakness. That's what the daze mechanic is meant to do. I'll be back tomorrow with some of the other ideas. Feel free to discuss. if you feel that these ideas are way off base just let me know, this is meant to represent what you all want.

"Nightmare Knight"? This should obviously be called Knightmare.

Also, why do all of these have the Force subtype? Psychic seems more appropriate (at least for some of them).

Rules Discussion / Re: Wall of Poison Gas vs Veteran's Belt
« on: October 30, 2015, 12:07:05 PM »
Thanks, In OCTGN doesn't work like that. It just happened yesterday, the wall attacked a mage with the V-belt and didn't calculate the critical. where can I notify that?

As an OCTGN dev, I will raise an issue immediately. You may consider the bug reported (though the fix will probably not be given until the next release, which will be a while).

Rules Discussion / Re: Wall of Poison Gas vs Veteran's Belt
« on: October 30, 2015, 11:54:08 AM »
If someone pass through the wall of poison gas, and has a veteran's belt, can the mage change the critical damage?

I mean, the attack of the wall is critical regardless of the result, can the mage change that damage with the veteran's belt?

I think so.

Critical Damage means that all damage rolled is treated as critical. This would happen during Roll Dice (though it doesn't state this explicitly in the rules; it seems like a reasonable interpretation since critical damage applies to the results of the dice). Veteran's Belt triggers at the end of the roll dice step, after normal/critical damage has been determined.

I need to try this!  :)

What's the time range for this build?

I guess this isn't build for live tourney games?

I don't have a good enough sample to know. Most of the people I play with IRL are prone to AP (and new to the game), so games take a lot longer than they might otherwise (3-4 hours, often, even when I am not playing as the Procrastinator). I need to play more on OCTGN, probably.

I wouldn't say that it is particularly slow, though. Sure, it takes 2-3 rounds for a pod to mature, but you will (hopefully) be putting out one every round, so you will soon be maturing about 1 per round. If your opponent rushes you (as is likely), the game will take even less time.

With 4 Rhino Hides it looks like a Mage Wand and Heal or Group Heal, could be a good addition. (but of course making the games longer)

Rhino Hides are mostly to complement the Regeneration of plants. I don't like healing spells personally, but perhaps you can make it work.

Idol of Pestilence and Deathlock with a few Wall of Bones might give this build trouble?

Eagle Wings + Kralathor (vs necromancers) or Gorgon Archer (vs everything else) makes that a rather dangerous strategy for your opponent. That said, yes, those spells will be troublesome.

This book is very much a work in progress.

[spellbookname]The Procrastinator v2[/spellbookname]
[mwcard=MWSTX1CKA01]1 x Surging Wave[/mwcard]
[mwcard=DNA01]1 x Acid Ball[/mwcard]
[mwcard=FWA04]1 x Hurl Boulder[/mwcard]
[mwcard=MW1A09]1 x Jet Stream[/mwcard]
[mwcard=MW1J22]3 x Tanglevine[/mwcard]
[mwcard=MW1W04]1 x Wall of Thorns[/mwcard]
[mwcard=DNJ02]2 x Corrosive Orchid[/mwcard]
[mwcard=DNJ06]1 x Nightshade Lotus[/mwcard]
[mwcard=DNJ08]4 x Seedling Pod[/mwcard]
[mwcard=DNJ09]1 x Samara Tree[/mwcard]
[mwcard=DNW01]3 x Bloodspine Wall[/mwcard]
[mwcard=DNJ03]1 x Etherian Lifetree[/mwcard]
[mwcard=DNJ10]1 x Stranglevine[/mwcard]
[mwcard=DNC21]3 x Thornlasher[/mwcard]
[mwcard=MW1C18]1 x Gorgon Archer[/mwcard]
[mwcard=DNC20]2 x Vine Snapper[/mwcard]
[mwcard=DNC10]2 x Raptor Vine[/mwcard]
[mwcard=DNC06]1 x Kralathor, The Devourer[/mwcard]
[mwcard=DNC17]1 x Tataree[/mwcard]
[mwcard=MWSTX1CKC08]1 x Gargoyle Sentry[/mwcard]
[mwcard=MW1C07]1 x Cervere, The Forest Shadow[/mwcard]
[mwcard=MW1E09]1 x Agony[/mwcard]
[mwcard=DNE01]1 x Barkskin[/mwcard]
[mwcard=MW1E29]1 x Nullify[/mwcard]
[mwcard=MW1E23]1 x Jinx[/mwcard]
[mwcard=MWSTX2FFE04]2 x Brace Yourself[/mwcard]
[mwcard=MW1E36]4 x Rhino Hide[/mwcard]
[mwcard=MWSTX2FFE07]1 x Rust[/mwcard]
[mwcard=MW1E01]1 x Bear Strength[/mwcard]
[mwcard=MW1E13]1 x Eagle Wings[/mwcard]
[mwcard=MWSTX1CKQ06]1 x Eagleclaw Boots[/mwcard]
[mwcard=MW1Q07]1 x Elemental Cloak[/mwcard]
[mwcard=MW1Q18]1 x Mage Staff[/mwcard]
[mwcard=MW1Q09]1 x Enchanter's Ring[/mwcard]
[mwcard=MW1I28]2 x Teleport[/mwcard]
[mwcard=DNI08]3 x Dissolve[/mwcard]
[mwcard=DNI07]3 x Dispel[/mwcard]
[mwcard=MW1I23]2 x Rouse the Beast[/mwcard]
[mwcard=FWI17]1 x Force Push[/mwcard]
[mwcard=DNI02]2 x Burst of Thorns[/mwcard]
[mwcard=MWSTX2FFI06]1 x Defend[/mwcard]
[mwcard=MWSTX2FFI03]1 x Disarm[/mwcard]
[cost]Total cost: 120 pts[/cost]

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