[ian-reeds-games] Re: Good news for map makers, bad news for craig

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 8 Mar 2015 20:40:27 -0600

I wait about the same amount of time with my maps using the regular version.
I kind of thought the wait time depended on the amount of units on the
map...but I'm not sure. I haven't bothered to test that.

On 3/8/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
> I don't like the Dev version. The battle log takes AAAAAAAAAAAAAGES to load
> on the Axis and Allies map in Age of Warlords. It might be different on
> smaller maps but it's REALLY disruptive for me right now. Sometimes I have
> to wait almost a minute before the program responds. :(
>
>> Date: Sun, 8 Mar 2015 15:28:25 -0600
>> Subject: [ian-reeds-games] Re: Good news for map makers, bad news for
>> craig
>> From: murtagh69.monkeys@xxxxxxxxx
>> To: ian-reeds-games@xxxxxxxxxxxxx
>>
>> Hello again!
>> With the equip_max_mod flag, is it intended that the flag doesn't work
>> if a unit starts with that particular item equipped? So you'd have to
>> unequip then reequip the item to get the points to change?
>>
>>
>> On 3/8/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>> > Ah, alright! Thanks!
>> > The percent_inflict flag that was for skills in the past...that wasn't
>> > added to items, was it?
>> > Also, there are some scripts missing from the readme text file...just
>> > thought I'd mention that...
>> >
>> > On 3/8/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>> >> The team changing flags are really cool as it allows you to implement
>> >> thief
>> >> hiding skills or ship cloaking, as the enemies would not recognize the
>> >> affected unit as a threat and hence, allow you to do things like scout
>> >> in
>> >> safety.
>> >>
>> >> @Monkey: The dev version is required as it uses cutting-edge changes.
>> >>
>> >> -----Original Message-----
>> >> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>> >> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>> >> Sent: Monday, March 9, 2015 1:26 AM
>> >> To: ian-reeds-games@xxxxxxxxxxxxx
>> >> Subject: [ian-reeds-games] Re: Good news for map makers, bad news for
>> >> craig
>> >>
>> >> Awesome!
>> >>
>> >> Does this work for the stable version of 2.0, or just the dev version?
>> >>
>> >> On 3/8/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
>> >>> Hi guys, I have big news for map makers! An updater version of my
>> >>> script set is ready for download! The link is
>> >>> http://dl.dropbox.com/u/8252087/keyWasFull_scripts.zip
>> >>> Extract this to the data for tb/scripts folder, and replace all
>> >>> files.
>> >>> Updates:
>> >>> Fix to the randomize script so that it no longer summons units onto
>> >>> squares that have a member of the opposite team on them The following
>> >>> script flags have also been added:
>> >>> equip_apply_effects: applies the effects to the unit when it wears a
>> >>> piece of eq.
>> >>> Equip_remove_effects: Removes an effect when a unit wears a piece of
>> >>> eq.
>> >>> equip_message: allows items to hvae custom wear strings.
>> >>> equip_max_mod: Allows a piece of eq to modify the wearer's maximum
>> >>> points. This could be used to give the wearer more hp.
>> >>> effects_duration_mod: allows a skill to modify the duration on
>> >>> existing effects a unit has. Useful for weakening a disease without
>> >>> completing removing it, or prolonging torture to an enemy.
>> >>>
>> >>> team_start_turn_change and team_end_turn_change: These two flags
>> >>> change the team of the affected unit at the beginning and end of your
>> >> turn.
>> >>>
>> >>> Now the bad news: There is a bug asssociated with
>> >>> team_start_turn_change and team_end_turn_change. If a map uses fog of
>> >>> war, the fog of war is calculated before the turn starts but after
>> >>> the
>> >>> round starts. THis basically means that if you have a unit change
>> >>> teams when the turn starts, so that it would reveal more squares, and
>> >>> it has moved out of sight range of other units, you can no longer
>> >>> control that unit until you bring up another unit that can see it. I
>> >>> request that you move the code that configures the map for fog of war
>> >>> to after after_turn_start events are processed.
>> >>> Thanks,KeyWasFull
>> >>>
>> >>>
>> >>
>> >>
>> >> --
>> >> -Mew
>> >> __________
>> >> http://www.savethefrogs.com/
>> >>
>> >
>> >
>> > --
>> > -Mew
>> > __________
>> > http://www.savethefrogs.com/
>> >
>>
>>
>> --
>> -Mew
>> __________
>> http://www.savethefrogs.com/
>>
>                                       


-- 
-Mew
__________
http://www.savethefrogs.com/

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