General questions about CSBWin & RTC differences
Posted: Mon Apr 17, 2006 9:02 pm
A few things I was wondering about after converting my CSBWin dungeon to RTC...
In CSBWin you can set characters' luck value, but not in RTC - do they all get a flat 50?
Is RTC twice as "fast" as CSBWin? I found I had to roughly double delay times for "running" puzzles.
Damage modification? I've been testing with a super character with ArchMaster everyting. For guaging difficulty you do of course need to run through with a "real" party, but initially it's much easier to use a teleported in guy to test individual parts. Some of the damages done by the monsters were much higher than in CSBWin - is this because of the level of the character? If so would I get more realistic damages if he was low level but still with load of hit points?
Monster AI. The monsters in RTC are much faster and also seem to be more aggressive. This is mostly a good thing though sometimes you don't want the monsters to all rush up and attack at once. Can you make them hold back a bit by making a more fearful clone? Or perhaps penning them in with teleporters until the party reach a certain "release point" is a better bet?
In CSBWin you can set characters' luck value, but not in RTC - do they all get a flat 50?
Is RTC twice as "fast" as CSBWin? I found I had to roughly double delay times for "running" puzzles.
Damage modification? I've been testing with a super character with ArchMaster everyting. For guaging difficulty you do of course need to run through with a "real" party, but initially it's much easier to use a teleported in guy to test individual parts. Some of the damages done by the monsters were much higher than in CSBWin - is this because of the level of the character? If so would I get more realistic damages if he was low level but still with load of hit points?
Monster AI. The monsters in RTC are much faster and also seem to be more aggressive. This is mostly a good thing though sometimes you don't want the monsters to all rush up and attack at once. Can you make them hold back a bit by making a more fearful clone? Or perhaps penning them in with teleporters until the party reach a certain "release point" is a better bet?