Dragon Warriors

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Sat Apr 15, 2017 6:14 pm 
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I've been busy tweaking the Rank Equivalence Calculator, as I wasn't happy with the number of exceptions it couldn't deal with, so it now simulates enemies with shields, enemies that deal poison damage (both canon deadly poisons and a slightly milder approach - all explained on the notes page), and enemies that are immune to non-magical weapons. For the latter, knights and barbarians pick up magical items slightly after their Mystic companions can create them :). And if all of that wasn't enough, it now calculates rank equivalence up to rank 20.

http://cobwebbedforest.co.uk/workshop/RankEquiv.php

Next on my list of improvements are simulating enemies with multiple (or just alternative) attacks, fright attacks, and different armour factors for magical and non-magical weapons. I might even look at those creatures that charge into combat (minotaurs, bulls, etc.), but some of the effects of a charge have ongoing multi-round consequences that would be difficult to simulate (ongoing damage from poisons just about took me to the limit of my programming ability!)

Ideas or suggestions for improvements on this or any of the web apps in the Cobwebbed Forest are always welcome.

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Fri Apr 21, 2017 9:25 pm 
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Who knew there were SO MANY cross-browser compatibility issues with which to contend? I think I've now caught all the biggies, but let me know if you spot anything awry in your preferred browser - I use Chrome on a Macbook mostly (and sometimes Safari), but have this evening tested Chrome, IE, and Firefox on a PC, too, and noticed all manner of weirdness that I've had to tidy up. If i didn't know better, I'd say my site had been befouled by a faerie curse...

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Wed Apr 26, 2017 4:48 am 
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Well, I for one plan to have lots of fun just making random Hellions once your done with those generators. :)

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co-author Fury of the Deep
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co-author Dragon Warriors Players Guide
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co-author Ordo Draconis 1 and 2.


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 Post subject: Re: The Cobwebbed Forest
PostPosted: Wed Apr 26, 2017 5:11 pm 
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Damian May wrote:
Well, I for one plan to have lots of fun just making random Hellions once your done with those generators. :)

It's a public holiday in the UK this weekend, so I'll try to make time to finish off the canon elements of the Hellion Generator to include special abilities (maybe even the extended abilities in this guide http://www.cobwebbedforest.co.uk/downloads/DW/GMQRS-Hellions.pdf). The "fluff" (i.e., the descriptions) I have planned might have to wait until I have a bit more time, tho.

I've also been experimenting with being able to export NPCs generated with my character creator as a Word document, so you guys can edit them for use in your games. Just a few snags to overcome first and it might not be available for Friars and Thanes (for reasons that are probably too boring to go into), but expect to see something like that in future. I also have an idea of how to enable you to adjust the primary ability scores of a generated character and have the app update the character to apply any new modifications from having those scores, but that's even further off than Microsoft Word character sheets!

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Tue Aug 08, 2017 6:52 pm 
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Just to let everyone (everyone?) know that the Rank Equivalence Calculator suffered a minor database corruption a couple of weeks ago that I will fix as soon as I am able, but as I work abroad and also have a week's leave booked (also abroad, but to a different country), unless it turns out to be a very quick fix this weekend, it could be a couple of weeks before this application is available again.

I am particularly proud of the Rank Equivalence Calculator, ranking second only to the Character Generator in my opinion, so I am really keen to get this application back up and running as soon as possible (with some new features in the works, too, just to reward you all for your patience whilst I bring it back online).

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Sat Aug 26, 2017 5:14 pm 
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Cobwebbed Dragon wrote:
Just to let everyone (everyone?) know that the Rank Equivalence Calculator suffered a minor database corruption a couple of weeks ago that I will fix as soon as I am able, but as I work abroad and also have a week's leave booked (also abroad, but to a different country), unless it turns out to be a very quick fix this weekend, it could be a couple of weeks before this application is available again.

I am particularly proud of the Rank Equivalence Calculator, ranking second only to the Character Generator in my opinion, so I am really keen to get this application back up and running as soon as possible (with some new features in the works, too, just to reward you all for your patience whilst I bring it back online).

No new features, but the Rank Equivalence Calculator is back online and once again ready to simulate combats against average knights and barbarians up to 20th rank.

If anyone spots any errors, omissions, or inconsistencies in the results, please let me know. And, of course, if anyone has any suggestions for feature enhancements, they're also to be encouraged!

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 Post subject: Re: The Cobwebbed Forest
PostPosted: Sun Oct 29, 2017 9:42 am 
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There's a whole new application on the Cobwebbed Forest - a Dark Labyrinth:

http://www.cobwebbedforest.co.uk/pavilion/labyrinth

Partly a game and partly a way to determine how long a character might spend lost in a Dark Labyrinth (as per the Key to the Dark Labyrinth). To simulate an intelligent character taking less time to solve the maze than a dim-witted character, the maze grid is larger for low-intelligent heroes, and there are also a couple of other options to make the maze harder to solve, such as mental fugue and limiting the maze to only have one route through.

And, like all of my applications, there are some future improvements on my list:
  • When the maze is revealed at the end, I would like it to show the route the hero took through the maze.
  • I would like the entrance and exit locations to appear in a random edge square, not just top and bottom edges.
  • I'd like to include the option for the character to escape after a Spell Expiry Roll (based, probably, on 5 squares' movement per combat round).
  • Indicate proximity to the exit with some kind of colour-coding (possibly of the map boundary or your character marker) - the brighter it is, the closer you are to the exit.
  • Some kind of leaderboard for each size of maze (perfect mazes only, though - not much fun in comparing imperfect mazes).

And those little purple information icons in the form that jump to the relevant note on the page will eventually be rolled out across all of the apps in the Forest. I bet you can't wait, huh?

The application is still a bit rough (the stylesheet is still a bit basic and some of the text is only a placeholder), but feel free to have a wander through the Dark Labyrinth and let me have any feedback.

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