Search found 160 matches

by BTS1967
Tue Mar 31, 2009 12:36 pm
Forum: Submit Feedback
Topic: More than one Automatic Success on Die Roller
Replies: 4
Views: 1423

Heruca, Is this item still planned for a future release? I have a player who is itching for it... for some reason math escapes him. :D

BTS
by BTS1967
Tue Mar 31, 2009 12:35 pm
Forum: Submit Feedback
Topic: Option to exclude Hidden figures from Turn Sequencer
Replies: 8
Views: 1836

This is something I would like too. Right now I don't add someone to the TS till I reveal them on the map but for ease of setting up in advance it would be a nice to have to have them also as being in TS but not appearing. I dont know the code structure or approach you used. But would it be possible...
by BTS1967
Wed Mar 18, 2009 12:55 am
Forum: Bug Tracker
Topic: Feedback on Progressive Initiative BRPG 1.4c Vista
Replies: 9
Views: 2007

Re: Feedback on Progressive Initiative BRPG 1.4c Vista

1. You use the lowest value to determine sequence order (acting tick) BUT when there is a tie both characters act simultaneously so there is no need to break ties. There is no way to set this. No, there is no way to denote true simultaneous actions. It would just have to be up to the GM to ensure t...
by BTS1967
Wed Mar 18, 2009 12:52 am
Forum: Bug Tracker
Topic: Feedback on Progressive Initiative BRPG 1.4c Vista
Replies: 9
Views: 2007

Re: Feedback on Progressive Initiative BRPG 1.4c Vista

4. I have Character A with Acting Tick of 3 and a Speed of 5 and Character B with an Acting Tick 4 and a Speed of 3. The Current Tick is at 1 (starting). When I click on Step Tick does not go to Character A (the first acting character with a tick of 3) but goes to Tick 4 and places Character B at t...
by BTS1967
Wed Mar 18, 2009 12:45 am
Forum: Bug Tracker
Topic: Feedback on Progressive Initiative BRPG 1.4c Vista
Replies: 9
Views: 2007

Re: Feedback on Progressive Initiative BRPG 1.4c Vista

3. You actually start at Tick 0 and not tick 1. The default starts at 1. It would be nice to have this as an option where the initiative or round count begins at a set value... 0 or 1 would be the obvious choices but I guess there could be others. Say you are on Tick 0. When you step the sequence, ...
by BTS1967
Fri Feb 27, 2009 12:32 pm
Forum: Bug Tracker
Topic: Feedback on Progressive Initiative BRPG 1.4c Vista
Replies: 9
Views: 2007

I did post something two weeks ago giving feedback on the current TS in terms of using it for Exalted; it may have been sooner but we started in 4e back in January and decided we wanted to play Exalted instead. By the time we got to a combat situation where we could test the TS you were out. In term...
by BTS1967
Fri Feb 27, 2009 3:41 am
Forum: Bug Tracker
Topic: Feedback on Progressive Initiative BRPG 1.4c Vista
Replies: 9
Views: 2007

Feedback on Progressive Initiative BRPG 1.4c Vista

My TS Configuration is as follows: Game Turn is called a Tick I added: Acting Tick: The tick the character will act on next Speed: The speed of the current action (added to current acting tick to create next Acting Tick) Dex: Used to break ties in Tick Which value is used to determine sequence order...
by BTS1967
Thu Feb 26, 2009 12:57 pm
Forum: Bug Tracker
Topic: player client disconnects
Replies: 22
Views: 6878

nm, just chatted with Heruca and we have unrelated problems... *sigh*

BTS
by BTS1967
Tue Feb 24, 2009 7:00 pm
Forum: Submit Feedback
Topic: More than one Automatic Success on Die Roller
Replies: 4
Views: 1423

Bah not your fault man! I think it may be an Exalted\Scion thing... cannot speak about current edition of WoD & its been 10 years since I played VtM. If anyone is to blame, I never flagged it as part of the die mechnics when I posted how Exalted works. In Exalted & Scion you can spend your essence (...
by BTS1967
Sun Feb 22, 2009 4:15 am
Forum: Submit Feedback
Topic: More than one Automatic Success on Die Roller
Replies: 4
Views: 1423

More than one Automatic Success on Die Roller

A number of games use successes as the gauge of succeed\Fail and how well you succeeded. Would it be possible to have a data entry field to enter a number of automatic successes? Right now you can only add a single automatic success by checking the score an automatic success. The WoD, Exalted, and S...
by BTS1967
Mon Feb 16, 2009 11:53 am
Forum: Submit Feedback
Topic: Turn Sequencer for Non-Round Oriented Games (Exalted)
Replies: 7
Views: 1439

I would be very interested in anything you do with Flash. I have been itching to get back into some programming (been about 10 years) and Flash is one of those languages I think would be a good one to pick up for personal and work use.

BTS
by BTS1967
Mon Feb 16, 2009 4:14 am
Forum: Submit Feedback
Topic: Turn Sequencer for Non-Round Oriented Games (Exalted)
Replies: 7
Views: 1439

Good ideas! I think the two suggestions would have to be combined as a viable work around as I want to keep track of sequence of actions and current Tick... better than clicking 50 to 100 times to just get through 10 ticks... and most of our combats are somewhere between 30 to 50 ticks; I have heard...
by BTS1967
Sat Feb 14, 2009 4:34 am
Forum: Submit Feedback
Topic: Turn Sequencer for Non-Round Oriented Games (Exalted)
Replies: 7
Views: 1439

Turn Sequencer for Non-Round Oriented Games (Exalted)

Finally back to RPing with BRPG with Exalted. We found that the TS is not working correctly for Exalted or similar systems... WoD and Scion. I will use Exalted as the system where ticks go from 1 up to whatever number when the combat is over. I was not sure whether to put this as a defect or feedbac...
by BTS1967
Sun Jan 18, 2009 2:08 pm
Forum: Fixed Bugs
Topic: Display issues with 1.2f
Replies: 34
Views: 6829

Hi, I am having the exact same problem with the drop down menu's backgrounds changing to either Black or Red. I just got BRPG installed on my new PC and am having the same issue with Vista, 3gig ram, and Nvidia 8800 GTS (1gig memory on the video card). I had the above occur on BRPG 1.4. Two work ar...
by BTS1967
Thu Sep 25, 2008 5:06 pm
Forum: Feature Requests
Topic: Support for varied card decks and Display of cards
Replies: 4
Views: 2946

Guess it goes without saying that deck support should be included in the main program window, not just on a separate "Card Table" window. A thought on this: a configurable side board (for the game and for each player) may be helpful to manage realestate. A player can dock his and the game sideboard...
by BTS1967
Thu Sep 25, 2008 5:04 pm
Forum: Feature Requests
Topic: Support for varied card decks and Display of cards
Replies: 4
Views: 2946

Another varied card management system is where you have a central deck from which cards are drawn when a player hits a specific condition or area on the board. Those cards then become associated with that area; if the player does not take\purchase them they are dropped at that location. This occurs ...
by BTS1967
Thu Sep 25, 2008 4:59 pm
Forum: Feature Requests
Topic: Terrain modifiers & movement rules
Replies: 2
Views: 2250

Terrain modifiers & movement rules

It would be nice to be able to "hot link" an area on the board and associate it with a terrain type. Then when moving through that terrain type it would automatically enforce the movement rules. At first I wasnt even going to post this as it felt too controlling but then got to thinking about how of...
by BTS1967
Thu Sep 25, 2008 4:56 pm
Forum: Feature Requests
Topic: Unique Gaming Dice
Replies: 1
Views: 2056

Unique Gaming Dice

Some of the games I play use some very unique dice. Runebound is probably the most interesting example as it uses dice with upwards to three terrain icons per side of the die. And you can roll upwards to five dice (modified by actions taken by the player). What you roll determines what you can trave...
by BTS1967
Thu Sep 25, 2008 4:52 pm
Forum: Feature Requests
Topic: Game & Scenario Packs
Replies: 3
Views: 2747

Game & Scenario Packs

This idea popped into my head after responding to the Battle Order Panel. The ability to create Scenario Packs something like the art pack with tokens, map pieces, and other objects. But in addition, preconfigured battle sequence, settings (such as how the turn sequencer will flow), game settings (f...
by BTS1967
Thu Sep 25, 2008 4:47 pm
Forum: Feature Requests
Topic: Order of Battle panel
Replies: 1
Views: 2299

Scenario based initiative would be big on this one. Now I am not a big standard war game player but one I have played a lot is Tide of Iron. Each scenario drives who can place what and where. It would be a nice to have feature to be able to pass turns based on a scenario. The utility managed scenari...
by BTS1967
Thu Sep 25, 2008 4:42 pm
Forum: Feature Requests
Topic: Currency
Replies: 3
Views: 2594

This is a good one but adding to it... emphasizing what Balesir stated... a given player in TI can have currency (trade goods), influence, and resources. Each one used in different ways. Trade goods are essentially money. Influence and resources are spent as currency (influence on political votes or...
by BTS1967
Wed Sep 24, 2008 3:07 pm
Forum: Feature Requests
Topic: Game Play Tokens
Replies: 0
Views: 1851

Game Play Tokens

There are two types of game tokens. 1) Those that designate a specific effect and are public. These can be temporary or permanent. Typically identifying an area that is locked down, a marker for ranged attacks, a marker for attacks of opportunity, etc. 2) Those that are hidden (flipped upside down) ...
by BTS1967
Wed Sep 24, 2008 3:04 pm
Forum: Feature Requests
Topic: Tiles
Replies: 6
Views: 3310

Tiles

Pretty much all of the games I play have configurable tiles to create the board; thus every game is different. Some games come into play with a board configured based on a scenario with those tiles fully displayed. Typically this is predetermined and anyone can set up the board. Some have the tiles ...
by BTS1967
Wed Sep 24, 2008 2:58 pm
Forum: Feature Requests
Topic: Control Tokens
Replies: 0
Views: 1791

Control Tokens

A player can set a token on the board or on a card to identify the area as under his control or having met specific conditions. It would be also nice to automate specific features such as gaining an associated card, victory points, etc. when an area is controlled or a card objective is met. This exi...
by BTS1967
Wed Sep 24, 2008 2:56 pm
Forum: Feature Requests
Topic: Support for varied card decks and Display of cards
Replies: 4
Views: 2946

Support for varied card decks and Display of cards

Not sure if this should be broken up but in short its card management. A lot of the games we have been playing have multiple card decks. I will use Twilight Imperium as my example as it has one of the more complex usage of cards. These can be boiled down into a core set of functions that can be desi...