Ok, give it a few minutes to synch up and then give it a try. The link below is for your convenience if there is a problem with updateing it from the game for some unknown reason. Go forth and conquer! Please let me know of any thing that needs sounds, or the sounds are off, or if there is anything that needs looking at. Oh, and the caravans transfer skill was labeled as an ai_buff. I don't know why I did that. So I changed them to ai_heal, and hopefully they will start acting normal. So I left them as ai controlled for now. The diplomats were taken off of ai so no more suicidal diplomats. Well, no more then usual, grin. https://dl.dropboxusercontent.com/u/68028683/war%20lords.zip al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson Sent: Wednesday, August 28, 2013 12:24 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: AI control ROFL... Diplomats are so crazy. I forgot to toggle the ai off on them, and of course, they go directly to the fighting. I couldn't figure out how to make them go where I want, so I think making them strictly a manual unit is the way to go. I think the caravan might be the same way. Really, I have no idea why it is giving money to the units. Maybe as bribes? Lol. I fixed some of those issues with the hamlets and also some problems with the sylvan units. It is hard to keep track of all the moneies sometimes. One of the biggest changes I made was to get rid of the settlers. I was thinking that the second city was just too much to deal with. So I gave the player a second keep to put where they want. I got some new sounds and fixed some of the mislabeling of sounds I had. So, I will be updateing the map pack again very soon, so you might want to wait till then. Sorry about that, but I hadn't been able to really test it till recently. There actually might be a lot more bad guys comeing out. Don't worry about them. Just surrender and let them mangle your units, out of a sign that you want to start a peaceful relationship with the evil necromancer, grin. al From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael Tholl Sent: Tuesday, August 27, 2013 11:55 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: AI control I'm not as concerned about the turns, though the map does get busy fast, if we're talking about axis versus allies in warlords. I was going to email and talk about what I've noticed so far, though I've barely gotten into the map after starting over once. grins My own horror story, I had a diplomat, who I thought was not AI-controled, go on a suicidal rampage on his way to the centaurs. He attacked a watchtower, and then moved back into the waiting clutches of some orcs who were just peacefully attacking a hamlet. Alas! His sole contribution to the cause was to be fodder. I'm not at all sure I'm using caravans the way you mean for them to be used. I had an AI-controlled one transfer funds from an archer, which I thought was odd. Then when I made a caravan and tried to use it, I decided to be just as odd, and I made it transfer funds from a catipult. blinks Lastly, I'm not sure the hamlets can ever summon skirmishers. I get told I need 400 brass to do that, however, the limits on the hamlets is 200 brass. Am I missing something? I'm finding this to be one of the most challenging, and fun, maps I've played so far. I'm slightly worried about balance, but considering I'm barely into the map I suspect that will slowly start to fade. It sounds a lot like others have progressed a lot farther than I have which also lessens that concern. Great job on this map. smiles Michael On 8/27/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: > Lol, It was recommended turning all the units and structures to ai > simply because there was so much of them. I have been wondering if I > should turn the use unseen flag back on so that things out of sight > range of your units don't show up, which might make the turns go faster. What do you think? > > > > al > > > > From: ian-reeds-games-bounce@xxxxxxxxxxxxx > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jono Heaps > Sent: Tuesday, August 27, 2013 11:38 PM > To: ian-reeds-games@xxxxxxxxxxxxx > Subject: [ian-reeds-games] Re: AI control > > > > I second that motion. There's nothing more irritating than units > running pell-mell all over the map because you forgot to turn off the > AI control. I don't know what I've done to deserve all this. First I > get strike action, now I've got mass insubordination. Lol. > > > > Jono > > > > > > > > From: ian-reeds-games-bounce@xxxxxxxxxxxxx > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan > Thompson > Sent: Wednesday, 28 August 2013 3:06 p.m. > To: ian-reeds-games@freelist > Subject: [ian-reeds-games] AI control > > > > Hi Ian, > > I was wondering if it was possible to set AI control in the map editor > for unit and structures that the player controls? > > I don't know how hard that would be to do, but I was thinking that it > would be better for units and structures to start player controlled, > and then turned on when desired. It is not a big thing, but I think at > times the ai controlled units that someone forgets to turn off end up > kind of ruining the game experience. > > > > An example, I had a white dragon get summoned, I made some moves but > didn't want to dedicate the unit to a full on attack till I had back > up. Well, I forgot, and the stupid thing at the end of my turn, > charged right in and died quickly and ignoblely, lol. > > > > I was just wondering. OR maybe someone could make a script to do that, > to make units start uncontrolled? > > > > Thanks, > > al > > > > "The truth will make you free" > > Jesus Christ of Nazareth 33AD > > > >