 dewinduvae Posts: 2
1/15/2013
|
I think a variation of this has already been posted. I know that the [q:quality name] thingies don't work at the moment. but when they do, I would like to be able to modify the output in the actual storylet.
For instance: "[q:gender,the person,he,she] is a really sneaky thief. Will you help us catch [q:gender, him,him,her]?" Branches into "help them catch a suitable fake" "Turn yorself in" and other things.
The above example assumes that the gender quality is 0:nothing 1:male 2:female. With no possible numbers afterwards.
It would be really helpful. Thank you.
|
|
|
+1
link
|
 Richard Posts: 304
1/15/2013
|
dewinduvae wrote:
I think a variation of this has already been posted. I know that the [q:quality name] thingies don't work at the moment. but when they do, I would like to be able to modify the output in the actual storylet. In actual storylets, they do already work. You can see an example in the manual (to find it you can search, rather thrillingly, for "body in the attic").
The place where they don't work is in QCDs - the messages you see next to a little icon when a quality increases or decreases.
dewinduvae wrote:
For instance: "[q:gender,the person,he,she] is a really sneaky thief. Will you help us catch [q:gender, him,him,her]?" But that, sadly, you can't do. All you can do is to include the actual value of the quality, or its QCD (text description) if it has one.
Still, with cunning phrasing, that might be enough... lots of worlds have an "Addressed As" quality to allow NPCs to say "Sir" or "Madam", and so on.
Cheers Richard
|
|
|
+1
link
|
 Hierophant Posts: 782
1/17/2013
|
It would be swell to be able to put a universal ceiling value on a quality.
So: the Hideous Strength quality ceiling is set to 5. No matter what a branch result would otherwise do, Hideous Strength couldn't rise above 5.
This would be especially useful for games in progress ("the current Watchful cap is 150") and games that make heavy use of multiple ways to raise story qualities.
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
0
link
|
 Hanon Ondricek Posts: 417
1/17/2013
|
I'm sure you know this and the solution is sub-optimal, but in lieu of capping a quality, builders could always search for "affects Hideous Strength" and put 5 in all the "if <=" fields. I only mentioned because it was a long time before I discovered the dropdown where we could search cards by specific quality effects required or affected.
|
|
|
0
link
|
 Hierophant Posts: 782
1/17/2013
|
Yup, I know it. But proper use can be hard to track, especially since it doesn't copy when you copy a card.
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
0
link
|
 Firky Posts: 110
1/18/2013
|
Hi.
Probably not possible, but any chance of allowing music? Maybe music tied to location? Just an idea.
Meg
|
|
|
0
link
|
 Roast Rabbit Posts: 32
1/18/2013
|
Meg, that was discussed a little a few pages back: http://community.failbettergames.com/topic1033-suggestions.aspx?Page=3#post18148 Specifically, Alexis said "It is not beyond the realms of possibility that we will allow people to add rich media to storylets in some way. (Theoretically there are ways you could hack it in now, but we may replace HTML with Markdown in slets at any point.)"
|
|
|
0
link
|
 Hierophant Posts: 782
1/18/2013
|
Do you folks take in any substantial revenue from display ads? Are there plans to add optional display ads to SN?
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
0
link
|
 Lily Fox Posts: 346
1/18/2013
|
Can we get a warning when StoryNexus is going down for maintenance? Five minutes warning on Twitter and the forum for unscheduled but intentional downtown.
-- @LilyLayer4 Fallen London character: Lilith B. Author of Maelstrom - Play - Discuss Author of City of Phire - Play - Discuss
|
|
|
0
link
|
 Hierophant Posts: 782
1/18/2013
|
Intentional downtown is much preferred to unintentional downtown. Otherwise you risk stranding without change for bus nor cab.
<3
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
+1
link
|
 Lily Fox Posts: 346
1/18/2013
|
*Laughter* Okay, possibly a sign I should I need sleep anyway.
-- @LilyLayer4 Fallen London character: Lilith B. Author of Maelstrom - Play - Discuss Author of City of Phire - Play - Discuss
|
|
|
0
link
|
 Richard Posts: 304
1/18/2013
|
I've recently changed my action bank size to 50, and I love it! It's one of those things you don't realise you want until it's available. I'd always planned on committed players getting through 60 actions a day, and this change (plus a longer refresh interval) achieves exactly that while giving much more flexibility about how to play.
But. In my view, it does make the "spend Nex to refresh your actions" option look a little bit silly. 50 Nex cost about as much as a paperback novel, and to be honest I'd feel a bit guilty if anyone ever actually did spend that much on actions on one go. Because, after all, the main reason for spending Nex on actions is because you're at a key moment in the plot, and 10 or 20 are probably all you actually want or need.
So, I Suggest that either (a) the cost to refresh actions shouldn't be linear, but maybe more like a fixed cost plus a smaller varying component, or (b) a simpler alternative - the proposition should be "spend 10 Nex to refresh 10 actions" irrespective of the action bank size.
Cheers Richard
PS. Some of the best nights of my life have ended with an unintentional downtown.
|
|
|
0
link
|
 Hierophant Posts: 782
1/18/2013
|
I think Alexis mentioned something about creators being able to futz with action refresh costs relative to action bank size down the line.
-- Head Writer Zero Summer zerosummer@outlook.com
|
|
|
0
link
|
 Alexis Kennedy Posts: 1374
1/18/2013
|
Action refreshes always cost 10 Nex, whether the action bank size is 10, 50 or 100. If this doesn't seem to be the case and/or if the docs are unclear, could you drop us a bug report?
|
|
|
0
link
|
 Richard Posts: 304
1/19/2013
|
Alexis Kennedy wrote:
Action refreshes always cost 10 Nex, whether the action bank size is 10, 50 or 100. If this doesn't seem to be the case and/or if the docs are unclear, could you drop us a bug report? I doubted my sanity but, no, it definitely says "Spend 50 Nex". An email is on its way.
Thanks! Richard
|
|
|
0
link
|
 Hanon Ondricek Posts: 417
1/19/2013
|
I would like to humbly request an exotic effect.
For Always cards, I would like UNPIN_ON_AREA_CHANGE.
What this would enable and facilitate is characters and objects who move about in the world, appearing in multiple areas, which the character could move away from.
For example, in a desert setting comprised of several areas, you could have the character draw the must card "A flock of vultures circle above" This card causes despair and sets a "Vultures Above" quality to 1 which causes a "Vultures" Always card to be pinned where the player can shout at them, hurl bleached bones he's collected at them, or try to shoot one down with his blow-gun for a quick meal.
The Vultures card has UNPIN_ON_AREA_CHANGE as an exotic effect, so if the character walks into a new area, he leaves the vultures behind, and the card goes away. This does not prevent him drawing it again and the carrion birds circling in a new area.
As it stands, you would currently have to set "Vultures Above" to 0 as an effect on every single card that moves the character to a desert area, which can get tedious if you'd like several moving entities.
This could be used for anything that can show up randomly in multiple places and then be left behind by the player. A balloon overhead. Wandering characters. A menacing swirl of fog. A meteor that can crash down in any number of meadow areas.
The effect that could go with this, but is probably asking too much: PIN_TO_CURRENT_LOCATION which would change the location of an always card so that meteor would remain in the random meadow area where it fell, or that broken-down-car would stay where the player got tired of pushing it. edited by HanonO on 1/19/2013
|
|
|
0
link
|
 Firky Posts: 110
1/19/2013
|
Roast Rabbit wrote:
Meg, that was discussed a little a few pages back: http://community.failbettergames.com/topic1033-suggestions.aspx?Page=3#post18148 Specifically, Alexis said "It is not beyond the realms of possibility that we will allow people to add rich media to storylets in some way. (Theoretically there are ways you could hack it in now, but we may replace HTML with Markdown in slets at any point.)"

Cool. Thanks!
Also. I just noticed "play this storylet." I was wondering about whether this would come to pass. Good idea. Sadly, doesn't work at all for my world because it breaks my playtest horribly. But, great feature.
|
|
|
0
link
|
 PostalElf Posts: 47
1/19/2013
|
Can I drop a suggestion here? I would murder a small insect or animal no larger than my thumb to be able to use quality values in a test. For instance, if I had a quality named Enemy Armour, let me do something like: "if Attack >= Enemy Armour then execute this storylet".
|
|
|
+1
link
|
 Hanon Ondricek Posts: 417
1/20/2013
|
Firky wrote:
Roast Rabbit wrote:
Cool. Thanks!
Also. I just noticed "play this storylet." I was wondering about whether this would come to pass. Good idea. Sadly, doesn't work at all for my world because it breaks my playtest horribly. But, great feature.
I think "Play this Storylet" is less about playtesting as it is just to get a look at the storylet you just made. They did say that hitting play ignores *all* quality requirements so you'd need to tweak yourself into the right status to see what you need.
|
|
|
0
link
|
 Hanon Ondricek Posts: 417
1/20/2013
|
PostalElf wrote:
Can I drop a suggestion here? I would murder a small insect or animal no larger than my thumb to be able to use quality values in a test. For instance, if I had a quality named Enemy Armour, let me do something like: "if Attack >= Enemy Armour then execute this storylet".
Comparing two qualities. I see what you mean.
The way I can see to do it:
My attack = 10 Enemy Armour = 13
The storylet you wish to fire electively has as a root requirement "My Attack >= 13" it does not fire.
If my attack is 14, it would.
Since the elective storylet likely has a quality value that will not change, it doesn't seem like you should have to compare separate qualites as opposed to just compare the one with the value that you're wanting to check.
|
|
|
0
link
|