Balk
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May 5, 2012 17:41:04 GMT -8
Post by Balk on May 5, 2012 17:41:04 GMT -8
Here's an example of what that LOS-finding code would let you shoot. The pod has a range 14 railgun, and he's standing on an invisible height 4 tower. All other heights are as marked. The red tiles are the ones he can hit: It looks like there's a bit too much cover at the corner of the hill, but I think it's pretty close. I'll probably go with this unless I think of a way to improve the LOS-finder code without making it a lot more complicated.
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May 6, 2012 14:46:11 GMT -8
Post by Gravedust on May 6, 2012 14:46:11 GMT -8
Okay let's see if we can get this figured out... I don't really see the rules as complicated at all, so I may have overexplained things. As I just mentioned in the SA thread, the basic deal is: (I'll break it into 2 segments)) If there is something between you and the target that sticks up higher than both of you, there is no LOS. (This is the original rule) If your target is behind something and is closer to that thing than the thing is high, there is no LOS." (This is Da new stuff) If I'm reading what you wrote of the process on the previous page correctly, it looks like you've got the idea: --------------------------------------------------------------- >>(So if there's a 2-height building between my target and I, and my target is within 2 tiles of the building along the path my bullet needs to travel, I can't shoot him.) --------------------------------------------------------------- This is exactly right. (^.^)b ..I actually just stole this explanation for the SA thread, since I like it better than mine... >.> And looking at the example pic you posted, it looks like it's working just about perfectly so far as I can tell. (Though it's making my eyes cross a little since I just got done doing examples where red were the areas you couldn't hit. ) So yeah, it looks great. Sorry about any confusion my explanation may have caused, and sorry about the late response, it's been one hell of a weekend. Many personal records shattered, and not all of them good. >.>
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Balk
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May 6, 2012 16:02:23 GMT -8
Post by Balk on May 6, 2012 16:02:23 GMT -8
Yeah, the rules are pretty clear if you sit down and think about them for a bit. The big info-post over in the game thread just made them seem more complicated than they really are. Good to know I didn't mess it up!
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Balk
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May 7, 2012 20:29:50 GMT -8
Post by Balk on May 7, 2012 20:29:50 GMT -8
...I should have been using the distance formula rather than trying to take a shortcut by counting the number of tiles along the line. That seems to have cleared up my corner problem. As a somewhat relevant example, here's Antique Cowboy and the spaces he can hit from his current position:
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May 9, 2012 13:49:04 GMT -8
Post by Gravedust on May 9, 2012 13:49:04 GMT -8
Late again, sorry... But this looks totally great.
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Balk
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May 18, 2012 18:01:10 GMT -8
Post by Balk on May 18, 2012 18:01:10 GMT -8
Hmm, haven't posted here in a while. I don't really have much to show off - been working on some back-end stuff like detecting when a side has won and adding support for terrain that can't be moved and/or jumped through (like the solar towers). Also fixed a problem in the volleying code that was making volley'd cannons always shoot 0-shot bursts. ...I don't even know how that would work. Still need to implement hacking, and the new melee attacks, but I'm kind of expecting them to change again after this mission. So I might keep working on the other stuff for a bit.
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May 22, 2012 11:59:44 GMT -8
Post by Gravedust on May 22, 2012 11:59:44 GMT -8
Yep yep, Hacking is definitely going to change, and melee will be fiddled with as well. Tweaking the specials at least, but I'll be rebalancing damage in the builder too, probably.
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Balk
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May 30, 2012 16:46:06 GMT -8
Post by Balk on May 30, 2012 16:46:06 GMT -8
Ok. I'll keep slacking off until the new rules are ready. Since I have nothing new to report, here's something else from the blooper reel. Blue 2 here is a Spatha (maximum-mobility melee pod) staring down Red 1, an Achilles. I want to move him behind Red 1 and go for the backstab. So I bring up the move window, click the appropriate square, and see what path the program finds. Ok, so we're running around him to the east. Great. But why are the first two squares in the path a brighter green than the rest? Oh well, I'll just move. Huh. Let's pretend the on-board AI in Blue 2 decided to flaunt its superior mobility by dancing back and forth in front of Red 1 for a while. And it kept just enough movement in reserve to make it to the correct spot. What really happened is that my pathfinding code wasn't checking whether it had already visited a tile while it was deciding where to move next. So it moves the pod 1 space east, realizes it has to wind up southwest of its current position, and then goes, "hey, I could go south OR west to get there! Might as well go west!" ...without considering that's where it started. Gah. That's what you get when you hire an amateur, folks.
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Post by Gravedust on Jun 5, 2012 7:07:14 GMT -8
Hehehe.. Nice. Somehow I'm seeing it as doing a jaunty little waggling dance before it finally goes on around back to do some stabbing.
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Balk
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Jun 12, 2012 19:47:04 GMT -8
Post by Balk on Jun 12, 2012 19:47:04 GMT -8
Time for some new stuff. Or more accurately, stuff I've been talking about for a while and am finally getting around to doing. Remember the XP allocation button from the last page? Yeah, that works now. Select that and if you have XP to spend, you get another window like this: Click up arrows to add XP to stats. If you change your mind about what stats you want to spend it on, click down arrows to subtract XP. Click confirm to finalize the changes. You can only spend so much XP per round - 5, I think. Also took care of some more back end stuff, mainly fixing the formula for cannon volleying and LOS calculation around buildings. Still going...
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Jun 14, 2012 9:00:17 GMT -8
Post by Gravedust on Jun 14, 2012 9:00:17 GMT -8
Coooool. Always nice to see new stuff go in.
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Balk
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Jul 11, 2012 18:43:31 GMT -8
Post by Balk on Jul 11, 2012 18:43:31 GMT -8
It's been a month, huh? No, this isn't dead. Just stalled until the new rules are shaken out and life calms down. (Getting ready to move is fun.) So I probably won't be able to do much with this until late August or September. Hopefully, we'll have the new rules by then and I'll be able to finish up the pod combat quickly... guess we'll see how it goes.
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Balk
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Jul 23, 2012 18:27:28 GMT -8
Post by Balk on Jul 23, 2012 18:27:28 GMT -8
Well, my original plan was to wait until I had the pod combat piece done before releasing anything, but since I don't know when that's going to be... anybody up for a half-baked demo? You can drive a few pods around the Industrial Test Dept. and have them shoot at each other. It's still very far from being done (hacking, special melee attacks, and proper handling of pilot exp/kills are probably the biggest missing pieces), but you can get an idea for how it'll work. Here's the link. Try it out if you like, and feel free to leave comments. Or hold out for a more complete version, I really wouldn't blame you. ***link to obsolete version removed***
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Balk
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Jul 25, 2012 20:24:07 GMT -8
Post by Balk on Jul 25, 2012 20:24:07 GMT -8
Oh, one more thing. There's no in-game podbuilder and the demo game has a standard batch of pods and pilots (Blue 4 is always a pilot named Delta in a pod called Gladius Mk. 4), but you can edit pod and pilot data yourself if you like. Look in the Content -> Data folder for the pod and pilot stats. They're just txt files, so they should be easy to tweak. Add weapons, change the values for movement and armor, whatever. You can also add your own images. Pilots just have 65x65 images in the Content -> Images -> Pilot folder, while pods have three: a Picture for the stat block, a smaller Icon that's displayed at the top of the screen, and a Sprite for the map. Those are found in the Status, Icons, and Sprites folders in the Content -> Images -> Pods folder. (Sizes are 80x65 for status, 26x26 for icons, and variable for sprites, although 28x28 is fairly standard.) Say I want to give the pilot Delta a new look. I make an image called NewPilot.jpg and drop it in the Content -> Images -> Pilot folder. Then I modify his entry in the Pilots file to have "NewPilot" under PICTURE instead of "Visor". When the game starts, it'll use NewPilot.jpg as the image for Delta. I'd like to have a pod/pilot builder in the game eventually, but this'll do for now.
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Jul 26, 2012 12:22:36 GMT -8
Post by Gravedust on Jul 26, 2012 12:22:36 GMT -8
Holy shit I need to check this site a lot more often! .. I'll give this a look as soon as I get the chance!
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Aug 5, 2012 19:31:03 GMT -8
Post by Gravedust on Aug 5, 2012 19:31:03 GMT -8
Hrm. well last week was all sorts of crazy, sorry, so I just now had a chance to fiddle around with the demo.. alas, I can't seem to get it working, it blows up with a nonspecific "has encountered a problem and needs to close" window.." I can get you the full error report if you want.
...Of course the possibility exists I've got in in the wrong spot or something. I'm also on XP still since I'm a luddite.
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Balk
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Aug 6, 2012 19:14:01 GMT -8
Post by Balk on Aug 6, 2012 19:14:01 GMT -8
Argh. You're probably missing some of the dependencies. I really should have thought of that, sorry. It's been crazy on my end too. Anyway, you can try this instead: ***link to obsolete version removed*** That's the installable version - it'll make a shortcut on your start menu and can be removed via add/remove programs and all that, plus it should pull in any required files you're missing during the install. Although there may not be as much room to mess around with the game files, I haven't been able to do much testing with that. If you'd rather not install the above, you can try installing the dependencies yourself. You'll need the .NET framework ( www.microsoft.com/en-us/download/details.aspx?id=19) and the XNA framework ( www.microsoft.com/en-us/download/details.aspx?id=15163) to get it to work. Possibly DirectX ( www.microsoft.com/en-us/download/details.aspx?id=35) as well, my memory is hazy on that one. Let me know if any of this helps!
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Balk
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Sept 9, 2012 15:31:59 GMT -8
Post by Balk on Sept 9, 2012 15:31:59 GMT -8
Right, I guess that's long enough of a delay. I'm going to get back to this pretty soon... first I'd like to clean the code I already have up a bit - there's some disorganized parts because I got a bit lazy and just wanted to crank stuff out instead of planning.
Then I think I'll put in some new features I'm missing - the formula for cannon recoil using set values instead of multiplying a recoil penalty x number of shots, the ability to select the radius of an artillery shot, and special melee attacks.
Grave, unless you tell me more changes are in the works by the time I get that far, I'm going to assume that the hacking rules are pretty much set, except for minor stuff like the difficulty of hacks changing (but people are still going to pick the # of points for a disruption and the current list of hacking effects is not going to change).
I'd like to at least get the pod combat part of this done soon. And if anyone out there was able to get the demo version working, please let me know. My only machine that doesn't have the dependencies installed already is too old to run XNA games, so I haven't been able to test it very well.
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Sept 9, 2012 20:50:26 GMT -8
Post by Gravedust on Sept 9, 2012 20:50:26 GMT -8
Hey, I actually got this working shortly after I came back from vacation, fiddled around with it for about an hour or two while I really should have been sleeping. =P Worked great, as far I could tell. The only actual bug I think I encountered was at some point BLUE6 (I think) froze out completely and became unselectable. I could move other units over it's location as well. But yeah, that was the only out-of-sorts thing I encountered, though I did notice that when you're in the 'select a target' mode, you lose the ability to pan the map with the arrow keys and have to mouseclick the GUI arrows.. Not a showstopper or anything, but key-movement is pretty convenient. Overall it was completely awesome to actually get to mess with the thing, and it worked great. I don't know if you're interested in taking suggestions at this point, but let me know if so, mostly I have some stuff regarding the unit cards... I think if I made a version specifically tailored to the PC game rather than you having to adapt the one from the forum, pod control could be more streamlined. Seriously though, it was really amazing to see the thing working... At the time of operation I will admit that it is possible that at one point and time I may or may not have waved my hands in the air and squee'd. Anyway. As far as changes to melee/hacking/arty/etc. I don't forsee any huge alterations with the overall way things are working, though, as you mentioned there will probably be fiddly changes to Difficulty and such, and perhaps some effects added or removed. The Flanking melee roll is likely to change a little bit, but that's mostly just a matter of tweaking the formula a little bit to make the defending penalty a bit less ridiculous. But so far that's the only thing in my changelog, besides still yet more adjustments to stuff in the builder. Sooo, fingers crossed we may be approaching a stable version, and I can stop rebuilding everything and get working on some other stuff I've wanted to do.
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Balk
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Sept 10, 2012 18:36:15 GMT -8
Post by Balk on Sept 10, 2012 18:36:15 GMT -8
Cool! Nice to know I've been doing something right. I'm not sure what the deal is with that bug, though. I fix 'em as I find 'em, but that's a new one. You don't happen to remember what you were doing right before that happened, do you? (Did Blue 6 get attacked or destroyed, did it destroy another pod, did it move, etc.) I'm thinking it either got marked as destroyed but was still getting drawn on the map somehow, or it was really in a different position than it was being shown on the map (if it shows up at tile 2,5 but is really at tile 5,2, then clicking on tile 2,5 won't do anything and units will be able to move on/through it, since the pod is actually somewhere else). If you don't remember what happened, no big deal - I'll just keep my eyes open as I test. Suggestions are always welcome. If you've got ideas for how this thing can be made easier to use, fire away. Good to hear that the rules are getting more stable - that makes this a lot easier. I don't have a definite timeframe for any of this, but I'd like to get the stuff I mentioned in my last post done before Halloween. If it's not done by then, it'll take a while longer on account of real life getting busier.
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Sept 10, 2012 21:33:12 GMT -8
Post by Gravedust on Sept 10, 2012 21:33:12 GMT -8
Hrm.. I'm pretty sure it wasn't destroyed.. I do think I remember moving it before it stopped working, and I sort of remember maybe doing something wierd like moving it from it's original position back to where it started using the manual path thing.. Or something. Bleeh. Wish I could remember the exact circumstances better.
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Sept 11, 2012 19:48:32 GMT -8
Post by Gravedust on Sept 11, 2012 19:48:32 GMT -8
Okay, I've isolated it..
If you do a Move order, click wherever, then use the arrow keys to build a path but make it so your destination is the same square where you are already, it causes the unit to bug out.
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Sept 11, 2012 20:51:43 GMT -8
Post by Gravedust on Sept 11, 2012 20:51:43 GMT -8
Okay... Suggestions and stuff: These all come with the disclaimers "If it's possible" and "If you feel like it" since I'm still assuming the point of this for you is a project for fun. Basically what most of my ideas center around is using the unit cards for more than just a display, and actually making it so orders can be given by clicking parts of the unit card rather than going through the sub-menu. So for instance if you want to fire a unit's weapon, you click on the Weapon on the unit card, then select your target. (Once fired the weapon's icon becomes greyed out to signify it has been used.) Perhaps volleying can be accomplished by clicking more than one weapon before selecting a target, (This conflicts functionally with the process of selecting a target when only firing one weapon though... if clicking a weapon automatically closes the Unit card so youc an click a target...) or double-clicking a weapon on the card to select all the same types of weapon to fire at once. Recharging shields could be accomplished by clicking on the shield bar on the unit card, which then brings up a recharge dialog. Move and Jump would need to have buttons added to the card somewhere, along with Melee for making Melee atacks... The stat portion that lists them could possibly be redone to feature them there. (If you want I can mock something up) Actions should also probably be included somewhere prominent as a reference. Also: It would be very helpful to the overall picture if the unit icons at the top were expanded to include unit names and mini Armor/shield/energy/sig bars. Also if clicking on one jumped the map to where that unit is and selected it. ::::::::Other Minor stuff::::::::::: It'd be helpful (for me at least) if the damage log recorded shield and armor damage seperately: ##### hits ##### for 30 damage! (20 Shields)(10 Armor) or something similar. Also it might be a little more straightforward if the "choose the number of shots for the burst, yo" dialog box was 3 boxes ([1 shot][2 shots][3 shots]) rather than using the up and down arrows on the counter box. I think you may have only done it this way so you could reuse the shield thing, though. Also the shield recharge dialog would be more useful if it showed the current shield levels and the current energy levels in the same box where you do the adjustment, (with both adjusting when you fiddle with adding energy to the shields, and everything finalized when you hit Confirm) so you can balance how much shield you want versus how much energy you might need to shoot your guns. I can do a mockup of this too if you like. ---------------------------- But yeah... Actually there's not a lot besides that (and a whole lot of little visual stuff because I'm totally in love with eye candy) that I can think of. I guess I should say again that I'm really thrilled with what you've done so far and how well it actually works. I think you've done a really fantastic job.
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Balk
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Sept 16, 2012 14:47:31 GMT -8
Post by Balk on Sept 16, 2012 14:47:31 GMT -8
Okay, I've isolated it.. If you do a Move order, click wherever, then use the arrow keys to build a path but make it so your destination is the same square where you are already, it causes the unit to bug out. ...file that one under "Things I didn't test because I never realized anyone would try them." It's fixed now - thanks for finding it! Hope it didn't take ya too long.
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Balk
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Sept 16, 2012 15:54:30 GMT -8
Post by Balk on Sept 16, 2012 15:54:30 GMT -8
Basically what most of my ideas center around is using the unit cards for more than just a display, and actually making it so orders can be given by clicking parts of the unit card rather than going through the sub-menu. That would be cool. And (I hope) it won't be too much work, since I have the code to do most things written already... this would just be connecting it to new buttons. If you feel like mocking up a new card, go for it. So, we'll need something to click for the following actions: - Use weapon
- Volley weapons
- Melee attack
- Move
- Jump
- Recharge shields
- System reset (or whatever you call the action for getting rid of a Trojan)
- Allocate Exp
- Any other actions related to hacking effects/special melee attacks that haven't been added yet
Also: It would be very helpful to the overall picture if the unit icons at the top were expanded to include unit names and mini Armor/shield/energy/sig bars. Also if clicking on one jumped the map to where that unit is and selected it. I think you mentioned this earlier. (As in, several pages back.) I don't mind putting it in, but I still haven't thought of a way to make it look good without taking a lot more space for the header. If we have four sides in a fight, that's a lot of stuff to cram in. Are you up for creating a mockup for this too? ::::::::Other Minor stuff::::::::::: It'd be helpful (for me at least) if the damage log recorded shield and armor damage seperately: ##### hits ##### for 30 damage! (20 Shields)(10 Armor) or something similar. Ok, got it in there. Also it might be a little more straightforward if the "choose the number of shots for the burst, yo" dialog box was 3 boxes ([1 shot][2 shots][3 shots]) rather than using the up and down arrows on the counter box. I think you may have only done it this way so you could reuse the shield thing, though. Right. It's set up that way so I can re-use the same component for recharging shields, picking the number of cannon shots, and now selecting the radius of an artillery shot. All I need to do is change the message and give it different min/max values. This also makes adjustments easier... if for some reason cannons get the max shots per burst bumped up to 4, all I need to do is change a number instead of reworking a window to have another button. I'd prefer to leave it the way it is for now, but if I'm sufficiently motivated when the rest of the stuff is done, I'll put together new windows for each of those actions. Also the shield recharge dialog would be more useful if it showed the current shield levels and the current energy levels in the same box where you do the adjustment, (with both adjusting when you fiddle with adding energy to the shields, and everything finalized when you hit Confirm) so you can balance how much shield you want versus how much energy you might need to shoot your guns. I can do a mockup of this too if you like. Yeah... since the "enter a number" window is always the same expect for the message, I show this info in the message box at the bottom of the screen. (Same place that the damage/chance to hit info shows up when you're about to attack someone.) There's a row for current energy in shields/capacitor, a row for the energy being used in the recharge, and a row for showing how much shields and energy you'll have left after the recharge. That display probably would look better in the popup window, but I think it works ok for now. Like the cannon window, I'll plan to redo it later on - I'd like to get hacking and melee finished before I come back to this. But yeah... Actually there's not a lot besides that (and a whole lot of little visual stuff because I'm totally in love with eye candy) that I can think of. I guess I should say again that I'm really thrilled with what you've done so far and how well it actually works. I think you've done a really fantastic job. Oh do go on. ;D Seriously, thanks. Like I said earlier, I just do this as a hobby, and it's nice to know that I'm making something halfway decent.
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Balk
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Sept 16, 2012 16:08:45 GMT -8
Post by Balk on Sept 16, 2012 16:08:45 GMT -8
...and while I'm here, I might as well triplepost. I have the new rules for cannon recoil and artillery radius put in. Artillery now works something like cannons - when you select an artillery weapon, it takes you to an "enter a number" window like the one for cannon recoil, where you pick the radius of your shot. From there it works the same as before. I'm not too thrilled with how much I had to shrink the font to fit all the cannon info in, though. Maybe I should make the CANNON label smaller?
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Sept 17, 2012 19:00:03 GMT -8
Post by Gravedust on Sept 17, 2012 19:00:03 GMT -8
Okay.. lemme get back to ya real quick: I'll start fiddling with an alternate unit card for the PC game this evening, no problem. If there's any particular format you want it in, let me know. I can get you the bars seperately or the whole thing w/o any text at all, etc. For the mini display I'm thinking something really really simple, literally just a couple of very thin bars next to the unit icons with no text or anything attached. I'll do a mockup of this as well, just to make sure it works as well in reality as it does in my head. =P And durr.. I didn't realize you did have the infomation I was looking for re: Shield recharge at the bottom. But then it took me a while before I realized the shot info was down there too. =P As far as dinky weapon text.. I get around this mostly by cheating and squishing the text horizontally. =P But that may not be an easy option for you like it is for me. Reducing the size of the labels might help though, yeah.
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Sept 17, 2012 20:33:01 GMT -8
Post by Gravedust on Sept 17, 2012 20:33:01 GMT -8
Okay.. Real quick example of what I was talking about with the top bar thing, Sumfin like this: No in-depth info, just a label and some bars to show the basic armor/shield/energy situation. The bars could possibly get a bit shorter too. And here's a reworked version of the unit card: Up top if the filled-out one and the bottom one is blank, just to show you what that looks like in case you'd prefer to get them that way. For the real thing I'll provide a much much larger sized image with a transparent background. So anyway, now it has Move, Jump, Melee, Volley and Shutdown buttons. (and Includes a spot for values for the things that have values.) ...SHIT. I forgot to put a space for # Actions remaining. Aaarrgg.. Well blah I'm sure I can find somewhere to fit it in. Anyway.. In order to Move, Jump, Melee, Etc, you click the appropriate button, as one would expect. (And I realize now that Jump signature is no longer listed, But hopefully I can fit that in too... Clicking the Volley button can bring up the current Volley dialog. I figure melee special moves can have a pop-up menu once you select a target. ...Now that I look at it I actually really like the color coded move/jump/melee, etc. I may redo the standard cards that way too.. Suppose I would need to find a way to fit JumpSig in, then. I have a question; actually. Does it ruin your day if I chancge the size/proportion of the unit cards? I can try to avoid changing the size when adding things in order to avoid you having to recode anything, hopefully. But if it's not an issue then I won't worry about it.
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Balk
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Sept 18, 2012 14:22:11 GMT -8
Post by Balk on Sept 18, 2012 14:22:11 GMT -8
I like it! That'll go in next. A blank card is what I need for the game, but having a filled-out version is nice too (as a reference). Just from eyeballing this, it doesn't look a whole lot smaller than the one I have now. Anyway... It's not a huge deal if the size of the card changes. Fewer changes are easier, but if I'm going to be figuring out new positions to draw stats for 5 things anyway, moving around a few more things isn't a whole lot worse. The old unit card was the basis for the other windows I threw together, so I'd like it if the new one has a similar look (in terms of colors used, border size, and whatnot). And it'll save me some work if the pilot stat block remains the same, since I ripped that out and used it in the experience window: Other than that, any changes are ok by me.
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Sept 18, 2012 17:49:48 GMT -8
Post by Gravedust on Sept 18, 2012 17:49:48 GMT -8
Hmmnn. Okay then! The Vertical size of the unit cards may increase a bit due to needing to use a bit of extra space to fit in JumpSig, and including a Actions Remaining button somewhere. The SHLD/ARMR/ENRG/SIG bars will probably be my flex area and may stretch a little vertically to fill out the space, we'll see how things go.
In any case I don't expect to need to modify the Pilot stat blocks, so no worries there.
I was too stupid to bring home my files today, but I'm hoping I'll be able to work on the cards tomorrow evening. For the final version I'll provide an alarmingly large .png of the filled and blank cards for you to work with. :3 Note that I have no particular size in mind for the cards so you can make them larger than they are currently if that helps with the readability of the text for the weapons and whatnot.
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