[ian-reeds-games] Re: Tactical Battle 1.12 dev 3

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 27 Jan 2013 22:18:52 -0500

WOW!
I feel like it is my birthday or something, lol. 

Thanks for this major update! 

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 27, 2013 9:10 PM
  Subject: [ian-reeds-games] Tactical Battle 1.12 dev 3


  Hey all!

  1.12 dev 3 is here.

  It's a lot of good news and a little bad news.

  The bad news first:
  The new rounds and turns system has been implemented which means all the 
  duration= flags need to be updated.  Generally you will just divide the 
  number by 2 to make it work in the new system as it did in the old.
  timer= victory and defeat flags need to be updated as well.

  Now on to the good news:
  12 Added Team files that allow you to configure how many teams exist in 
  your map pack and what names they have as well as how they feel about 
  other teams.
  13 Rewrote the way turns were handled to use a new Rounds and Turns 
  system that is easier for everyone to understand.  (This breaks old maps)
  14 Added a no_turn Team flag that indicates that team does not get a 
  turn.  Useful for structures that do not belong to a particular team and 
  don't need a turn.
  15 Made it so that inflict and restore can be reduced to 0 due to 
  modifiers and protects.
  16 Added the following dynamic flags to Effects: health_ignore_max, 
  health_restore, health_splash_restore, health_inflict, 
  health_splash_inflict.
  17 Added the splash_range flag to effects.
  18 Added the ability to have effect flags affect specific skills. For 
  example these flags could be used on an effect to affect the attack 
  skill.  attack_health_inflict_mod=, attack_health_restore_mod=, 
  attack_actions_cost_mod=
  19 Added a flag for terrain called special that makes it so that terrain 
  is announced when pressing shift + T and the terrain sound is played 
  whenever it becomes visible.
  20 Added an allows_actions point flag and the shift + A hot key that 
  announces any of your units who still have points that allow actions.
  21 Revised the keys that give information and the ones that take you to 
  the last source or target of an action.  All descriptions of the current 
  unit, terrain and their effects can be obtained by pressing shift + F4.
  22 Added the shift + P hot key for cycling through possible targets of 
  the current skill.  Only useable when choosing a target for a skill.
  23 Added an announce flag to effects.  If present the game announces 
  whenever that effect is added or removed on a unit.
  24 Fixed the bug where AI would not take range modifiers into account 
  when determining if it could use a skill.
  25 Added a chance_mod= flag to effects and terrain.
  26 Added a sight_range_mod= flag to effects and terrain.
  27 Added a hidden flag to Point files that stops them from being 
  announced to players when the F4 key is pressed.
  28 Added a not_useable_on= flag to skills.  It takes a comma separated 
  list of unit types that this skill can not be used on.
  29 Added a replace_terrain= flag on skills.
  30 Added a fizzle_replace_terrain= flag on effects.  Note this does not 
  occur if the effect is removed before it fizzles.

  12 was one of Craig's top 3 and the ability to define teams and their 
  alliances was discussed by all of us.  I remember Carlos specifically 
  having some good thoughts on different types of neutral units.
  16 is the ability to have effects cause initial damage or healing.
  18 is one of Carlos' original top 3 and Hadi asked for it recently as well.
  22 is the range finder for Allan.
  24 is that very old bug Allan and Zak wanted fixed.
  28 was the skill immunity in Craig's top 3.
  29 and 30 are my first attempts at letting you control the changing of 
  terrain.  I expect we'll do more than these 2 but they are a good start.

  And most of the others are bug fixes or things people brought up recently.

  Craig, you might try your team charm script again as teams have been 
  majorly redone and the script might work properly now.

  I've included the Getting Started maps minus a few music files so you 
  guys can copy the teams folder which has teams that make the game work 
  basically as it did in the past.

  There are a couple new sections in the user guide.  Teams, rounds and 
  turns, maybe that's all.
  And of course all the new flags are documented in their appropriate 
  sections of the user guide.

  Here's the link for dev 3:
  https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.12%20dev%203.zip

  I'm not going to post this dev version on the map packs page until 
  you've had a bit of a chance to update the duration stuff in your map 
  packs.  But let me know as soon as map packs are updated for dev 3 and 
  I'll post it.

  Hope you all enjoy.
  Ian Reed

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