[ian-reeds-games] Re: Tactical Battle 1.11 dev 9

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 6 Jan 2013 17:20:35 -0500

Hi Ian,
I am not sure if I said this today or not.
Everything  with zombie house worked out! The zombies move forward, the doors 
and such all work properly...great job!

I bought some sound packs with great voice talent on it and so I used some to 
change the male and female survivors voices to something a little more 
interesting.
I also made a zombie strike back map, where the roles are all reversed, and you 
play zombies attacking the computer survivers. It's just a fun map.

It is updated so give it a go if you guys have time. I did add more spawn spots 
and took away doors and stuff so the computer wouldn't stand around actuating 
doors ad nauseum.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, January 06, 2013 2:21 AM
  Subject: [ian-reeds-games] Tactical Battle 1.11 dev 9


  Hi all!

  Dev 9 is here.  It's a little more interesting than the last couple dev 
  releases.

  Here are the dchanges for dev 9:
  30 Made it so AI would still move to a position where it could use an 
  action next turn even if it could not perform any actions besides moving 
  this turn.
  31 Added an ai_wait_until_enemy_in_sight unit flag to cause AI to do 
  nothing until the first time they spot an enemy.
  32 Added a not_affect_flying flag for terrain and tile effects that 
  makes it so flying units are not affected by damage, healing, step costs 
  and range modifiers.
  33 Updated line of sight logic so flying units can see over terrain that 
  they can fly over, but not over terrain with both the blocks_sight and 
  not_flyable flags set on them.
  34 Added blocks_sight flags to units, structures and tile effects.
  35 Replaced the use_sight_range map flag with use_unseen and use_unexplored.

  Hadi, 31 sort of solves number 1 of your top 3.
  Maybe not exactly what you wanted, but it is closer than having doors 
  that must be opened.  A few other people mentioned this in the past as 
  well, so hopefully everyone will enjoy it.

  Allan, 30 fixes the bug where the zombies would not move after knocking 
  down the fences on the first turn.
  32 is for your pits in Kobold dungeon.
  34 is another one you asked about, probably for use with breakable walls.

  Craig, great to hear about your updated map pack.  Perhaps the 
  ai_wait_until_enemy_in_sight will be helpful for you as well.

  Everyone, I think 35 is a pretty cool one as you now get more choice 
  about how fog of war works in your maps.

  Here's a snippet that I added to the user guide:
  ## Unseen and unexplored tiles
  The game supports having unseen and unexplored tiles.  In popular 
  mainstream games this is often called fog of war.

  * An unseen tile means you can see the terrain but not enemy units on it.
  * An unexplored tile means you can't see the terrain or enemy units on it.

  Map creators should set the use_unseen or use_unexplored flags on their 
  maps if they want to use these fog of war features.
  If neither of those flags is set then the player will be able to see 
  everything.

  Since they are separate flags you can choose to have a map that starts 
  explored so the player can see all terrain, but only see units when they 
  get in sight range.
  Or you can have a map where everything starts unexplored but once 
  explored the player can see it and any enemy units on it for the rest of 
  the game.
  Or use both to get both effects.

  Flying units can see over terrain that normally block sight if they can 
  fly over it.

  Note that fog of war is really something that affects the player but not 
  the AI so much.  The AI's sight range may restrict what skills it can 
  use but it will still come after your units even when it can't see them 
  unless you set the ai_wait_until_enemy_in_sight flag.

  Here's the link for dev 9:
  https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.11%20dev%209.zip

  I hope you enjoy it!
  Ian Reed

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