[ian-reeds-games] Re: Bugs and stuff

  • From: shaun everiss <sm.everiss@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 31 Jan 2013 19:34:34 +1300

Hi allan
just tested the seperation map.
Although I was able to handle the warboard with ease the orians were a bit harder. I was able to kill all the fighters but to be honest after that my saucer got destroyed.
I'd like to be able to reintergrate myself to finnish the job.
I really do need my 2 torpedo capacity back.
I will do more testing tomorrow as I have some time.

At 06:18 PM 1/31/2013, you wrote:
Ian,
On my starship map I noticed a healing bug.
The ships all have a skill called repair. It is a skill that has a self flag.
What happens is that, when a damaged ship on the bad guys side is hurt, the others will go to range zero on top of them and use the repair skill on the other ship. It is almost like the self flag isn't working and it works more like a tile flag. So I am thinking, bug. I updated the starship map a bit, and also made a test map for you to check it out. It is the test map. To the far right upper corner is the bird of prey, in front of it is a damaged ship. When it starts, the BOP will go and use the repair skill ontop of the unfinished juggernaught. Hopefully that will help you out. Also, Ian, I have some weird sound events in my kobold map. I updated that too. In the test level, which I am thinking of calling trap school, there is two groups of rogues standing in front of traps. There is the two types but I will explain that in a bit. To the right is the rogues named after the dukes of hazard. Bo, luke, boss hog, jesse, rosco. In front of them are two terrain of diffrent floor types. If you walk these along the two tile long paths they will trigger traps. You will notice that on some of them, the death sound happens before the trap sound. I think it does it on two of them.

For Shawn,
I was real upset about the seperation map. It turns out that I thought I saved the map, but apparently I didn't so that is why it wasn't working. It should be working better now. I haven't worked on anything like directions nor story but hopefully that will come along after I hit two more maps with the basics. I didn't have time to mess with the borg. I did do some changes to the second hunt map. Got rid of a bunch of freighters who were doing that healing thing. Also I took away skills and points so that the map will go alot smoother. I intend to make the sensors have a range of 1 but I don't think I changed that yet. The four pods are along the edges of the map, directly in front of the shipyard frames. I have the wormhole in the middle of the shipdock where the klingons were bringing in supplies etc, but I am thinking maybe putting four seperate wormholes or some other space oriented escape point so that the center doesn't have to be seen to send the pod into it. The kill titan map has that warp point. It has a range of four, and there is nine ships you can place within that range. The unexplored and unseen is removed so you can see the whole map and I took away the freighters I meant to take out last time. I dropped the two dreadnaughts int he middle and made them battlecruisers. Hopefully that will be a lot more fair fight.

I worked ont he moment in time, and that should be running. It isn't perfect but I think it will do till I can give it proper intro and the like.

The icarus isn't made yet, so don't bother with that.
I was thinking of adding in a map where you transport onto a science observation post and try to rescue some big giant brain scientist from the forces of evil. Essentially it would be the captain, two or three red shirts, and maybe a science guy to give directions and info. Does that sound interesting or does that ruin the campaign?

Oh, I took the announce off the shield effects. They were a bit too verbose for the maps.

  To anyone else,
I updated the kobold map. I haven't put the plot in, but essentially you are a group of good guys hired to rescue the princess captured by the bad kobolds. The map is basically the same but with some dangerous diffrences. There is more pits, more kobolds and there is a need to go investigate the side passages cause there is stuff you need to open a locked door to continue thru part 1. The second thing is that there is two types of traps. One is obvious and the other is hidden. The hidden sound just like the regular tiles, so you want to "search" for traps using the shift plus t to read floor descriptions. There is also two types of disarm skills, each for obvious and for hidden respectively. When you try to disarm a trap, you will get exhausted or stunned for a round. The obvious traps attack back. The hidden traps are much more deadly, but they don't attack back, and not for a lack of trying.

I changed some of the chances around a bit, giveing ten percent here and there. There is also a wand and a staff and some scrolls to find. I also took off the fatigue effect. That was more or less a proof of concept thing. Now the wizard and cleric regain 1 point of arcane/divine a turn naturally, allowing them to be more involved without fearing them becoming useless. Actually magic is the only thing that has a 1000 percent chance of working, making them much more powerful. I shortened the spiritual weapon duration also. The ranger has been named an elf ranger, ahs a bit better sight range then the others and has two new skills. Rapid shot, which three arrows at a single target, and far shot which lets you fire a shot two spaces further then other bows.

Well, that is about it. Remember that it is all still in flux.


 al



"The truth will set you free"
Jesus Christ of Nazareth 33A.D.



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