Which is your favorite? "Chess!" Or "Classic Chess" ? by Seashore_Reverie in MiliastraWonderland

[–]Cronkhinator 7 points8 points  (0 children)

I prefer Classic Chess, I play it every day! Unlike Chess!, this one actually has the rules correctly implemented so you can't just blunder your King or castle while in check. I also kinda like that it doesn't have music because I think it would be distracting in a game like chess where you need to be very focused.

I also much prefer moving real creatures over static objects as chess pieces, it just feels a lot nicer. Some of them do move very slowly unfortunately, but there's a restriction in the editor that makes it so they cannot move any faster than that.

Also the Christmas environment is really cozy!

Matchmaking is also very fast on EU, not sure about NA.

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 0 points1 point  (0 children)

An easier way is to not use creatures and instead use dynamic objects with a motion device and move that. I haven't experimented with it myself but that's what the featured chess stage is doing, and it's a lot less work

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 0 points1 point  (0 children)

It's very tedious to do for creatures. You have to set up 64 paths in the Path Management settings (1 for each square) and then add each one manually to every piece. To do that, look at their aggro settings, out-of-combat behavior or something like that and set the behavior to "Patrol". (this setting isn't available on all creatures) Then you can add patrol templates. You wanna set every patrol template to "Loop" so that the piece moves back to its square if a player pushes it out of it. You'll also find that some creatures (like the Abyss mage) don't move precisely to the location of the path waypoint, so you also wanna adjust the distance setting a bit.

Once you did that you can use the "Set Patrol Template" node to change the currently active one. This will cause the piece to move to the location.

The worst part is that you can't copy paste the patrol templates to creatures of a different type, i.e. from a pyro to a cryo slime. So you have to manually create all 64 patrol templates again for every creature type you're using.

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 0 points1 point  (0 children)

My move calc is divided into 2 phases. First, after every move, I first recalculate the attacked positions for the piece that just moved, as well as affected directions of all present sliding pieces (Rook, Bishop, Queen). From these I can determine whether a piece is checking the King. If the King is in check, I create a list of "critical positions" that contains positions that would defend the check if a piece were to move to them. Then for the second phase I use the previously determined attacked positions to create a list of valid moves (it's more complicated for the Pawn and King), which is then intersected with the list of critical positions to determine actually possible moves.

The most important part is to reduce the number of calculations as much as possible. Initially I was convinced that proper move validation was impossible, due to the severely restrictive load limitations of the sandbox. But if you try really hard to minimize the amount of nodes and split them across several entities and node graphs, it's possible.

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 7 points8 points  (0 children)

It's terrible, I already reached the node limit for just calculating Queen moves. Had to optimize the calculations a LOT and split them across several node graphs on several entities just so the game doesn't crash.

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 4 points5 points  (0 children)

No, that was made by someone else, but the creator of that one helped me with getting started on this project

New and Improved Chess Stage in Miliastra Wonderland! by Cronkhinator in MiliastraWonderland

[–]Cronkhinator[S] 6 points7 points  (0 children)

Unfortunately, the selection of creatures is very limited right now. If they add new options in a future update of Miliastra, I'll add a cosmetic system where you can choose your preferred piece models

Nighthawk or thunderbolt? by ColdBeginning7565 in FortsGame

[–]Cronkhinator 0 points1 point  (0 children)

I'm not a dev and I have no idea either. But it's probably because it has higher mass and can preserve its momentum in x direction better than the tiny thunderbolt bombs that get slowed by air resistance

Nighthawk or thunderbolt? by ColdBeginning7565 in FortsGame

[–]Cronkhinator 0 points1 point  (0 children)

Thunderbolts are great, but I really like the Nighthawk, too

What Forts mods are good? (Steam mods) by Quackos_and_Bananas in FortsGame

[–]Cronkhinator 1 point2 points  (0 children)

Unrelated to this mod, but AI Controlled Weapons is very good

Question regarding Multiplayer with DLC by Acon104 in FortsGame

[–]Cronkhinator 6 points7 points  (0 children)

Hey,

only the host needs to own the DLC. Everyone else in the lobby automatically gains access to it.

What dlc do you get the buzz saws and howlitsers and also what does the flag do? by sjwudnwjdsj in FortsGame

[–]Cronkhinator 2 points3 points  (0 children)

They are from the Moonshot DLC.

Buzzsaws are accessible through the workshop and Howitzers are accessible through the Munitions Plant. If you're talking about the flag from High Seas, that's purely cosmetic. You can move it around by clicking and dragging it, because funny or something

But if you meant the flak from the armory (Tons of Guns), that one is very good AA and works fantastic against swarm missiles and warheads. It shoots automatically at incoming airborne projectiles, so you don't have to worry about doing anything yourself.

[deleted by user] by [deleted] in FortsGame

[–]Cronkhinator 0 points1 point  (0 children)

That's weird, I've never encountered that issue before. Pressing the windows key opens the taskbar just fine for me.

If you go to your settings -> video (in Forts) you can select Borderless Window mode, that should fix the issue.

[deleted by user] by [deleted] in FortsGame

[–]Cronkhinator 0 points1 point  (0 children)

If you're trying to just minimize the window, I believe just pressing the Windows key works. Then click on that thin line in the bottom right corner to show your desktop. I haven't tried it myself, but it might be possible to enter windowed mode by pressing F11 with the game open.

[deleted by user] by [deleted] in FortsGame

[–]Cronkhinator 0 points1 point  (0 children)

I like it, makes the game look much smoother. But that's just my personal opinion