[ian-reeds-games] Re: question about toggle team

  • From: Craig Brett <craigbrett17@xxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 16 Oct 2013 23:31:39 +0100

Hi Allan,

There is a team argument already, but it sounds like you found that. As for the second argument, well, I could possibly put that in. But I'm not sure how you'd want it to work. Would you just want it to be a team 1 to team 2 switch and vice versa? If I'm going to implement it as a flag (which it will be), what would you want it to be called?

Yeah, looking at that exchange there there sounds like a few bugs. I don't know if it's anything I should have changed or whether the changes to v10 upset things that are already in there.

Cheers,

Craig

On 15/10/2013 23:08, Allan Thompson wrote:
Oh yeah, I forgot about that! Lol.

I did the third team thing with the slave monsters owned by the drow. It
works pretty wwell, and if the player chooses wisely, they can beat their
monsters, and still  get some use out of them if you place them closer to
the opposeing team.
On average one can beat a kobold or bugbear unit about 2 thru 4 times to get
an extra action and movement out of them. Once they gt beyond the mutiny
threashold, they are actually more dangerous and they move and act like a
free unit would. I like this new element to the drow faction, it makes them
a bit more unique.

I can put up a link later if you or anyone wanted to play around with that.
  al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen
Sent: Tuesday, October 15, 2013 5:29 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: question about toggle team

Yeah it used to be so rare, in the old warlords there would occasionally be
problems with the upgrading units, mostly if two units were on the same
tile. If I had a light infantry and light cavalry together and on AI
controlled and the infantry would upgrade I could for example find the next
turn that there is a light infantry, and an elete light infantry called
horse 1. Or I would even have an elete archer and a catapult, and when the
catapult upgraded by itself under AI control I would get a catapult and an
elete catapult called bowman1. It was always like the upgrading unit tried
to change anything else into the upgraded version even though when you do it
that's impossible to do. My favorite case was on Allies and Axis, when I
built a watch tower ontop of the minataur building and set it to AI, after a
while I just had a watch tower and fortified watchtower on that tile.
Fortunately by then I had recruited a bunch of their units, but that still
sucked.
But I found this is pretty reproduceable with the warden, just place the
enemy warden on the same tile as any other enemy unit/structure, like an inn
for example, surround it with your units, and let the warden go invisible
and visible a few times; it'll turn the inn into whatever it's trying to
change into eventually. Just duplicating itself with no other units around
was much more rare, but it does happen.

On 10/15/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I believe you. I never saw it myself when the computer controlled the
warden, but I am sure it happened down the line. In fact, another map
pack maker Jarek was saying this problem existed, but at the time,  it
was so rare on what I played that it seemed just a fluke and not the norm.
Now I understand where he was coming from a lot better.

al


From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak
Claassen
Sent: Monday, October 14, 2013 11:24 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: question about toggle team

I've seen the warden duplicate itself when it is controlled by the
enemy, put an enemy warden on your test map and let it go visible and
invisible a few times, I've found it'll duplicate eventually. I think
it might be a bug in the transform script. Hopefully when Ian returns
and helps Craig finish his script flags this problem will be fixed.

On 10/15/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Zak,
I am actually trying that, although currently not with another team.
I just wanted to see it in action before committing.
My problem right now is that  when the points dictating whent eh unit
"rebels" reaches zero, the unit does change, but also duplicates.
This is very strange behavior, since this does not work like this for
the structures that a player can place which get converted to their
evil version.

The warden is also not affected, as is a second unit called a wraith
and fades in and out of the ethereal polain.
Yet, on a second attempt with a unit to copy the warden, I
practically left the unit (which was the rogue) and it did the same
thing, while the warden still remained not a problem.

Somewhere there is just one thing that seems to make the difference
but for the life of me I can't figure it out.

al



  -----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak
Claassen
Sent: Monday, October 14, 2013 6:57 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: question about toggle team

Maybe you could use the transform script to change it into a fourth
team which is enemies with both teams 1 and 2. That way it would
attack the enemy without becoming one of your units.

On 10/14/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Craig,
Maybe you explained this already, but I can't remember. So if I
already asked I apologize.

I was just wondering if some  argument could be added to toggle team
and toggle team effect that might change it a little.

I was thinking about how you got the team argument for the change
unit that transforms after death.
I guess my question is , is it possible to make an argument, or
actually two arguments, if possible?

I guess one would be like the team argument, where you can just
number the team you want. The second one is an argument for self
effects. For games with only two teams, player and computer, could
there be some kind of argument that takes the self casters team into
account and just switches sides? It wouldn't work for maps with more
then the initial 3 teams, but it would be very useful.

For instance, I am working on a drow faction that has some slave
combat units.
It has a "threaten" skill which beats the units into doing more, but
it randomly costs points that affect the "mood" of the unit.
Once it reaches that threashold, the hope was that the unit would
"switch"
sides and start attacking the  previous owner of the unit.

The big problem is that I can't pick a team for the unit to toggle
into or even change into since the factions are designed to be
playable by both players or the computer, or even the same drow
against each other player versus computer.

So some kind of simple switch would be awesome.
I hope all that made some kind of sense. I am not good at
describeing this stuff. Also, I just can't remember if you said this
kind of thing was possible or not. I know with the version 10 of the
files is causeing some issues  apparently as well with scripts so I
am not sure where to go from this point on the matter.
Thanks for reading at least!
al








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