Ammo creation

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darkgod
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Re: Ammo creation

#31 Post by darkgod »

?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Gwai
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Re: Ammo creation

#32 Post by Gwai »

I'm trying to find a way to make skeleton archers playable in this beta. In my opinion, they are not currently since stores are unreachable. So I am looking for the birth-items file and will put some more arrows into it. You mentioned that you were going to add basic ammo perhaps. So I said that thusly when I edited my character's birth files I would add basic ammo. Having trouble finding the right file though...

darkgod
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Re: Ammo creation

#33 Post by darkgod »

Hum not it's just that you were "unlucky" to get greater ego ammo at birth.
Try to recreate the character without using quickbirth, you'll get different ammo and probably non-ego ones in correct quantity.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Gwai
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Joined: Wed Apr 27, 2005 1:55 pm

Re: Ammo creation

#34 Post by Gwai »

Aaah! I always use quick birth, so I thought it was a set guarantee that all characters got 8 of that particular kind of arrow. Thanks!

darkgod
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Re: Ammo creation

#35 Post by darkgod »

Na I am not that evil you should know better Gwai :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Gwai
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Re: Ammo creation

#36 Post by Gwai »

Haha. I figured you meant us to buy ammo until we had foraged some. It was quite a challenge with only 8 arrows, but I was getting better at it.

darkgod
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Re: Ammo creation

#37 Post by darkgod »

Hehe ;)
Na if I meant you to buy ammo, I would not have put forage ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

ghostbuster
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Re: Ammo creation

#38 Post by ghostbuster »

The problem with forage is that it is too random and that you can run out of ammos or get them at an unexpected moment. Why not make forage more deterministic?
Every 100/TalentLevel kills, you have get enough bones to make a new bunch of arrows. On the average it will be similar to forage, but you can choose when you get your ammos. If you manage properly your kills you cannot run out of ammos and have no risk to get overburdened.
Just add a new counter (like stamina, hate, etc), called bones, that increments at every kill, and the forage skill determine the cost of in bones of a new arrow set and its quality.

Gwai
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Re: Ammo creation

#39 Post by Gwai »

See, I like a bit of randomness. It's not like one can't kill a rat by just bopping it, for instance. Since I discovered I was only getting 8 arrows because of a inconvenient starting role, I haven't had any serious troubles with running out of arrows. I try to use fewer arrows when I don't have back-ups, for instance.

ghostbuster
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Re: Ammo creation

#40 Post by ghostbuster »

I like randomness, too. But not for a vital resource like ammos. A warrior already has a weapon, and randomness will decide if he can find a better one or not. Not if he has suddendly to fight barehanded.

The main problem with ammo creation is that you could get outstanding ammos for free. Just had to rest to create new ammos.

The bone collecting system is somehow similar, but ammos are no longer free. You have to kill enough creatures. Randomness will decide if you have to kill rats or naga myrmidons, and what will be the quality ot your ammos, but you have the flexibility to decide when and where you create them.

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