[ian-reeds-games] A response

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 22 Jan 2013 08:28:59 -0700

Hi all!

I've been pretty busy but am trying to catch up now.

Carlos, I've added random numbers for max and chance to my list. As you say these should only be calculated once when the map begins.

Allan, parsing just means reading the file. So really it was a generic error message. I've tried to improve it a bit. Code can have so many errors and it's impossible to imagine them all in advance so it's helpful when you can let me know that a specific scenario gave a confusing error message so I can improve it.

Austen, sounds like downloading and running that file fixed 1.12 dev 1 for you. Is that right or was it something else you changed? Can you send me a map that demonstrates the game freezing on the first AI turn?

Glad to hear you like the chance and damage rolls and always glad to hear about getting more players for TB. Thanks!
Interesting about the AI summoning mines issue.
Again, if you can send me a map that does this on the first turn that would help me figure it out.

Allan, I've added your feature requests to my list.
Good to know about the line of sight bug after an enemy that blocks sight is defeated.
I'll try to get this one fixed soon.

Austen, Allan and Zak, I like the idea that changes one terrain to another the best.
So maybe a skill flag that looks like replace_terrain=grass|burnt_grass.
So the grass is the only terrain it changes and it changes it to burnt grass. What about the scenario where you cast fireball and the splash damage affects a nearby forest tile. Should the forest tile somehow get an "on fire" effect for a certain number of turns?
Or does it just change to a forest on fire terrain?
And if it changes terrain it would seem we would need a way to change it again after a certain number of turns. We would change it to burnt forest, which no longer causes fire damage but may have different properties than a forest tile. I'm not sure the best way to handle all this or the simplest yet most flexible way for map creators to input it.
I'm open to more thoughts on it.

Allan, you mentioned that if a skill fails to work due to a chance= flag then the effects it causes do not work either. At first I was going to say this was by design but then Zak brought up self_effects and self_inflict.
Is this what you were referring to?
I agree it's a bug that when a skill fails it does not do self_effects or self_inflict. Zak wondered how that would work if a skill intended to heal yourself failed but still did the self_restore. I think that if the purpose of the skill is to heal yourself then you should use restore= instead of self_restore= because when you are the target of the skill you could use either one to heal yourself but the restore= will only work if the skill succeeds.
I will fix this bug in the near term.
If you were actually talking about wanting inflict= to do no damage but for the effects= flag to still work then this is the other option Zak suggested about having a chance of for each effect, plus I'd need to let effects do initial damage so you could have a damage effect and a stun effect and the skill would have 100% success, the damage would have a smaller amount and the stun would have 100%.
Not sure when I'll get around to that though.

Allan, you tried to make a unit immune to fire but found that the unit would always take 1 damage regardless of how high it's resistance is. This is due to some very old logic that ensured that every attack dealt at least 1 damage. Thinking about it now I think it should be removed as it's the map creators responsibility to make sure units can still take damage and it makes more sense to allow for the total immunity to fire scenario you mentioned.

Carlos mentioned that cost can not be reduced to 0 and I think this one is still important to keep for the reasons he mentioned.

Ian Reed


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