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Heed
Joined: 30 Jan 2005 Posts: 3 Location: Dasein
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Posted: Mon Jul 04, 2005 12:38 Post subject: Combat round length |
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Out of curiosity, has anyone ever come across the combat round data -- specifically, the combat round length? I would be curious to see how the game plays with a longer combat round -- say 9 secs or even 12.
I suppose it might be tied to a lot of timing (i.e. hb's), so it has the potential to throw a lot of time based engine level events into whacky land (or maybe it's derived from hb's and could be changed in isolation?), but it would be interesting to play with.
If anyone wonders why, well, one of the great things about PnP d&d is that you have time for events to sink in as they unfold; whereas in NWN's it's rapid fire events one after the other until you die or you prevail. More "realistic" I suppose in terms of timing, but not so good for understanding how combat unfolds and understanding what exactly is happening.
Thanks. _________________ Thought thinks itself. |
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Acrodania
Joined: 02 Jan 2005 Posts: 208
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Posted: Mon Jul 04, 2005 18:38 Post subject: |
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The 6 second round is hard coded and directly tied into the game engine. It can't be altered....
I think the best you could come up with is something that sat in the module's HeartBeat script that "paused" then game for the first PC, though I have no idea if that is possible or not |
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Heed
Joined: 30 Jan 2005 Posts: 3 Location: Dasein
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Posted: Mon Jul 04, 2005 22:10 Post subject: |
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Not sure what you mean. That should be memory resident when the app is running, no? Or do you mean the clients would also need some sort of modification?
EDIT: now that I think about it, yeah, the clients would be out of synch with the app. Ah well, was just a thought. _________________ Thought thinks itself. |
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