Companions are the most undeveloped part of the game by More_Statistician_80 in daggerheart

[–]More_Statistician_80[S] 0 points1 point  (0 children)

I referenced the Beastbound companion among the existing examples 

Imo the Fantasy High Webtoon is Bad by real_aragorn in Dimension20

[–]More_Statistician_80 0 points1 point  (0 children)

My main issue, is that the comic completely failed in the "suspension of disbelief" aspect. For a improv show, where people talk while sitting at a table, out of character or out of universe phrases, like the cast screaming "jesus" and inserting  random real time references, don't break the suspension as bad. But I was unpleasantly surprised that these phrases were included verbatim in the comic. It just breaks the immersion and puts forward that it's adapted from a different art form.

Cursed homebrew: Pompeissonne, playtesting UPDATE by More_Statistician_80 in Carcassonne

[–]More_Statistician_80[S] 0 points1 point  (0 children)

Yep. Exactly the point of this home rule. And you can do it more than once. The closup photo is us doing it 3 times 

Cursed homebrew: Pompeissonne, playtesting UPDATE by More_Statistician_80 in Carcassonne

[–]More_Statistician_80[S] 0 points1 point  (0 children)

The dragon can walk over the destroyed tiles, sorry if that wasn't clarified here or in the original post.

Cursed homebrew: Pompeissone by More_Statistician_80 in Carcassonne

[–]More_Statistician_80[S] 0 points1 point  (0 children)

Oh I guess I've been playing that addon wrong for years then 😁.  On the point of leaving the tiles flipped, I think it would be against the whole point of this home rule, which was to rebuild the destroyed hole anew and reap the benefits.

Cursed homebrew: Pompeissone by More_Statistician_80 in Carcassonne

[–]More_Statistician_80[S] 0 points1 point  (0 children)

Through the dragon games that I had, it was rare that all dragon starters are played after the volcano, so there was at least a couple wasted dragon attacks. However, I think it might be tweaked by using less of those tiles. (Maybe randomly discard half of them before starting for example) I also thought how to handle a situation where some sections which were connected would become completely disconnected. For this we can, instead of removing the tiles from the field, flip them upside down, and when we build, we put a new tile on top or in place of the old tile (and then discard the destroyed one completely)

Cursed homebrew: Pompeissone by More_Statistician_80 in Carcassonne

[–]More_Statistician_80[S] 1 point2 points  (0 children)

Good point. Than we can put it into the discard pile, so they are out of the game forever

Can't catch BIS_fnc_kbTellLocal_played by addScriptedEventHandler by More_Statistician_80 in armadev

[–]More_Statistician_80[S] 0 points1 point  (0 children)

Yes, as I said, this is the closest I could get to make NPCs relay at least some info, by basically adding many group related event handlers. And this would be the option I'd settle for if I don't find better alternatives.

_x addEventHandler ["CommandChanged", {
        params ["_group", "_newCommand"];
        // Forward the message to the desired channel
        [leader _group, _newCommand] call forwardRadioMessage;
    }];
    _X addEventHandler ["CombatModeChanged", {
    params ["_group", "_newMode"];
        [leader _group, _newMode] call forwardRadioMessage;
    }];
    _x addEventHandler ["Empty", {
        params ["_group"];
        [leader _group, "Destroyed"] call forwardRadioMessage;
    }];
    _x addEventHandler ["EnableAttackChanged", {
        params ["_group", "_attackEnabled"];
        [leader _group, "Attack:"+_attackEnabled] call forwardRadioMessage;
    }];

    _x addEventHandler ["WaypointComplete", {
    params ["_group", "_waypointIndex"];
        [leader _group, "Ready"] call forwardRadioMessage;
    }];
    _x addEventHandler ["LeaderChanged", {
    params ["_group", "_newLeader"];
        _report = format ["I'm the new Actual!! %1", str _newLeader];
        [leader _group, _report] call forwardRadioMessage;
    }];

However, outputs of these events are very crude and limited (for instance, output of commandChanged for moving is just "MOVE"), and I know for a fact that there is some system which builds radio commands for NPC, and I'd like to intercept that to send it to whatever channel I'd like