Those are great suggestions! I think I like them all. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Zak Claassen To: ian-reeds-games@xxxxxxxxxxxxx Sent: Tuesday, January 22, 2013 4:11 PM Subject: [ian-reeds-games] Re: A response Tile effects could fill in for temporary terrain, so replacing terrain doesn't necessarily have to have a timer attached to it. If both skills and effects can change terrain that would be a solution to splash_effects also causing changes to terrain. This also reminds me, could you add the not_affect_flying flag to skills too? What I had in mind was making melee attacks not reach flying units. Oh and one more thing I thought about, having just effects applied to a unit when a point reaches 0 is a bit limiting, it would be useful to make it do something, like explode when it has been defeated or whatever. Maybe if you could specify a skill which should be automatically triggered when a point reaches 0. That way you could do more useful things with points reaching 0, like having a structure doing something every number of turns by making it lose a point per turn but having the skill triggered restore its points again. On 1/22/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > I think I have to explain the map I am kicking around so that it makes some > sense. > > There was an old board game named dungeon. Up to six people would wander > around a large map that looked like a dungeon and would take turns > wandering, going into diffrent leveled rooms, kill diffrent monsters of > diffrent difficulty level and find items and treasure, again based on level > of the room/monster. The first person with a certain amount of gold or items > worth gold, and makes it back to the starting chamber wins. > The ultimate purpose of the map is multiplayer. I figured the easiest most > basic map would be comparable to a board game. > > The board game had very low hitpoints. Monsters could be killed with 1 hit, > but monsters could hit the players if missed and could wound them. The > monsters would never leave the rooms or chambers. > In TB, when you have movment, the player can run up to a monster, hit it, > and if failed, and has movement left, can just back up one and avoide > getting attacked back. I didn't want to give the monsters higher ranges for > their attacks, so I gave them a movement point instead. However, that didn't > solve the problem if the player had more movement, so I decided to add a > stun effect. That way the player, when they attack or do a number of other > diffrent actions, will stand in one spot so that the monsters get their > turn, etc. > > The workaround I got actually works better then the previous attempt. I > added a at_zero=stun effect to anything that uses actions (monsters use a > diffrent point for doing actions). Anytime the action is performed, the > player is stopped for the rest of their turn. This works actually better > overall then the previous attempt so it all works well now. > > What Carlos mentioned threw me for a loop. Can that really happen? I thought > that was some kind of star trek thing, sending the mad computer into an > infinite loop that causes it to blow itself up, lol. > In my mind the best way would be a simple immunity flag. An immune=fire for > damage type would work great, at least, from my point of view. I don't know > if that would make damage go to zero or if the skill simply won't work by > comparing damage types. Come to think of it, couldn't there be an flag that > causes just one or two skills to become unusable? > For instance, no_attack or no_longsword,fireball etc and so forth. > That might go towards a disarm skill, or a system failure on a ship or > something. > > So, if I get the jist of it, changable terrain is hard due to a number of > changes it could go thru in any one scenario. So you need a timer or point > counter to make the terrain change at a certain number of turns. So maybe a > terrain can have an at_xx= flag which kicks in an effect that causes a > change in terrain. When it reaches it's max number or at zero it could > remain a permenant terrain to end the cycle. So I guess one could have a > number of at_xx flags in one terrain. bear with me, I don't know how it will > ultimately look, but it is just how I am describing it in terms I understand > already. > > Maybe structures need some rework? Especially for bridges and things. Take a > way a need to be a team, give it terrain flags in addition to what it > already has, and it could problably fill some in the gaps like bridges and > whatnot. It could also easily "change" since it can summon. Once it is > killed thru point counter or some other way, it can have an summon effect > and an unsummon effect, where it summons a structure that replaces it as if > it was a terrain, and it disappears as it unsummons itself. So you can have > grass strucute changd to burning grass, then to burnt out terrain etc. > I don't know, maybe that is the stupidest idea ever, lol. It just seems > taht you need just one type of object that can do anything and everything > to fill in all the nooks and corners. > > al > > "The truth will set you free" > Jesus Christ of Nazareth 33A.D. > ----- Original Message ----- > From: Ian Reed > To: ian-reeds-games@xxxxxxxxxxxxx > Sent: Tuesday, January 22, 2013 10:28 AM > Subject: [ian-reeds-games] A response > > > Hi all! > > I've been pretty busy but am trying to catch up now. > > Carlos, I've added random numbers for max and chance to my list. As you > say these should only be calculated once when the map begins. > > Allan, parsing just means reading the file. So really it was a generic > error message. I've tried to improve it a bit. > Code can have so many errors and it's impossible to imagine them all in > advance so it's helpful when you can let me know that a specific > scenario gave a confusing error message so I can improve it. > > Austen, sounds like downloading and running that file fixed 1.12 dev 1 > for you. Is that right or was it something else you changed? > Can you send me a map that demonstrates the game freezing on the first > AI turn? > > Glad to hear you like the chance and damage rolls and always glad to > hear about getting more players for TB. Thanks! > Interesting about the AI summoning mines issue. > Again, if you can send me a map that does this on the first turn that > would help me figure it out. > > Allan, I've added your feature requests to my list. > Good to know about the line of sight bug after an enemy that blocks > sight is defeated. > I'll try to get this one fixed soon. > > Austen, Allan and Zak, I like the idea that changes one terrain to > another the best. > So maybe a skill flag that looks like replace_terrain=grass|burnt_grass. > So the grass is the only terrain it changes and it changes it to burnt > grass. > What about the scenario where you cast fireball and the splash damage > affects a nearby forest tile. > Should the forest tile somehow get an "on fire" effect for a certain > number of turns? > Or does it just change to a forest on fire terrain? > And if it changes terrain it would seem we would need a way to change it > again after a certain number of turns. > We would change it to burnt forest, which no longer causes fire damage > but may have different properties than a forest tile. > I'm not sure the best way to handle all this or the simplest yet most > flexible way for map creators to input it. > I'm open to more thoughts on it. > > Allan, you mentioned that if a skill fails to work due to a chance= flag > then the effects it causes do not work either. > At first I was going to say this was by design but then Zak brought up > self_effects and self_inflict. > Is this what you were referring to? > I agree it's a bug that when a skill fails it does not do self_effects > or self_inflict. > Zak wondered how that would work if a skill intended to heal yourself > failed but still did the self_restore. > I think that if the purpose of the skill is to heal yourself then you > should use restore= instead of self_restore= because when you are the > target of the skill you could use either one to heal yourself but the > restore= will only work if the skill succeeds. > I will fix this bug in the near term. > If you were actually talking about wanting inflict= to do no damage but > for the effects= flag to still work then this is the other option Zak > suggested about having a chance of for each effect, plus I'd need to let > effects do initial damage so you could have a damage effect and a stun > effect and the skill would have 100% success, the damage would have a > smaller amount and the stun would have 100%. > Not sure when I'll get around to that though. > > Allan, you tried to make a unit immune to fire but found that the unit > would always take 1 damage regardless of how high it's resistance is. > This is due to some very old logic that ensured that every attack dealt > at least 1 damage. > Thinking about it now I think it should be removed as it's the map > creators responsibility to make sure units can still take damage and it > makes more sense to allow for the total immunity to fire scenario you > mentioned. > > Carlos mentioned that cost can not be reduced to 0 and I think this one > is still important to keep for the reasons he mentioned. > > Ian Reed > >