[ian-reeds-games] Re: [ian-reeds-games]

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 17 Dec 2012 20:56:02 -0700

No worries Austen.

I can either release it without the updated Kingdom at war maps and let people know they will be back soon or postpone it a bit longer.
I'll think about it.

I definitely understand there being issues with maps using the new features such as summoning. As you've said the AI still needs a lot more configurability to make those things work better and a lot of the new features are pretty big ones so there are likely to be bugs such as AI not ever moving because it has a summon skill.

The Kingdom at war maps should be able to work pretty much the same as they previously did, obviously with heavy changes in the map files since it's a whole new system.

I thought you had said you'd finished converting them which is why I thought you just needed to update the stun skill and effect and would be there.
That was my mistake, so don't feel pressure to get them done in a hurry.

Working on the maps takes a lot of time and I understand that.

I didn't mean to put undue pressure on you.

Take your time, and if you'd like some help let me know. I could probably work on converting one of the folders while you work on another.

I appreciate the time you and the other map creators put into your maps.

All the best,
Ian Reed



On 12/17/2012 8:21 PM, Austen Perry wrote:
i also wish the summoning skill would have a flag like use_range=3
meaning they should use the summoning only if enemy units are within 3
spaces, it would save time and resources.
the computer doesn't like the knew system, they only know to buff and
summon until enemy units conveniently put themselves in there way.
i could take everything out and make it a streight attack based map,
where all they had was attack move and what not, but that is the
reason i made the maps in the first place as that gets tiresome after
a while.
even my other series have more than that, and its better with the
skills and extra attacks.
the problem though, is with a complex fighting system where there are
multiple attacks for different damage types, and summoning and
shielding, the ai just skips over what it normaly does and goes crazy
with the knew stuff.
honestly i don't think its ready to be released, any of my map series
theres too many things that need to be fixed or smoothened out.
when the format of skill files terrain effects units maps default
files structures and all it changes the way the game is played, and
without testing how it works and having time to ajust, a quick fix
doesn't change the maps in to what they where before with the knew
system.
i'm not saying its aweful, just saying none of my stuff is ready and
without an anouncement or predetermined deadline, i cant release
anything.

d

austen

On 12/17/12, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
yeah problems i've noticed as well, even without the summoning ability
the enemies just don't like the knew flying and warp skills so usualy
i have to attack them, but they did almost destroy me so its not like
they don't fight.
we realy need more ai flags to help the ai know what to do, as buff
just makes them use something over and over and summoning makes them
do nothing but.
also, they don't seem to know what to do with somethings like mining,
they mine then give gold to there miner from there miner, its odd.
like i said, this is a prototype of what i'm doing, with this much
stuff theres going to be problems.
also, i usualy have to literaly hold down the controll key till its my
turn, letting the sounds tell me what there doing.
they don't get the concept of offensive fighting unless your in range
and getting them to move is impossible.
there needs to be skill flags like use=once and some way to tell the
enemy its invading not preparing to be invaded.
sigh

austen

On 12/17/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Austen,
I haven't played the new map yet, but I wanted to ask you if you tried
ending a turn and seeing how long  the computer takes to move everything.
What I am saying is that I don't think  these  maps are able to be really
enjoyed. I find myself constantly scaling back things just to make the
enemy
  turn go  at a reasonable level.

One thing I did notice myself was that ships with summoning skills, for
instance launch fighter, tend to launch everything they have first. Then
the
ship just sits there and does not move  after that, while the launched
units
seem to do more or less what they are intended. The carrier of the
fighters
will not move again however. I tried to tempt it into chasing my heavy
cruiser, but nothing. it will attack if it is in range, but it will never
move. I took away the fighter launch skill...and the klingons started
moving
as one would expect. It is almost like the AI assumes that anything
creating
another unit via summons must be some unmovable object.

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
   ----- Original Message -----
   From: Austen Perry
   To: ian-reeds-games@xxxxxxxxxxxxx
   Sent: Monday, December 17, 2012 7:34 PM
   Subject: [ian-reeds-games] Re: [ian-reeds-games]


   well, i've found some thing sout.
   i made a fifty by 30 map, and it took almost 45 minutes to fill it so
   the block fill would be great d.
   i've noticed that structures don't regenerate points that are
   regenerting for all like actions. they have minutes like the other
   unit, but once they've used them they don't regen, even if they use
   half the points, they only have the other half left there next turn.
   this realy bothered me as the goldmine couldn't give my miner gold as
   it was stopped in time rofl.
   i made a pretty cool map and its only a fraction of the size i'm
   planning on making.
   the other problem i found is enemy units using shields more than once,
   is there a flag eventualy that tells it to use the skill only once per
   turn d.
   i've also still run in to ships attacking units for integrity that
   don't have it, so i don't think thats totaly fixed yet.
   otherwise i'm loving it, but i've had to put in planets like islands
   wich looks weird d.
   anyway keep it up hope some kenew stuff comes soon d.

   austen

   On 12/17/12, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
   > well, heres what i've got to show again.
   > still prototypes work, as realy testing how stuff works and what not.
   > updated mines so they can fly and get killed.
   > also now there are shipyards arms depos and more, all with 0 starting
   > gold but with maxes of like millions, then theres a gold mine wich
can
   > cast get mined lol as its the only way, then it gives gold to a miner
   > who then can give it to a shipyard or arms depo.
   > also bug with miner for the moment and it cant move but it still
works
   > hes right next to the shipyard.
   > each mine can produce 120000 gold per turn, so you can make a patrol
   > class 9 from the shipyard.
   > theres also a command carrier, wich has 10 star fighters, though
   > theres a bug when docking as it gives the carrier the fighter but the
   > star fighter doesn't go away even with the effect death rofl.
   > i also probably need to add minutes to flying as they can move a
   > little too much in my opinion, so yeah.
   > try it out and let me know what you think.
   >
   >
https://dl.dropbox.com/u/18725707/4%20enter%20galactic%20space%20fleet.zip
   >
   > austen
   >
   > On 12/17/12, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
   >> I would like to have the health_ignore_max flag avilable for
effects.
I
   >> am
   >>
   >> making a cry of endurance skill that allows the unit to go into a
rage
   >> where
   >>
   >> they can take a bit more punishment, even allowing their hitpoints
to
go
   >> above maximum. If their hp was still above max when the effect
ended,
it
   >> would be regenerated like normal. But for now, whenever hp is
restored,
   >> it
   >> ges back to the maximum, 500/500, but would be cooler if it would
only
   >> regenerate if the hp was lower than max.
   >>
   >>
   >>
   >



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