[ian-reeds-games] Re: Bugs and stuff

  • From: shaun everiss <sm.everiss@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 01 Feb 2013 15:13:23 +1300

as for the borg hmmm juggernaughts and borg sound good.
as for something else well it depends I'd like another story arc.
maybe have some new experimental drive go horribly wrong leaving your fleet in the mirror universe or in the future or past, your drive has caused major tempral dammage however and well bad things have happened.
you need to fix your drive somehow and fix the dammage.
if you don't you basically have your self not exist or the universe or something drastic.

At 03:10 AM 2/1/2013, you wrote:
Hi Shawn,
Lots of good info!.

I think the juggernaught map would be alot of fun, lol. Did you want the axis versus allies again, or a second shot at the borg...or something else more interesting?

That is some good info on the seperation map.
I did read up on the saucer seperation thing in memory alpha and I got the distinct impression that the saucer was most commonly used as an escape craft while the second hull was used to fight off an enemy. Essentially it was almost always done when the odds of survival seemed slim, and the lives of the civillians on board were considered at risk. There was one point where the seperation was used as a tactic in combat, but it seemed like the ship would naturally be less potent in two parts then in one. Riker refused to seperate the ship at one point cause he would lose valuable power so it seemed the right thing to do. I wasn't sure which section had the hanger bay, so I gave a shuttle to each one.

I was shocked when you said the orions were tough, and that the romulans were easy. Maybe the romulans need some shuttles to make things interesting. I was also surprised the saucer got blown up, was it the orions that did you in? I like the reintegration process. I should have thought of that. I don't want it possible though till after the battle since, that would ruin the whole map. It is a good final touch though, so I have to figure out how to do that. I will need some neutral unit sitting around to make sure the map doesn't end when the bad guys are all killed.

The hunter mission is something I had to take poetic license on. I wanted the ship to be vulnerable while you are completeing the mission. I didn't get to play thru it much, since the repair bog really ruined the map I might have to take out the repair points for those birds of prey.

The thing is with the scanner. If all you had to do was run around cloaked to send out pods, then it wouldnt really be interesting. there wouldn't be a fight at all, which to me would be boreing. So your probably right about the scanning, I just wanted there to be an element of danger. Then there is the damaged pod that needs repair, evil grin.

I do seem to recall the enterprise recognize being scanned by enemy vessels so it isn't too far fetched to insist the sensor sweeps be done out of cloak. I also intend to make the sensor sweep a directed thing, with a range of 1 or 2 at most to spice things up. Do you get killed on that map alot?

I hope the kill a titan map was more fun.

Thanks for the info on the borg. Maybe the map should be unbeatable so that the juggernaught idea you had can be implemented. maybe throw in a cooperative klingon federation venture to retrieve schematics for the titan back at Krakus 6 to find a borg battle sphere or something else.

Thanks for your input, it is really appreciated! Good ideas too.

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
----- Original Message -----
From: <mailto:sm.everiss@xxxxxxxxx>shaun everiss
To: <mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
Sent: Thursday, January 31, 2013 1:34 AM
Subject: [ian-reeds-games] Re: Bugs and stuff

Hi allan
just tested the seperation map.
Although I was able to handle the warboard with ease the orians were
a bit harder.
I was able to kill all the fighters but to be honest after that my
saucer got destroyed.
I'd like to be able to reintergrate myself to finnish the job.
I really do need my 2 torpedo capacity back.
I will do more testing tomorrow as I have some time.

At 06:18 PM 1/31/2013, you wrote:
>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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