[ian-reeds-games] Re: Minor Bug in Warlords re Settlers

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 6 Sep 2013 16:34:37 -0400

No prob! Do what you need to do. I am glad to hear your working on a map! 
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of abigail prescott
Sent: Friday, September 06, 2013 3:52 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers

I'll give that teleport thing a look. It'll take a while though, because
I've just started school again this week, and there's lots of stuff
happening. When things calm down and I'm in a better frame of mind for
scripting, I'll see if I can do anything about that. I'll hopefully be able
to get more work done on my map and any other scripts people think would
help.

Abi


-----Original Message-----
From: Allan Thompson
Sent: Thursday, September 05, 2013 3:06 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers

Thanks Michael!
That helps me quite a bit.

I had noticed that the west is a piece of cake, especially with a keep right
there, which is what I tend to do with one of them.
Is that too easy on the west?

I am fixing the gaze attack. Instead of paralysis, I simply have units turn
into stone statues with 1 health. They crumble into dust after 1 round.
That way the board can get cleared quickly, and you won't have any issues
trying to remember who is turned to stone or not.

I put the chance of success at 65%, but the gaze seems to work almost all
the time. I did try to imporive the number of times a gaze can be used,
maybe once every 3 rounds or so.

I have continually tried to get to the dwarves, but  my diplomats keep
getting killed. I thought about putting an embassy and a merchant guild with
the dwarves, but maybe that is too easy.

I think I can make the good dragons and spellcasters come out faster.

I plan on giving teleport to the unicorn cavalry as well, to get them
quickly into the battle. The reason I didn't do it yet is because the
computer ai doesn't really understand what the teleport does, and simply
uses it to move one square, lol.

That would be a great scripting thing for someone, to get the computer to
choose the long range on those kind of skills to make them a little more
effective.

I can easily give the elves a temple or shrine to cover the healing issues.

I also thought about trying to get the elves the ability to walk a little
quicker in the forest. I am still thinking on how to do that though.

Thanks for all your input. That helped me a lot.

al


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of michael Tholl
Sent: Thursday, September 05, 2013 8:09 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers

I tend to use control a lot to interrupt, but only when I've already gotten
a good feel for the map and understand what's likely to happen.
There are still occasions where I get surprised, but it does work to speed
up the enemy's turn.

I'm actually enjoying Axis and Allies more than any other map.
I admit there are some annoyances, such as waiting so long to get any sort
of healers or dragons while the computer pumps out such units in droves.
Still, it does make for an interesting challenge.
Also not sure how intentional it was, but the east and west sides of the map
are very different. The eastern side is heavily waited toward being ravaged
by the enemy since it takes a while to build up any sort of holding force on
that side of the map without sacrificing your holdings.
Still, I find this to be an intersting challenge to overcome since I tie up
the westers side of the map in about 10 turns, and the southern area is more
of a staging ground with some skirmishing. grins My biggest issue, and I
think it is probably unintentional is the basalisks.
I stoppped to watch this happen a few times after being very surprised when
it happened a couple of times.
The basilisks will use gaze over and over. Either they regain energy too
fast, or it's not reducing correctly or both, because I watched two separate
basilisks on two separate occasions utterly crush two separate armies sent
into the northlands.
I have a map sitting how with something like 5 artillery pieces, 4
wolfriders, 4 slingers, and at one point 10 skirmishers, all frozen.
I'm sure there were more slingers and wolfriders, but the enemy is slowly
killing off my statues up there.  Oh, and one move away from a diplomatic
mission also one of the orginal two diplomats stands as a statue. lol As
annoying as this is it's also amusing, because all across the northlands is
scattered an army that first pushed back the enemy, despite being weaker
elements of the Allies, and had just laid siege to the northern gates, with
more artillery on the way, or frozen in a couple of cases, and now with only
a couple of exceptions who are luring this current basilisk back to some
watchtowers, it looks like a still picture of an army. lol I think I'm
rambling here, so I'll stop now, just wanted to say that while small maps
are fun, this particular map is really fun to play, very interesting
problems to overcome, and I have no problems with playing others like this.
Hmm, one last thing.. sorry.
About the keep versus settlers, I'm of two minds on this.
I've played with both, but when I had the settlers, I did not have the
skirmishers.  I liked making that new settlement, because it allowed me to
make a temple on the eastern side of the map to help with healing. I was
able to move the settlers over near ShadowFax, which allowed for the temple
and watchtower on that side of the map.
With the extra keep I have wrapped up the western side of the map fast, and
can send a constant supply of fresh troops into the mountains on that side.
I think it depends on how you really want the map to play, because with
settlers, you can begin to stabilize the east sooner and save a couple of
hamlets, but it eventually could make the map too easy.
Michael


On 9/5/13, shaun everiss <sm.everiss@xxxxxxxxx> wrote:
> wander if there is a way to have the program speak only sertain events.
> I don't necessarily need to hear every event that happens.
> I want to here where an enemy goes especially if I can not see it yet.
> I want to know if my player is killed by an enemy or if they are in 
> danger of doing so.
> I don't need to hear every attack per say from every unit, maybe one 
> announcement that says x unit attacked y player or used x skills on 
> player causing x dammage or if I choose to simply having something 
> like x player was hit or killed by y units.
> I'd also like to know maybe as a optional thing to be accessed at any 
> time  if or what player or enemy unit is close to me.
> I'd also like some battle timeline to read off with a key should I 
> need it like in entombed so I can hit the players that are likely to 
> cause serious dammage first or at least have a chance to handle my 
> units better.
> right now I just run towards the player, attack and hope I kill the 
> units or whatever before I run out of movement.
> if I still live after an attack try again to handle another unit or 
> whatever.
>
> At 02:25 PM 9/5/2013, you wrote:
>>The player can always press control each time they want to skip a 
>>chunk of spoken text, or hold it if they want to skip the AI 
>>announcements completely.
>>That speeds up the AI's turn a bit, not sure what else we might do to 
>>make it naturally faster.
>>There is a preferences option to affect whether coordinates are 
>>announced during AI messages.
>>Turning the coordinates off might help a bit.
>>
>>Ian Reed
>>
>>On 9/4/2013 3:38 PM, Allan Thompson wrote:
>>>Ok, I am glad they are addictive! It seems like the simpler they are, 
>>>the more fun they are, lol. I should take that to heart.
>>>
>>>So I can probably do something else with the day map. I thought maybe 
>>>a pitched battle, trying to get settlers somewhere...maybe a heroic 
>>>action over a chasm or something.
>>>
>>>I worry that the axis and allies map is just too cumbersome. I mean, 
>>>around round 10, the enemy takes forever and I wonder if people just 
>>>give up on  it by then.
>>>Maybe a scripter or Ian  might have an idea on how to  shorten a 
>>>computer's move?
>>>
>>>al
>>>
>>>al
>>>
>>>-----Original Message-----
>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak 
>>>Claassen
>>>Sent: Wednesday, September 04, 2013 1:53 PM
>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>Subject: [ian-reeds-games] Re: Minor Bug in Warlords re Settlers
>>>
>>>I prefer the night battle map, it's annoying to hear everything the 
>>>enemy  is doing each turn while you're just trying to build up your 
>>>army.  It  wasn't that much of a problem on the survival of the 
>>>strongest map since the  enemy only had one building with which to 
>>>recruit, but on the tale of two  cities map it can be a bit too much.
>>>Really awesome and addictive maps by the way
>>>
>>>On 9/4/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>>>>ROFL!
>>>>Who would ever name their settlement "bowman 1" lol.
>>>>It is really strange though. I wonder why that happened?
>>>>
>>>>Do you like the night battle  better then the day battle? Just curious.
>>>>
>>>>al
>>>>
>>>>-----Original Message-----
>>>>From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Jono 
>>>>Heaps
>>>>Sent: Wednesday, September 04, 2013 10:12 AM
>>>>To: ian-reeds-games@xxxxxxxxxxxxx
>>>>Subject: [ian-reeds-games] Minor Bug in Warlords re Settlers
>>>>
>>>>Hi all,
>>>>
>>>>I encountered a rather intriguing bug in the Warlords map (by the 
>>>>way, I'm using Dev 28 so this might no longer be relevant). I was 
>>>>playing the Orc Night Battle and managed to upgrade my city to a 
>>>>citadel, thus giving me the opportunity to recruit settlers. This I 
>>>>duly did, but forgot to toggle the AI to off. Consequently they 
>>>>decided they were their own boss and erected a new settlement right 
>>>>where "Bowman one, the elite archer" happened to be manning his 
>>>>post. So that turn I went to find my new settlement and...low and 
>>>>behold, bowman one had disappeared off the face of the map and the 
>>>>settlement had been built in his place! It was even named after him. 
>>>>Bowman one, the good settlement. An unusual metimorphisus to be 
>>>>sure, but a fitting tribute as he had faught most valliently, many a 
>>>>smelly orc wilting before the fury of his intent.
>>>>
>>>>So like I say, a minor bug and probably not current since I am about 
>>>>five versions behind, but probably one of the most interesting 
>>>>hiccups I've ever come across so thought I'd share.
>>>>
>>>>Jono
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>
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