As promised, a report on our game last night. There were 10 players and two observers, plus one player who couldn't get fully connected all night (more on bugs in a bit).
We were using 1.3b14.
The session was your fairly typical "demonic horde attempts to invade town" sort of scenario, centering around defending two bridges over a river, plus a ground flank being held by the players. There were some 200-220 tokens on the map.
Here's an overview of the entire map, after the night's session was concluded:
http://goodvevil.com/temp/maps/battle-l ... erview.png
As you can see, there were three major battles, the players on the west, here:
http://goodvevil.com/temp/maps/battle-l ... player.png
The battle for the north bridge, here:
http://goodvevil.com/temp/maps/battle-l ... -north.png
And the battle for the west bridge, here:
http://goodvevil.com/temp/maps/battle-l ... e-west.png
The latter three screen-shots are at the mid-point of the session.
In general, MT performed superbly with just a few quirks here and there.
1) The map was a large one (6MB), which seemed to cause some problems. Several players got stuck on "Loading (92%)" and had to quit and come back in to fix it. One player got stuck there perpetually and no matter what he did, it didn't fix it. Don't know why 92% was magic, but it was.
2) We were gonna use 1.3b15, but the comma in the port number seemed to break any attempts to connect with it. That's a known issue, I know.
3) For some strange reason, the "Test Connection" button has stopped working for me. Test Connection would report that my computer was invisible to the Internet, and continued to report an error both before my game and after it. It's still reporting that error when I click it.
4) For hex-based maps, when the grid is visible, moving the map (right click-drag) is horribly slow. Doesn't appear to be a problem for square grid based maps. Particularly bad when the map is zoomed out. I suggest turning the grid off when moving the map.
Finally, it'd be nice if vision could be set for multiple tokens at the same time. Right now, you can band-select lots of tokens and pretty much do anything you want to them except set vision parameters.
Part two of this battle is next Monday night!
Good v. Evil - Battle of Little River
Moderator: Azhrei
Good v. Evil - Battle of Little River
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Woah!
Just as an FYI, if you use the RPTools gallery (http://gallery.rptools.net/) it will auto generate a thumbnail for you. Then you could drop in the thumbnails for a thread and link to the full version.
What system did you use to handle the large battle?
Just as an FYI, if you use the RPTools gallery (http://gallery.rptools.net/) it will auto generate a thumbnail for you. Then you could drop in the thumbnails for a thread and link to the full version.
What system did you use to handle the large battle?
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
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That's a serious number of red Xs Love the screenies !
The slow hex rendering is noted, I'll see about making it faster.
I'll investigate the Test Connect button.
I'm going to put in a mechanism to jump start those stalled loads
Thanks for the feedback, it was fun to read (and see)
The slow hex rendering is noted, I'll see about making it faster.
I'll investigate the Test Connect button.
I'm going to put in a mechanism to jump start those stalled loads
Thanks for the feedback, it was fun to read (and see)
Dreaming of a 1.3 release
- trevor
- Codeum Arcanum (RPTools Founder)
- Posts: 11311
- Joined: Mon Jan 09, 2006 4:16 pm
- Location: Austin, Tx
- Contact:
Re: Good v. Evil - Battle of Little River
Turns out to be a configuration error at my host, they've fixed it.Jester wrote: 3) For some strange reason, the "Test Connection" button has stopped working for me. Test Connection would report that my computer was invisible to the Internet, and continued to report an error both before my game and after it. It's still reporting that error when I click it.
Dreaming of a 1.3 release