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Re: Journeyometer 2: Rivendell is live!

Posted: Sat Oct 04, 2014 2:09 pm
by zedturtle
Elfcrusher wrote:I need some artwork/photoshop help for the Journeyometer. I want to add map annotations for all the locations in Heart of the Wild that are not already marked on the map, sort of like the in the map toward the end of HotW. To do that I'd like to add a symbol sort of like the one that is used to mark locations on the original map.

I tried to edit this image, changing the color and transparency, using a paint program:
Image
but the results were less than impressive.

Does anybody with photoshop skills want to take a crack at creating a little transparent-background .png that would look good as the map marker?
Any particular size you want? I imagine you want the burgundy, right?

Re: Journeyometer 2: Rivendell is live!

Posted: Sat Oct 04, 2014 2:31 pm
by zedturtle
Too slow.

Here's some options to start with:

Image Your knot at 24 x 24

Image My knot at 32 x 32

Image My knot at 16 x 16, filled in for darker appearance

Re: Journeyometer 2: Rivendell is live!

Posted: Sat Oct 04, 2014 3:24 pm
by Glorelendil
Sweet! Thank you!

Re: Journeyometer 2: Rivendell is live!

Posted: Sat Oct 04, 2014 7:01 pm
by Falenthal
Elf, I've been using your tool in the last games I've LMed, and I've been trying to find mistakes and things to improve.
I'm sorry to report that I didn't find any... for the moment being! ;)

If I come up with any suggestion, I'll tell you, but everything's working wonderful as by now.
Specially I like the legs/region division in the travel calculations.

Re: Journeyometer 2: Rivendell is live!

Posted: Fri Jan 16, 2015 10:59 pm
by Falenthal
Glorelendil, after using repeatedly your tool to calculate some routes, I've found that sometimes the result from the app and the one I made "by hand" differ. When preparing an adventure, I try to calculate various possible routes beforehand, both with the method from the book and with your Journeyometer.
I always have a difficult time knowing what is different in our maths and why the results differ (sometimes even in weeks!).

I thought that maybe you could add somewhere the info for every hex. Don't think it's needed in the Journey tab, but my idea would be to get that info (terrain difficulty and region) when you select one hex. Most problems come when roads and paths are involved, probably because everyone has different considerations about how much a path in Mirkwood on in the Valleys should multiply to the distance.

A further improvement (and probably impossible) would be so that everyone could modify those characteristics to their liking. For example, I'm using Rich's idea about treating Dark Lands as Wild Lands until 2951. Thus, the same journey should have different difficulties depending on the year it's done.

Re: Journeyometer 2: Rivendell is live!

Posted: Fri Jan 16, 2015 11:11 pm
by Glorelendil
Falenthal wrote: Most problems come when roads and paths are involved, probably because everyone has different considerations about how much a path in Mirkwood on in the Valleys should multiply to the distance.
The app does not currently account for roads and paths, in terms of reducing travel times. Or did you just mean that if a road or path is included, the default calculations seem off?

If you can give me a screen shot of an example route, including your hand computations, that would be useful for debugging. Thanks!

Re: Journeyometer 2: Rivendell is live!

Posted: Fri Jan 16, 2015 11:46 pm
by Angelalex242
Has anyone done a sample journey?

Like say, following Aragorn's Lord of the Rings path? Or worse, Frodo's Lord of the Rings path?

Frodo must've made about a bazillion corruption checks.

Re: Journeyometer 2: Rivendell is live!

Posted: Fri Jan 16, 2015 11:51 pm
by Glorelendil
Angelalex242 wrote:Has anyone done a sample journey?

Like say, following Aragorn's Lord of the Rings path? Or worse, Frodo's Lord of the Rings path?

Frodo must've made about a bazillion corruption checks.
We don't have maps and information on most of those lands. Yet.

Keep sending your money to C7 and hasten the day.

Re: Journeyometer 2: Rivendell is live!

Posted: Sat Jan 17, 2015 12:34 am
by zedturtle
Glorelendil wrote:
Falenthal wrote: Most problems come when roads and paths are involved, probably because everyone has different considerations about how much a path in Mirkwood on in the Valleys should multiply to the distance.
The app does not currently account for roads and paths, in terms of reducing travel times. Or did you just mean that if a road or path is included, the default calculations seem off?

If you can give me a screen shot of an example route, including your hand computations, that would be useful for debugging. Thanks!
I know I mentioned a bit of trouble the other day, but I now suspect it was mostly due to me misreading Gareth's intent in Tales and differences in the application of Corruption Tests.

I have been meaning to ask, the book specifies a Fatigue Test for each block of days or fraction there of in a journey. Are you rounding up, and do you do it once at the end or each time the terrain changes?

Re: Journeyometer 2: Rivendell is live!

Posted: Sat Jan 17, 2015 2:12 am
by Glorelendil
I'm summing all the fractions, and only then rounding. To take an extreme case, if you imagine 3 segments, each 3 2/3 days long, doing it by hand might give you 3 days each, whereas I make it 11 days and then try to guess which two are 4 days long. That oversimplifies it, but conveys the gist.

When I say "I" I mean my algorithm, of course.