[ian-reeds-games] Re: Review of Tower Defense 2 + request for help from Ian

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 4 Dec 2013 21:21:05 -0500

Yeah, I noticed that if a path to the enemy is blocked by friendly units,
all ai controlled units stuck behind that block will simply stop moving.  
I wonder if that jump skill might allow such blocked units to move forward
if it wasn't stuck on just moveing one  tile. What I mean is that currently,
ai controlled units will not move more then one tile on move skills that
allow for ranges beyond one tile. I am wondering if those blocked units,
having a script forcing them to take the max range on such skills, would be
able to move forward or if the block would just shut them down regardless.
That would mean back to figuring out that pathfinder script. 

Still, I am enjoying the map pack anyway, grin. I know in level 2 you have
wide paths. That doesn't work either? Monsters won't walk around them?

al





   
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Wednesday, December 04, 2013 8:53 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Review of Tower Defense 2 + request for help
from Ian


    Yeah, I think I'mgoing to choose a more action-based music file. There's
a really annoying thing with the enemy AI that the AI will only move toward
your base if it has an unobstructed path to your base. Since your towers are
just as effective after 10 turns as after a single turn, the difficulty
would be ramped up, and at the level at which I wanted it, if all the
enemies moved toward your base at once instead of waiting for the ones in
front that obstruct the ones behind to die. I really should get around to
scripting, but I just don't know how I would go aobut doing it to force the
units to move no matter what. I would have to override one of the AI's, but
not sure which script to use. I think it would be cool to have a script flag
that defines a destination, either a tile location or a name of a unit that
the AI would relentlessly go tward or would move as close to it as possible,
even if its path were obstructed. I just don't know how I would do it.

I tried a workaround by giving some of the units a jump skill that allowed
them to jump over units in front of them onto the tile ahead, but the units
never used it, probably because the AI didn't think that it would get the
units to the base. Though I can't really confirm why it wasn't used.

It's kind of sad but the whole difficulty issue with monsters coming up the
path too slowly due to being obstructed by those ahead of them has halted my
wish to  make a fifth level. I know it really shouldn't, but you probably
know how it is. I really do want to, but without this crucial feature, it
just doesn't feel like the game I was aiming to make. Of course, if it is
made, I'll have to do some rebalancing of all the levels, but I'll do it
gladly. 




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