collapse

Author Topic: World War 2 Mod  (Read 17176 times)

Offline IanW

  • Methuselah
  • ****
  • Posts: 471
  • Onyx Path Community Manager
    • Onyx Path Publishing
Re: World War 2 Mod
« Reply #15 on: July 26, 2018, 02:42:21 PM »
Our historical games generally replace Computer with Enigmas, which is exactly as you described: the ability to solve puzzles.
Ian A. A. Watson
Onyx Path Community Manager
VTM portal - Tabletop primer

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #16 on: July 26, 2018, 05:16:21 PM »
Yes... I would like to do it this way... but game limitations and my own knowledge limits make it impossible.

This this the payphone model I was talking about before....
« Last Edit: July 26, 2018, 07:19:37 PM by Wesp5 »

Offline Malkav

  • Antediluvian
  • *****
  • Posts: 1716
Re: World War 2 Mod
« Reply #17 on: July 26, 2018, 09:57:12 PM »
Our historical games generally replace Computer with Enigmas, which is exactly as you described: the ability to solve puzzles.
My first thought on the matter was to split scholarship into one part for learning from books and one for persuasion. That would take care of the abilities, but dropping a feat messes up the charactersheet.

Hm, Enigma? Then we'll have to steal one from the Germans. :razz:
Co Author of Camarilla Edition Mod

Offline Gurkhal

  • Methuselah
  • ****
  • Posts: 252
Re: World War 2 Mod
« Reply #18 on: July 27, 2018, 06:14:28 AM »
My first thought with computer was to use it with radio equipment and the like. But it might be just as well to drop it.

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6288
  • Unofficial Patcher
Re: World War 2 Mod
« Reply #19 on: July 27, 2018, 08:19:10 AM »
My first thought with computer was to use it with radio equipment and the like.

That sounds like an idea, turn it into "Electronics" or something!

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #20 on: July 27, 2018, 08:54:45 AM »
Yes... is a good idea. But first background interface should be changed, because it looks like that you're in a computer. I can't figure how to do it. If someone can help me, it will be a big improvement for the mod! :razz:

Offline Saphrax

  • Methuselah
  • ****
  • Posts: 302
Re: World War 2 Mod
« Reply #21 on: July 27, 2018, 11:16:34 AM »
My first thought with computer was to use it with radio equipment and the like. But it might be just as well to drop it.

Dealing with radio signals sounds like a good idea. Solving morse codes perhaps?

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #22 on: July 27, 2018, 12:06:38 PM »
Yes. Morse, codes, riddles... but when you use the skill, computer screen is displayed, that's the real problem and I didn't find the way to solve it.

Offline Raving_Neonate

  • Rave.Period.
  • Antediluvian
  • *****
  • Posts: 539
  • Raving somewhere....
Re: World War 2 Mod
« Reply #23 on: July 27, 2018, 05:59:26 PM »
Something came across my mind, so I figured that I could share it.
Have you maybe tried adding the famous enigma machine? With kindred it is pretty much a given that it would appear in any serious attempt at public manipulation... also, you can utilize code deciphering on a bigger scale, especially if you go with the resistance secret movement and elaborate on that concept.
Could be worth a shot.
Me: "I love lollipops!"
WoD ST: "We don't allow lollipops, because we are too dark!"

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #24 on: July 27, 2018, 06:13:56 PM »
Enigma machine is present of course. Is part of the main quest...
I won't spoil anything else... 15 days to beta release... :smile:

Offline Malkav

  • Antediluvian
  • *****
  • Posts: 1716
Re: World War 2 Mod
« Reply #25 on: July 27, 2018, 09:43:24 PM »
Yes. Morse, codes, riddles... but when you use the skill, computer screen is displayed, that's the real problem and I didn't find the way to solve it.
Mostly you will use a skill like this on written notes. Then you can "use" the note as usual, which means you see the note as it is written. Then "OnUseEnd" you start a dialog in which the npc text is the written text again and the possible player replies are your interpretation depending on your decoding skill and maybe other things if you have additional knowledge about the sender, receiver or topic of the note.
Or for a morse radio using the item will play the message in morse and then you get the dialog

... --- ...

1. Hm, never heard something like this.
2. s o s Sink our ship?

Co Author of Camarilla Edition Mod

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #26 on: July 27, 2018, 11:03:29 PM »
Very interesting concept... I will explore it! If I,m able to implement it, I will be happy to include  :smile:

Offline Wesp5

  • Administratrix
  • Antediluvian
  • *****
  • Posts: 6288
  • Unofficial Patcher
Re: World War 2 Mod
« Reply #27 on: July 28, 2018, 08:37:35 AM »
... --- ...

1. Hm, never heard something like this.
2. s o s Sink our ship?

Great idea without needing computer models at all! It's a bit similar to how I used the scholarship stat to identify occult items in the UP...

Offline argikt

  • Antediluvian
  • *****
  • Posts: 671
Re: World War 2 Mod
« Reply #28 on: July 29, 2018, 05:10:08 PM »
I will explore the morse concept for release 2...

I would like to share the third hub with you, Zurich. The map will be in release 1, but without locations and quests to do somthing.
In the video you can see some places you can find there.
A clocks shop, a bank, an antique shop, a suits vendor, a pub, a chocolat factory and so...
Also this is the hub I flirted with for doing animated traffic:

https://www.youtube.com/watch?v=vocCFrPNQoM&feature=youtu.be
« Last Edit: July 29, 2018, 05:53:09 PM by Wesp5 »

Offline krispy

  • Ancillus
  • ***
  • Posts: 243
  • Texture artist
Re: World War 2 Mod
« Reply #29 on: July 29, 2018, 05:18:54 PM »
I love the moving traffic, but the cars on the road are from the wrong era by decades and moving far faster than people actually drove on roads in the 1930's and 1940's. perhaps you could rig the Peugeot and the pickup truck seen on the scrapyard sign in santa monica as they are the right era-ish.
I'm why we can't have nice things. . .