[ian-reeds-games] Bugs and stuff

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: "ian-reeds-games@freelist" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 31 Jan 2013 00:18:20 -0500

Ian,
On my starship map I noticed a healing bug.
The ships all have a skill called repair. It is a skill that has a self flag.
What happens is that, when a damaged ship on the bad guys side is hurt, the  
others will go to range zero on top of them and use the repair skill on the 
other ship. It is almost like the self flag isn't working and it works more 
like a tile flag. So I am thinking, bug.
I updated the starship map a bit, and also made a test map for you to check it 
out.
It is the test map. To the far right upper corner is the bird of prey, in front 
of it is  a damaged ship. When it starts, the BOP will go and use the repair 
skill ontop of the unfinished juggernaught. Hopefully that will help you out. 
Also, Ian, I have some weird sound events in my kobold map. I updated that too. 
 In the test level, which I am thinking of calling trap school, there is two 
groups of rogues standing in front of traps. There is the two types but I will 
explain that in a bit. To the right is the rogues named after the dukes of 
hazard. Bo, luke, boss hog, jesse, rosco.  In front of them are two terrain of 
diffrent floor types. If you walk these along the two tile long paths they will 
trigger traps. You will notice that on some of them, the  death sound happens 
before the trap sound. I think it does it on two of them.

For Shawn,
I was real upset about the seperation map. It turns out that  I thought I saved 
the map, but apparently I didn't so that is why it wasn't working. 
It should be working better now. I haven't worked on anything like directions 
nor story but hopefully that will come along after I hit two more maps with the 
basics.
I didn't have time to mess with the borg. I did do some changes to the second 
hunt map. Got rid of a bunch of freighters who were doing that healing thing. 
Also I took away skills and points so that the map will go alot smoother. I 
intend to make the sensors have a range of 1 but I don't think I changed that 
yet. 
The four pods are  along the edges of the map, directly in front of the 
shipyard frames. I have the wormhole in the middle of the  shipdock where the 
klingons were bringing in supplies etc, but I am thinking maybe putting four 
seperate wormholes or some other space oriented  escape point so that the 
center doesn't have to be seen to send the pod into it. 
The kill titan map has that warp point. It has a range of four, and there is 
nine ships you can place within that range. The unexplored and unseen is 
removed so you can see the whole map and I took away the freighters      I 
meant to take out last time. I dropped the two dreadnaughts int he middle and 
made them battlecruisers. Hopefully that will be a lot more fair fight.

I worked ont he moment in time, and that should be running. It isn't perfect 
but I think it will do till I can give it proper intro and the like.

The icarus isn't made yet, so don't bother with that. 
I was thinking of adding in a map where you transport onto a science 
observation post and  try to rescue some big giant brain scientist from the 
forces of evil. Essentially it would be the captain, two or three red shirts, 
and maybe a science guy to give directions and info. Does that sound 
interesting or does that ruin the campaign?

Oh, I took the announce off the shield effects. They were a bit too verbose for 
the maps.

  To anyone else,
I updated the kobold map. I haven't put the plot in, but essentially you are a 
group of good guys hired to rescue the princess captured by the bad kobolds.  
The map is basically the same but with some dangerous diffrences. There is more 
pits, more kobolds and there is a need to go investigate the side passages 
cause there is stuff you need to open a locked door to continue thru part 1. 
The second thing is that  there is two types of traps. One is obvious and the 
other is hidden.
The hidden sound just like the regular tiles, so you want to "search" for traps 
using the  shift plus t to read floor descriptions.
There is also two types of disarm skills, each for obvious and for hidden 
respectively. When you try to disarm a trap, you will get exhausted or stunned 
for a round. The obvious traps attack back. The hidden traps are much more 
deadly, but they don't attack back, and not for a lack of trying.

I changed some of the chances around a bit, giveing ten percent here and there. 
There is also a wand and a staff and some scrolls to find. 
I also took off the fatigue effect. That was more or less a proof of concept 
thing. Now the wizard and cleric regain 1 point of arcane/divine a turn 
naturally, allowing them to be more involved without fearing them becoming 
useless. Actually magic is the only thing that has a 1000 percent chance of 
working, making them much more powerful. I shortened the spiritual weapon 
duration also. The ranger has been named an elf ranger, ahs a bit better sight 
range then the others and has two new skills. Rapid shot, which three arrows at 
a single target, and far shot which lets you fire a shot two spaces further 
then other bows.

Well, that is about it. Remember that it is all still in flux. 


 al   


  
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.

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