Turn information
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Turn information
I want access to more data. I want to know before moving, activating an ability, or making an attack where it'll put me in the turn sequence. Is there any way we could get a window that displays, for example, a 'Action sequence' as it currently stands, so we can better plan our moves?
Re: Turn information
there is no way to see this at the moment, as far as i know.
through, someone might make an addon, that calculates the current "energy" of all visible mobs, and compare it with yours.
problem with that is... you and mobs might have different global/attack/spell/mental speed.
That means, that an enemy, or an ally, can move twice(or more), within your "waiting"period.
then you add the fact that certain talents use a fraction of an action, and the things becomes completely unpredictable.
you might see which... actors? are guaranteed to have a move before you, based on the talent you pick, but you cannot say for sure how many times they will be able to move.
then there are stupid passives, that might or may not restore some "energy" to an enemy that was supposed to be "just" too slow, and put him "just" before you...
you can make a prediction, but there seriously is absolutely no reliability to it.
edit
hmm
in moss tree, there is talent that gives you "energy" whenever a regeneration effect is placed on you.
so, if another mob somehow procs the regeneration effect on it, i believe it will push him closer tot he front of the "queue"
through, someone might make an addon, that calculates the current "energy" of all visible mobs, and compare it with yours.
problem with that is... you and mobs might have different global/attack/spell/mental speed.
That means, that an enemy, or an ally, can move twice(or more), within your "waiting"period.
then you add the fact that certain talents use a fraction of an action, and the things becomes completely unpredictable.
you might see which... actors? are guaranteed to have a move before you, based on the talent you pick, but you cannot say for sure how many times they will be able to move.
then there are stupid passives, that might or may not restore some "energy" to an enemy that was supposed to be "just" too slow, and put him "just" before you...
you can make a prediction, but there seriously is absolutely no reliability to it.
edit
hmm
in moss tree, there is talent that gives you "energy" whenever a regeneration effect is placed on you.
so, if another mob somehow procs the regeneration effect on it, i believe it will push him closer tot he front of the "queue"
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Re: Turn information
I don't know how the code works, but I'm surprised to hear this is impossible. If it simply took count of everyone's speed and displayed a turn order if everyone moved (an action with a set speed) or if you took an action (again, an action with a set speed), I don't know why that would be particularly unreasonable. It doesn't have to display more than 'next turn'.
Re: Turn information
yeah, but that's the thing. what exactly is a "turn"?
normally, a turn based game has some sort of "innitiative system".
take heroes of M&M for example.
at one part of the game, it is decided by player order, its the part when player can do all he wants, and then move to another player and then another.
in other part of the game, each creature has its own "initiative" score, which determines its place in the turn sequence, regardless of to which player it belongs. but even then, ever unit is limited (atleast in HoM&M 3 and 4) to 1 action per "turn", no matter how fast it is, and then it has to wait.
the problem with tome, is that, while you can calculate current "energy" (that's the word used in determining "time" used by an action), no one is limited by the stupid "act once, then let everyone else" rule. meaning once it gets to their turn, they can make like 5 moves, before you can act again.
and you have no way of telling so, because every talent has its own "speed", or "energy" cost.
they can attack once, taking "100% of a turn" in which you will likely be able to move before its second move, or...
or it can activate so instant heal, which triggers its "ancestral moss", which then triggers "restoring energy (its all in the moss category i believe), then pop "speed of eternals" (shalore t1, instant), followed by "rampage" (which is also instant believe), and then attack you like 5 times, ending with some powerful ability.
because of that, such an addon would be mighty unreliable.
now, it can be useful if you are looking for a specific enemy, and to know if you can move once or more, so you know for sure if you can pull off a combo buuuut... yeah. it can only predict the very next moment it will move, and nothing beyond that.
normally, a turn based game has some sort of "innitiative system".
take heroes of M&M for example.
at one part of the game, it is decided by player order, its the part when player can do all he wants, and then move to another player and then another.
in other part of the game, each creature has its own "initiative" score, which determines its place in the turn sequence, regardless of to which player it belongs. but even then, ever unit is limited (atleast in HoM&M 3 and 4) to 1 action per "turn", no matter how fast it is, and then it has to wait.
the problem with tome, is that, while you can calculate current "energy" (that's the word used in determining "time" used by an action), no one is limited by the stupid "act once, then let everyone else" rule. meaning once it gets to their turn, they can make like 5 moves, before you can act again.
and you have no way of telling so, because every talent has its own "speed", or "energy" cost.
they can attack once, taking "100% of a turn" in which you will likely be able to move before its second move, or...
or it can activate so instant heal, which triggers its "ancestral moss", which then triggers "restoring energy (its all in the moss category i believe), then pop "speed of eternals" (shalore t1, instant), followed by "rampage" (which is also instant believe), and then attack you like 5 times, ending with some powerful ability.
because of that, such an addon would be mighty unreliable.
now, it can be useful if you are looking for a specific enemy, and to know if you can move once or more, so you know for sure if you can pull off a combo buuuut... yeah. it can only predict the very next moment it will move, and nothing beyond that.
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Re: Turn information
Which is precisely why I'm saying it doesn't seem like it would be hard to do. I'm saying 'turn order' and I'm not referring to 'whole turn units', but rather, 'who acts next'.
For example, TW has three stacks of Celerity, so say that's a 20% boost to movement speed. The 'turn order' displaying 'what would happen if everyone moved' would do so - if there's thing A with no boost to movement speed and thing B with a 20% reduction to movement speed, the display would read 'TW, A, B'. If I instead chose to make an attack that is slower than thing A moving, but faster than thing B moving, the display would read 'A, TW, B' while I was hovering over with the attack.
The display could also read out resolutions - this is handy if I am prompted for action with a projectile coming at me, and I want to know if I have time to, say, activate a shield before moving away from the projectile.
For example, TW has three stacks of Celerity, so say that's a 20% boost to movement speed. The 'turn order' displaying 'what would happen if everyone moved' would do so - if there's thing A with no boost to movement speed and thing B with a 20% reduction to movement speed, the display would read 'TW, A, B'. If I instead chose to make an attack that is slower than thing A moving, but faster than thing B moving, the display would read 'A, TW, B' while I was hovering over with the attack.
The display could also read out resolutions - this is handy if I am prompted for action with a projectile coming at me, and I want to know if I have time to, say, activate a shield before moving away from the projectile.
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Re: Turn information
That would be assuming everyone would move, however. The same Orc Necromancer might have four or five different speeds for things they might be using; They might have an 115% global, a 90% combat, 115% spell and 125% movement speed. They might have talents utilizing all those different speeds in different ways, as well as instant activation talents that might change the speed.Izawwlgood wrote:Which is precisely why I'm saying it doesn't seem like it would be hard to do. I'm saying 'turn order' and I'm not referring to 'whole turn units', but rather, 'who acts next'.
For example, TW has three stacks of Celerity, so say that's a 20% boost to movement speed. The 'turn order' displaying 'what would happen if everyone moved' would do so - if there's thing A with no boost to movement speed and thing B with a 20% reduction to movement speed, the display would read 'TW, A, B'. If I instead chose to make an attack that is slower than thing A moving, but faster than thing B moving, the display would read 'A, TW, B' while I was hovering over with the attack.
A system such as that would be a UI nightmare, I imagine.
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Re: Turn information
I'm just interested in 'if given their current stats they decide to move'. I shouldn't have to check my stats and their stats every time I want to take an action.
The display could just be a toggle-able window that lists the move order of everyone I see.
The display could just be a toggle-able window that lists the move order of everyone I see.
Re: Turn information
well, doing so wouldn't be of any use anyway.Izawwlgood wrote: I shouldn't have to check my stats and their stats every time I want to take an action.
look. lets assume that SOMEHOW, you did make a move, at the same time, and he has 125%of your global speed(for simplicity sake lets forget other speeds), meaning for his next action, he only waits 80% of the time that you need to wait.
fast forward to this moment, you steel need to wait 20% of a turn. end every "turn", this disparity accumulates. 40%, 60% 80% so eventually, it reaches100%. so every your 4th move, the enemy effectively acts twice.
so how do you know when will it be?
well, since you cant just see enemy's "energy", ofc the only way for you, is to be aware of how often he gets extra turn, and remember when was the last one.
now, you return the other speeds, the fact that different talents have their own speeds on top of that, the fact that global, is multiplicative, and not accumulative with the other speeds, bunch of passive and on hit speed affecting talents, and what you get from it is a hemorrhage.
seriously... you cant. right now, there is no way to tell.
Re: Turn information
This is entirely possible.Izawwlgood wrote:I want access to more data. I want to know before moving, activating an ability, or making an attack where it'll put me in the turn sequence. Is there any way we could get a window that displays, for example, a 'Action sequence' as it currently stands, so we can better plan our moves?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Turn information
There are old add-ons that have this info, but they don't work now.
Turns in tome are complex. See my speed guide for basic orientation
Turns in tome are complex. See my speed guide for basic orientation
MADNESS rocks
Re: Turn information
It would be great if we got it, then. I was trying to make something similar for Veins, but failed.HousePet wrote:This is entirely possible.Izawwlgood wrote:I want access to more data. I want to know before moving, activating an ability, or making an attack where it'll put me in the turn sequence. Is there any way we could get a window that displays, for example, a 'Action sequence' as it currently stands, so we can better plan our moves?
Re: Turn information
Marson's UI addon actually does precisely that. Don't know if it's updated for 1.4, though.