WIP Better Battles

Post » Fri Dec 10, 2010 6:17 am

Hello,
Hi bjam, great to see you! :goodjob:

:wave:
Does your presence mean that the list may be updated? ;)

I'm already working on it. :)

Bjam
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Antony Holdsworth
 
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Post » Thu Dec 09, 2010 9:34 pm

Is it possible that Better Battles implements an improved and adapted (seamlessly integrated) version of Adul's Advanced Combat (downloadable here: http://www.adul.net/old/) into it?
I think that is a GREAT combat mod, cause it simulates the player charachter's overall mental and strategic approach to the fights. An addition I'd like: the possibility of a strafe (a short and strong Speed bonus) by the player character when he is in "Dodging combat mode" (one of the combat modes in Adul's mod).
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Sarah Evason
 
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Post » Fri Dec 10, 2010 4:38 am

Thanks for working on this one Fliggerty. As we say around here.... Love your work!

:goodjob:
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+++CAZZY
 
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Post » Fri Dec 10, 2010 3:57 am

I think now that I use MGE all the time, I have a different perspective of MWSE since it's actually built-in to MGE-plus with 4 GB of RAM, it wouldn't really matter much if it actually were an external program that I'd have to run.

Still, there aren't exactly a lot of MWSE mods out there exactly, at least not that I'm aware of.
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Naazhe Perezz
 
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Post » Thu Dec 09, 2010 9:04 pm

True, there aren't a lot. I have a couple dozen released, and there are a handful of others. But I know of several other people who currently have various WIPs that require MWSE.
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Marguerite Dabrin
 
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Post » Thu Dec 09, 2010 6:00 pm

Are you going to implement something similar to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037 in Better Battles?
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Emily Graham
 
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Post » Thu Dec 09, 2010 8:09 pm

Are you going to implement something similar to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037 in Better Battles?

Doing so would conflict with birthsign-changing mods, wouldn't it? Or something... :unsure:
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leigh stewart
 
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Post » Thu Dec 09, 2010 8:53 pm

When or if this is being released... Morrowind will be better then Oblivion in everyway!

Great work keep it up, I would love to see this mod come true.
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Taylor Thompson
 
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Post » Thu Dec 09, 2010 9:42 pm

A time-consuming mod even with MWSE.

I took an interest with this over at GHF with Surrendering NPCs (I'm a sadist) and enslaving them.
And Fligg is quite proud of this WIP he's got going.
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jessica robson
 
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Post » Fri Dec 10, 2010 8:30 am

Any chance of having Oblivion's style spellcasting?
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asako
 
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Post » Thu Dec 09, 2010 9:33 pm

Doing so would conflict with birthsign-changing mods, wouldn't it? Or something... :unsure:

If it's done in the same way, yes. But maybe there's another way... I don't know.

Any chance of having Oblivion's style spellcasting?

http://www.gamesas.com/bgsforums/index.php?showtopic=923895&st=40&p=13628566&#entry13628566
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Oyuki Manson Lavey
 
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Post » Fri Dec 10, 2010 8:04 am

Is it possible that Better Battles implements an improved and adapted (seamlessly integrated) version of Adul's Advanced Combat (downloadable here: http://www.adul.net/old/) into it?
I think that is a GREAT combat mod, cause it simulates the player charachter's overall mental and strategic approach to the fights. An addition I'd like: the possibility of a strafe (a short and strong Speed bonus) by the player character when he is in "Dodging combat mode" (one of the combat modes in Adul's mod).

I don't believe I will do this. That is a great mod, but it is different from this. My aim to make a new combat system that we have not had before. However, the reason I am making this two separate mods is so that you can use AAC or Combat Enhanced along with the NPC behavior mod.

Are you going to implement something similar to http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037 in Better Battles?

No. It will be perfectly compatible though.
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Margarita Diaz
 
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Post » Fri Dec 10, 2010 8:13 am

Would it be possible to have a fleeing NPC/creature have a reduced speed due to it's wounds? Having fleeing opponents is great, but can be annoying to chase down the fast moving ones.


Plus, how about when your weapon skill get's to a certain level (same for opponent) a critical hit causes an extra effect, like long duration bleeding (for swords/daggers) or extra damage to armour (for blunts)
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luis ortiz
 
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Post » Fri Dec 10, 2010 7:58 am

Would it be possible to have a fleeing NPC/creature have a reduced speed due to it's wounds? Having fleeing opponents is great, but can be annoying to chase down the fast moving ones.

A fantastic idea, and certainly something I can implement!


Plus, how about when your weapon skill get's to a certain level (same for opponent) a critical hit causes an extra effect, like long duration bleeding (for swords/daggers) or extra damage to armour (for blunts)

I am making something very much like that. The special attacks will essentially cause such effects, depending upon the weapon type and your skill.
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des lynam
 
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Post » Fri Dec 10, 2010 8:51 am

Would it be possible to have a fleeing NPC/creature have a reduced speed due to it's wounds? Having fleeing opponents is great, but can be annoying to chase down the fast moving ones.

A fantastic idea, and certainly something I can implement!

Fantastic indeed! There's nothing more annoying than a dying rat running away at light speed, but never far enough to allow you to rest...
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SEXY QUEEN
 
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Post » Fri Dec 10, 2010 4:08 am

I'm going to ask how this is going now, k?
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hannah sillery
 
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Post » Thu Dec 09, 2010 7:20 pm

Not too bad. I had to take a break from this monotonous scripting and screw around with some other fun stuff. But I'm back to it. :hehe:
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BethanyRhain
 
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Post » Fri Dec 10, 2010 9:01 am

Expression of enthusiasm for this project and the talent of involved modder.
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Astargoth Rockin' Design
 
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Post » Thu Dec 09, 2010 8:47 pm

Is it possible to implement the need for timing your block?
Just like blocking in Deadly Reflex for Oblivion.
Something like this: you may successfully block only if you hold the block button no more than 1 second. If you hold the button more than that, you won't block the enemy blow well (or at all).

I think this is something sorely needed to enhance combat.

What do you think about that, Fliggerty? Is it possible to script that for Better Battles?
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Sista Sila
 
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Post » Fri Dec 10, 2010 1:48 am

Any progress on this? My patience with Oblivion is wearing thin.
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Jade
 
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Post » Fri Dec 10, 2010 8:58 am

I was re-reading through the thread and didn't see it, but is http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1110 going to be a part of this also?

@ Trainwiz - I too uderstand your pain but, you must remember that this is a huge...(let me restate that) huge undertaking. It's going to take a while to get everything working properly.
Plus, we all have real lives to attend to once in a while. :hehe:
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dell
 
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Post » Thu Dec 09, 2010 6:53 pm

This thread seems lonely, so I'll give it a visit.
How goes this undertaking?
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Bereket Fekadu
 
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Post » Thu Dec 09, 2010 6:29 pm

Fantastic indeed! There's nothing more annoying than a dying rat running away at light speed, but never far enough to allow you to rest...

Agreed 100%. <_<
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Kahli St Dennis
 
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Post » Fri Dec 10, 2010 12:58 am

Is it possible to implement the need for timing your block?
Just like blocking in Deadly Reflex for Oblivion.
Something like this: you may successfully block only if you hold the block button no more than 1 second. If you hold the button more than that, you won't block the enemy blow well (or at all).

I think this is something sorely needed to enhance combat.

What do you think about that, Fliggerty? Is it possible to script that for Better Battles?

That's already done. :hehe:

I was re-reading through the thread and didn't see it, but is http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1110 going to be a part of this also?

I haven't decided yet. I'm thinking it over still...
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Naazhe Perezz
 
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Post » Thu Dec 09, 2010 11:12 pm

That's already done. :hehe:

:drool: WHAT???
That's... :drool: Insanely freaktastic! :intergalactic:
Now I just can't wait to put my hands on this invaluable gem of yours. :bowdown:
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Adam
 
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