Journeyometer 2: Rivendell is live!
Re: Journeyometer 2: Rivendell is live!
A massive necro, as if Dol Guldur itself was arising.
Is this still being updated? I ask for the obvious reason (Rohan,map book), but also because I'm experiencing the "must not go outside the area and make a straight path" error when I try to plot across the Narrows to the East Bight. I also get the error when I go around Mirkwood to the south to get to the East Bight. I also get it when trying to use the High Pass from Rivendell to the east.
Just wondering if I'm missing something obvious or if something funky is going on with certain areas.
Is this still being updated? I ask for the obvious reason (Rohan,map book), but also because I'm experiencing the "must not go outside the area and make a straight path" error when I try to plot across the Narrows to the East Bight. I also get the error when I go around Mirkwood to the south to get to the East Bight. I also get it when trying to use the High Pass from Rivendell to the east.
Just wondering if I'm missing something obvious or if something funky is going on with certain areas.
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Re: Journeyometer 2: Rivendell is live!
Has not been updated in a while but it's on my to do list.
Can you post screen shots of the paths that break?
Can you post screen shots of the paths that break?
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Journeyometer 2: Rivendell is live!
I've found this problem before: The land south of the River Running, surrounding Mirwood up to Lórien and the East Nether Vales is not considered terrain. The map itself does not have a rating of difficulty (Easy, Moderate,...) and no terrain category (Wild Land, Shadow Land,...).
Re: Journeyometer 2: Rivendell is live!
The new Journeys & Maps solves that problem, but that means lots of work for Glorelendil. Also Erebor adds a few locations to the Wilderland map that weren't there before. More updating. And the new boats allow for different speeds: a raft travels at 20/5 speed, a skiff at 40/10, but a longship from the northmen travels at 40/15, and all three could be used by the players to travel along the Running River, for example.
Lots of work...
I for one use this app a lot, but I don't know how interested Glor is in consuming his hours at updating it.
If I had to vote, I'd update the Wilderland locations and terrains first.
Then I'd add an option to manually choose the season of the travel (and therefore calculate the number of Fatigue tests).
And finally I'd consider choosing the type of boat being used, plus a check regarding if it's travelling against the current or not.
If willing to, also it could also include the new rule found in Horse-lords that allows riding on horses only when in very easy, easy or moderate terrain.
Only after all this, I'd recommend working on the rest of the maps (Rohan and Gondor).
Lots of work...
I for one use this app a lot, but I don't know how interested Glor is in consuming his hours at updating it.
If I had to vote, I'd update the Wilderland locations and terrains first.
Then I'd add an option to manually choose the season of the travel (and therefore calculate the number of Fatigue tests).
And finally I'd consider choosing the type of boat being used, plus a check regarding if it's travelling against the current or not.
If willing to, also it could also include the new rule found in Horse-lords that allows riding on horses only when in very easy, easy or moderate terrain.
Only after all this, I'd recommend working on the rest of the maps (Rohan and Gondor).
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Re: Journeyometer 2: Rivendell is live!
GAAAAAAHHHHH!!!!!!!
Again I lost a really long post because my coffee shop wifi redirected me to their login page. JFC.
TL;DR: The code is a rats nest; I was learning both javascript and d3 while writing it, and I completely gratuitously gave it a SQL database backend (well not completely gratuitously; I had all kinds of cool features in mind but they really are extraneous). I've been procrastinating because it really needs a major overhaul, including ripping out all the db hooks as well as the UI features that depend on the db. (I.e., user-added images, which never took off.)
In addition to doing that, the things I want to do are:
1) Convert region definitions from all contained hexes to just perimeters, and then computing inner hexes. This will make it vastly easier to add new maps (e.g. Rohan) in the future.
2) Allow for shared hexes, instead of assigning each hex to one region. I have an algorithm in mind that I think will make a pretty accurate guess as to which region it should be in, based on your route.
3) Add Rohan
By the way, it already is (or should be...?) computing frequency of Fatigue tests based on season. You can set the start date of your journey and it uses that. It even adapts if your journey crosses season boundaries. (Maybe I should add a visual cue to which season each hex of your journey is in? Use four different highlight colors, instead of just yellow?) I had to guess when seasons change (rules don't specify whether we use Earthling dates or whole months).
Again I lost a really long post because my coffee shop wifi redirected me to their login page. JFC.
TL;DR: The code is a rats nest; I was learning both javascript and d3 while writing it, and I completely gratuitously gave it a SQL database backend (well not completely gratuitously; I had all kinds of cool features in mind but they really are extraneous). I've been procrastinating because it really needs a major overhaul, including ripping out all the db hooks as well as the UI features that depend on the db. (I.e., user-added images, which never took off.)
In addition to doing that, the things I want to do are:
1) Convert region definitions from all contained hexes to just perimeters, and then computing inner hexes. This will make it vastly easier to add new maps (e.g. Rohan) in the future.
2) Allow for shared hexes, instead of assigning each hex to one region. I have an algorithm in mind that I think will make a pretty accurate guess as to which region it should be in, based on your route.
3) Add Rohan
By the way, it already is (or should be...?) computing frequency of Fatigue tests based on season. You can set the start date of your journey and it uses that. It even adapts if your journey crosses season boundaries. (Maybe I should add a visual cue to which season each hex of your journey is in? Use four different highlight colors, instead of just yellow?) I had to guess when seasons change (rules don't specify whether we use Earthling dates or whole months).
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Journeyometer 2: Rivendell is live!
Yes, it is! I should have explained further. What I meant is implied in your reasoning: we don't know exactly when a season starts or ends, and different LMs can have different wishes. Besides, if the journey is taking place, let's say, during the Cold Winters of the worst years of Darkening, then the LM may wish to calculate the journey as if it were winter, even if by calendar it should already be spring. For all this small inconsistencies, I'd recommend that the app doesn't do it automatically, but lets the LM choose the season of the journey. It's easy enough for the LM to calculate two sepparate legs if he wants the season to change during the journey. Or at least, to allow to disable the automatic season.Glorelendil wrote: By the way, it already is (or should be...?) computing frequency of Fatigue tests based on season.
With this feature, I don't think you'd need to add colours to the route depending on the season, or a note next to each leg explaining the season it is being calculated with.
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Re: Journeyometer 2: Rivendell is live!
Hmm. Interesting.Falenthal wrote:Yes, it is! I should have explained further. What I meant is implied in your reasoning: we don't know exactly when a season starts or ends, and different LMs can have different wishes. Besides, if the journey is taking place, let's say, during the Cold Winters of the worst years of Darkening, then the LM may wish to calculate the journey as if it were winter, even if by calendar it should already be spring. For all this small inconsistencies, I'd recommend that the app doesn't do it automatically, but lets the LM choose the season of the journey. It's easy enough for the LM to calculate two sepparate legs if he wants the season to change during the journey. Or at least, to allow to disable the automatic season.Glorelendil wrote: By the way, it already is (or should be...?) computing frequency of Fatigue tests based on season.
With this feature, I don't think you'd need to add colours to the route depending on the season, or a note next to each leg explaining the season it is being calculated with.
Maybe in Settings I could bury something that lets the LM change the season boundaries.
EDIT: And it did just occur to me that if the journey will move into a colder season then heroes will need to carry the higher encumbrance travel gear, even during the warmer leg(s).
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
- Indur Dawndeath
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Re: Journeyometer 2: Rivendell is live!
But they dont have to wear the warm winter clothes, freeze at night or melt ice to get water, so no need to change the fatigue ratings. Just stick with RAW.
Cheers
Cheers
One game to rule them all: TOR
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Re: Journeyometer 2: Rivendell is live!
??Indur Dawndeath wrote:But they dont have to wear the warm winter clothes, freeze at night or melt ice to get water, so no need to change the fatigue ratings. Just stick with RAW.
Cheers
Maybe we're understanding the meaning of the rules a little bit differently. I always took the encumbrance of the travel gear to simply mean the weight/bulkiness of traveling gear. So even if you've got those sweaters and wool blankets packed away for the future, you're still carrying them.
The frequency of the checks of the travel checks (every 3 days in winter, every 6 days in summer, etc.) has to do with being wet and cold, trudging through snow, etc.
Am I understanding the rules differently than others?
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
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Re: Journeyometer 2: Rivendell is live!
Well, we do know that we can place the LIthedays at mid-summer and the Yuledays at mid-winter. As best as I can tell, among the Northmen, Dwarves and Hobbits, the beginning of Blotmath (November) should mark the start of Winter. Summer in the North might have been reckoned as short as the Winter was long. How does a long Summer work within the context of The Hobbit? Tolkien did write that Gandalf met with the White Council in late summer when Saruman finally agreed to the assault on Dol Guldur. That meeting would have had to be sometime in August. And we know that the attack took place before September 22 when the company reached Lake-town.Glorelendil wrote:Maybe in Settings I could bury something that lets the LM change the season boundaries.
EDIT: And it did just occur to me that if the journey will move into a colder season then heroes will need to carry the higher encumbrance travel gear, even during the warmer leg(s).
- Winter: November through February with the Yuledays at midwinter
- Spring: March,April, May
- Summer: June, the Lithedays, July
- Autumn: August, September, October
Of course for bookkeeping it might be easier to just have four seasons of equal length, which would start Winter in the middle of November and end it in mid-February.
Last edited by Otaku-sempai on Sat Jun 17, 2017 11:32 am, edited 6 times in total.
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