[ian-reeds-games] Re: Tactical Battle 1.11 dev 6

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 2 Jan 2013 11:03:51 -0600

found a bug.
not a normal one in the way the game gives a report to copy though.
when playing with the knew sight range, i found out a few things, let
me know if there supposed to be there or not.
1 footstep sounds no longer play for enemy movement when you cant see
them, the previous version they did with fog now they don't.
2 even with noflying long range movement skills can still go over the
tile with no_flying, can you make it where the cant since they cant
normaly go on to that tile? i ask because i have a space jump but its
not teleportation just a faster way to get somewhere with less
resources.
3 the main problem i'm facing is that when its the enemy turn, and
theres a good number of enemies, because the footsteps don't play and
i cant see them eighther from sight range or fog, the game freezes,
and at first i wasn't sure if it was because the enemy was taking a
long time and being silent, but i waited like ten minutes, soso i
tried another map, and the same thing happened.
this again is using sight range limits on the wall terrain, using fog
and walls are no flying.
hope you can fix this, and as theres nothing to paste down you'll have
to play with it to figure it out probably.

austen

jp.s great work, nice features just need to be able to take a second turn rofl.

On 1/2/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
> Happy new year to everyone!
>
> There were some great feature requests and suggestions.  I've noted them
> all, but won't respond to each for the sake of time.
>
> Allan, that AI behavior is by design.  If can_toggle_ai is set the game
> always let's the player use the unit manually whether it is currently AI
> controlled or not.
> This is because they could always toggle AI off, use it and toggle AI
> on, so as you say, it just saves the player key presses.
>
> Hadi, maps do not need to use the fog of war features.  They are turned
> off by default.
>
> Dev 6 is here!
>
> Here are the changes for 1.11 dev 6:
> 23 Added logic to incorporate line of sight in determining whether your
> units can see a tile or not.
> 24 Added a blocks_sight terrain flag for blocking sight and use of
> ranged skills due to line of sight restrictions.
> 25 Added a no_line_of_sight skill flag to allow skills to shoot through
> terrain that has the blocks_sight flag.
> 26 Adjusted tile visuals to be square instead of rectangle so line of
> sight looks more correct for sighted players.
> 27 Updated sound logic to look for a .mp3 version of the sound if a .wav
> version was not found.
> 28 Made it so that when you move a unit and a previously hidden enemy
> becomes visible it's sound is played or a default alert sound if none
> exists for that enemy.
> 29 Added a not_flyable terrain flag that works like impassable but also
> stops flying units.  Useful when walls are connected to ceilings and
> even flying units should not be able to pass them.
>
> Austen, I've added sounds for unseen and unexplored tiles.
> You can override these by making your own files with the same name.
> Both .wav and .mp3 extensions will work for these.
>
> Allan, I've added commas after unexplored and unseen.  I think this
> helps improve the problem where they run together with the coordinates.
> Let me know if it's still a problem.
>
> Some of the line of sight stuff takes effect even when the
> use_sight_range map flag is not set.
> For instance, if you use the blocks_sight flag on a terrain then ranged
> skills can not be used through it unless they have the no_line_of_sight
> flag.
> This is so people can get that benefit without needing fog of war on.
> But as noted they still have to have terrain with the blocks_sight flag
> so it's all still totally optional.
>
> I still need to make it so flying units can't see passed terrain with
> the blocks_sight and not_flyable flags.
> And there's also that bug Allan found in the AI that changed somewhere
> before dev 5 that still needs to be fixed.
>
> Here's the link for 1.11 dev 6:
> https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.11%20dev%206.zip
>
> Ian Reed
>
>
>

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