DinoRPG Tool

The only part that can be seen by a members of other clans

Moderator: Officers of the Axians

How do you like to see the initiative in dinoz overview

As simple integers positive if Initiative was increased and negative if decreased .
7
78%
As negative numbers (cause initiative increasing means that more will be substracted from base )
0
No votes
As base initiative (100) with substracted and added numbers from skills
2
22%
Other (put your suggestion in this thread)
0
No votes
 
Total votes : 9

Re: DinoRPG Tool

Postby Loki » Fri 28. Oct 2011, 00:24

juanaton wrote:do you need any beta testers for the online tool? I'd be interested in helping/taking a look...

and I'm having trouble getting the offline one to work on my laptop - after I installed .net (that was the first problem) it says something about not finding a library...I'll put it up here if the automatic updates to .net haven't fixed it by the time i get home.


Yes of course we will need beta testers as soon as it wil lbe ready. And typo killers too :D Now I need to put all skills descriptions and names into the tool during Running write a code. :) After we have tested it we possibly buy a domain and hsot it there and then try to speakwith epoq about advertisement on official board. We'll see :) At least it wil lbe megauseful for the clan and make the excahnge of builds and creation of the new one mega easy.
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Re: DinoRPG Tool

Postby Loki » Fri 28. Oct 2011, 00:25

Running wrote:Yeah, you are right, I'm probably the only one who doesn't know which my dinoz can fish, hunt, excavate, etc., so just ignore that idea for now :D
When you come online, I'll show you something and give some work =)

Yes, Master :mrgreen:
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Re: DinoRPG Tool

Postby juanaton » Fri 28. Oct 2011, 03:28

Here's my error message - ideas?

Empowered Dinoz Builder.exe - .NET Framework Initialization Error
Unable to find a version of the runtime to run this application.
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Re: DinoRPG Tool

Postby Running » Fri 28. Oct 2011, 08:15

juanaton wrote:Here's my error message - ideas?

Empowered Dinoz Builder.exe - .NET Framework Initialization Error
Unable to find a version of the runtime to run this application.

Probably you don't have required .NET Framework version installed? I think having 3.5 installed should be enough. What you also can try - install .NET Framework 4 as suggested on the site.
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Re: DinoRPG Tool

Postby juanaton » Fri 28. Oct 2011, 13:40

I just installed .NET framework 4 - used the link provided at the site. And Automatic Updates did something with .NET updates - I think just security patches though...I'll try redownloading it...redownload didn't fix it
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Re: DinoRPG Tool

Postby Running » Fri 28. Oct 2011, 13:53

juanaton wrote:I just installed .NET framework 4 - used the link provided at the site. And Automatic Updates did something with .NET updates - I think just security patches though...I'll try redownloading it...redownload didn't fix it

Do you have any another .NET programs? Do they run without errors?

Generally if you have .NET problems and want to fix them there is .NET cleanup tool. You can completely delete .NET and re-download it. I would do it manually via redistributable packages from Microsoft site (instead of windows update) and then apply updates from windows update.

http://blogs.msdn.com/b/astebner/archive/2008/08/28/8904493.aspx

Regarding error message - I've no idea, what's wrong :)
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Re: DinoRPG Tool

Postby Loki » Sat 29. Oct 2011, 09:54

I think Unlock should be implemented as simple skill so you can put it whenever you want. A to have a check button inside would be nice f.e. if your build is ready you press check and it shows you if you forget some skill or some unlock in your build that is necessary.
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Re: DinoRPG Tool

Postby whooah » Sat 29. Oct 2011, 12:37

the changing order of picking skills i like :)

about the rest, the current tool is pretty decent, only tricky thing is no choosing of unlocks so sometimes i'm not sure how many lvlups are needed, but that's easily checked :) i have most of my current dinoz/ideas in the old one, and it works peachy as a help tool where i'm at and not to forget what i want :D
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Re: DinoRPG Tool

Postby Loki » Mon 31. Oct 2011, 19:30

whooah wrote:the changing order of picking skills i like :)

about the rest, the current tool is pretty decent, only tricky thing is no choosing of unlocks so sometimes i'm not sure how many lvlups are needed, but that's easily checked :) i have most of my current dinoz/ideas in the old one, and it works peachy as a help tool where i'm at and not to forget what i want :D

The new one will be more descent as old one we can take all best solutions from old one and improve the bad one.
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Re: DinoRPG Tool

Postby Nukekubi » Mon 31. Oct 2011, 22:01

Ok. For the online tool:
It'd be cool if we could indicate what skills the dinoz had without having to base it off of builds. Makes it easier to not have to make odd builds when inserting fucked up dinoz.

For the build tool, we're missing quetzus skills:
Strength --> Divine Propulsion --> Infernal Claws
Mutation --> Luminescent Scales --> Snakeskin
Celerity --> Double Hit --> Lightning --> Quetzacoatl

Divine Propulsion: Increases the speed of fire assaults by 30%, reduces the fire element by 2.
Infernal Claws: Causes the target to be under a reverse torch. The damage is calculated by the targets fire element and SC leaves you immune.

Luminescent Scales: +2 armor.
Snakeskin: Increases dodge chance by 10%, reduces the speed of water assaults by 15%.

Quetzacoat: Attacks all the enemies with a lightning power of 40.
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