[ian-reeds-games] Re: A response

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 22 Jan 2013 14:22:37 -0600

hey,
updated the space maps with chance dice and the 5r11 stuff.
also, download the intergalactic space fleet and play combat, i don't
know if it happens in the first or second turns but both the min
summoning thing will happen and the blank out of the music and stuff.
things are getting more interesting with chances and dice rolls, quite nice.
going to make an attack that takes away shield effects, but theres no
way to get rid of them acumulateivly so far, like after the shield
points are at 0 the effect goes away, would be nice and more
realistic.
heres the link to the space maps, like i said play combat to see what
i'm talking about.

https://dl.dropbox.com/u/18725707/4%20enter%20galactic%20space%20fleet.zip

austen

On 1/22/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> I think I have to explain the map I am kicking around so that it makes some
> sense.
>
> There was an old board game named dungeon. Up to six people would wander
> around a large map that looked like a dungeon and  would take turns
> wandering, going into diffrent leveled rooms, kill diffrent monsters of
> diffrent difficulty level and find items and treasure, again based on level
> of the room/monster. The first person with a certain amount of gold or items
> worth gold, and makes it back to the starting chamber wins.
> The ultimate purpose of the map is multiplayer. I figured the easiest most
> basic map would be comparable to a board game.
>
> The board game had very low hitpoints. Monsters could be killed with 1 hit,
> but monsters could hit the players if missed and could wound them. The
> monsters would never leave the rooms or chambers.
> In TB, when you have movment, the player can run up to a monster, hit it,
> and if failed, and has movement left, can just back up one and avoide
> getting attacked back. I didn't want to give the monsters higher ranges for
> their attacks, so I gave them a movement point instead. However, that didn't
> solve the problem if the player had more movement, so I decided to add a
> stun effect. That way the player, when they attack or do a number of other
> diffrent actions, will stand in one spot so that the monsters get their
> turn, etc.
>
> The workaround I got actually works better then the previous attempt. I
> added a at_zero=stun effect to anything that uses actions (monsters use a
> diffrent point for doing actions). Anytime the action is performed, the
> player is stopped for the rest of their turn. This works actually better
> overall then the previous attempt so it all works well now.
>
> What Carlos mentioned threw me for a loop. Can that really happen? I thought
> that was some kind of star trek thing, sending the mad computer into an
> infinite loop that causes it to blow itself up, lol.
> In my mind the best way would be a simple immunity flag. An immune=fire for
> damage type would work great, at least, from my point of view. I don't know
> if that would make damage go to zero or if the skill simply won't work by
> comparing damage types. Come to think of it, couldn't there be an flag that
> causes just one or two skills to  become unusable?
> For instance, no_attack or no_longsword,fireball etc and so forth.
> That might go towards a disarm skill, or a system failure on a ship or
> something.
>
> So, if I get the jist of it, changable terrain is hard due to a number of
> changes it could go thru in any one scenario. So you need a timer or point
> counter to make the terrain change at a certain number of turns. So maybe a
> terrain can have an at_xx= flag which kicks in an effect that causes a
> change in terrain. When it reaches it's max number or at zero it could
> remain a permenant terrain to end the cycle. So I guess one could have a
> number of at_xx flags in one terrain. bear with me, I don't know how it will
> ultimately look, but it is just how I am describing it in terms I understand
> already.
>
> Maybe structures need some rework? Especially for bridges and things. Take a
> way a need to be a team, give it terrain flags in addition to what it
> already has, and it could problably fill some in the gaps like bridges and
> whatnot. It could also easily "change" since it can summon. Once it is
> killed thru point counter or some other way, it can have an summon effect
> and an unsummon effect, where it summons a structure that replaces it as if
> it was a terrain, and it disappears as it unsummons itself. So you can have
> grass strucute changd to burning grass, then to burnt out terrain etc.
> I don't know, maybe that is the stupidest   idea ever, lol. It just seems
> taht you need just one type of  object that can do anything and everything
> to fill in all the nooks and corners.
>
> al
>
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   ----- Original Message -----
>   From: Ian Reed
>   To: ian-reeds-games@xxxxxxxxxxxxx
>   Sent: Tuesday, January 22, 2013 10:28 AM
>   Subject: [ian-reeds-games] A response
>
>
>   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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