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Messages - K1ngpwn02

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1
Total Miner Discussion / Re: Total Miner 2.0 Skills Work Around
« on: April 09, 2014, 09:20:45 PM »
No. Once you have done the workaround you won't need to do it again. The work around is to make the skills work. Once they work you are set.

Skills carry over to all maps. I think that might be where you are getting confused. Even if you start a new map your skills will be were you left off on a previous map.
Ah, that's exactly where I was confused. Thanks for the help!

2
Total Miner Discussion / Re: Total Miner 2.0 Skills Work Around
« on: April 09, 2014, 09:03:26 PM »
Once you have done the workaround you won't need to again.

Right, I know that. But if I were to make a new map, would I have to do the workaround or would the skills just work from the start?

3
Total Miner Discussion / Re: Total Miner 2.0 Skills Work Around
« on: April 09, 2014, 08:56:52 PM »
So, are the skills only broken on maps from 1.8, or are they just busted in general? In other words, do I have to try these fixes on all my maps or just my 1.8 maps?

4
Total Miner Discussion / Re: 2.0 General Discussion
« on: July 31, 2013, 11:43:45 AM »
How so?

Nevermind, got confused on what you meant by "locking." My bad haha.

5
Total Miner Discussion / Re: 2.0 General Discussion
« on: July 30, 2013, 05:52:34 PM »
I dont understand? When does it happen and why, like iif i get close to a person i freeze or something? How does the system know when to do it?


^This. I could see this system causing so many glitches. And personally, I like the "awkward dancing" combat. I really don't like the idea of freezing....

6
Total Miner Discussion / Re: 2.0 General Discussion
« on: July 29, 2013, 10:08:37 AM »
Hmmm well this was nice news to see upon my return to the forums. I can't wait for this update! Craig always goes above and beyond-  circuitry would've been enough for me, but now he's adding a new combat system, all these freaking items, and more. I just hope this update doesn't take a whole year to get out....

7
Introductions / Hello... again.
« on: July 28, 2013, 06:34:45 PM »
Hey all, I kinda took a hiatus for, well... about a month and a half. Got kinda busy to say the least. Just wanted to let everyone know that I'm gonna be active here again  ^-^

8
Ideas / Re: Complex NPC's
« on: June 09, 2013, 06:13:45 PM »
i would love this idea not just for rpgs, but for guarding my treasure chests... i play with a few people and theives aren't too common among us, but i guard my chests and i have to use sentries to guard them, which can back fire, because if i trust a player to go in and take an item that i told him to take, then my sentries will just kill him, and it can back fire... if i share my chests with someone, i can just tell him the right combination to speak with guard outside my loot room.
Well, of course, it doesn't have to be used for RPG's only, there could be many uses for a complex npc :D

9
Ideas / Re: Complex NPC's
« on: June 08, 2013, 07:42:09 PM »
i dont see why avatar legends way is so hard its pretty easy to me especially since i have a keyboard,but i still think avatar legends talking system is a good way
Yeah I feel like AL's system is pretty easy once you get the hang of it. It does take a while to understand it, though.

10
Ideas / Re: Complex NPC's
« on: June 06, 2013, 02:07:18 PM »
also if they can power blocks, and you spend enough time working on the dialogue tree, you could probably turn the npc into a combination lock, where you have to pick the right string of dialogue to open the door

Ohhhh that'd be so sick!

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