[ian-reeds-games] Re: Releasing Tactical Battle 1.12 in the next few days

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 8 Feb 2013 21:41:24 -0500

Hi Ian,
That is good advice. I am always jumping in before looking, sigh. 
I heard bad things about vista but it sounded like win 7 was alright and you 
seem to have no poblems with it. I will have to ask around.

Thanks for keeping notes on these things. I would forget my name if it wasn't  
on my email, lol. 

I like the item restriction  flag you mentioned. It certainally makes sense. 

Ahh, armor is one of those things RPG games always have a tough time with. 
Some use it as a defensive value to beat on a dice roll. In Dungeons and 
Dragons, at least the versions I used to play, each item was generally 
considered  an armor class. 
So if I say , "You are wearing platemail" you would automatically assume 
helmet, gauntlets bracers, etc and so forth. The shield would have a value of 
one added to the basic armor class, as weould dexterity, magic, feats, skills, 
etc and so forth.

In other systems, I think palladium, the armor works not like a defense against 
getting hit, but rather a way to soften the blow.
In palladium, the armor has a value, let's say ten. When the armor wearer gets 
hit several times, each application of damage takes off the armor. When the 
current value is surpassed, the armor value drops. 
So for instance, if the armor value is 10, and some hungry  ogre wants to  club 
you and does 14 points. Ten of that damage is absorbed, the four extra gets 
applied, and the armore value drops to nine. Then again, if another 14 points 
is done, then nine points is absorbed and  5 points go thru, then the armor 
value is dropped to 8 and so on. Obviously, armor becomes super important, 
cause damage is going to run hi in order to be noteworthy to a armor wearing 
character, which means those not wearing armor are  going to suffer more damage 
since they don't have any, lol. 
Over all, armor is a tough balance, it both defends against hits, like a 
shield, but also absorbs damage, like the breastplate taking a hit, Then you 
got shields like on starships which can change value as energy is  pumped into 
them, and energy is drained out of them as they absorb enemy weaponry.
There you go, armor RPG 101. There is a test later, I suggest you study, grin.

You probably know most of this stuff already so sorry if I sound like I am 
lectureing, grin.

al



"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Ian Reed 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Friday, February 08, 2013 4:27 PM
  Subject: [ian-reeds-games] Re: Releasing Tactical Battle 1.12 in the next few 
days


  Hey Allan,

  Thanks for the bug report.  I think I've fixed it so I'll get a new dev 
  release out today and you can let me know.

  I love to hear that you found it intuitive.  That buzzword is one of my 
  favorite compliments.

  In answer to a few of your items:
  Allan said: I didn't switch over any of the main guns however. I wanted 
  to wait till items and points get all figured out before doing that.
  I say: Makes sense.  Just so you know it will probably be a while till I 
  do points for items.  I think I will handle them around the same time I 
  do team wide points.

  Allan said: Is it possible to restrict items. For instance a housewife 
  isn't going to pick up an assault rifle dropped by a soldier and know 
  how to use it properly, or in a fantasy setting, someone might not want 
  their wizard to walk around in platemail.
  I say: Very good point.  I put some thought into this in the past and I 
  don't think this will be terribly hard.  It may even happen soon.
  I'm thinking something like an equip_type=chain on an item that means 
  the unit must support that equip type in order to equip it.
  So then the Warrior unit would have this flag:
  equip_type=plate,chain,leather,cloth
  Whereas the Wizard would have this flag:
  equip_type=cloth
  Obviously you could define weapon equip types as well.

  Allan said: Creating an item might be interesting as well, or taking it 
  apart
  I say: Converting, creating, and dismantling items are good ideas and 
  are on my list now.  They are unlikely to happen near term though.

  Allan said: If someone wants to build up armor as pieces instead of a 
  single piece how do the protection values stack or should they?
  I say: The protection values should stack currently.
  So if you create a helment and a leather vest and equip both the unit 
  will get the combined protection of both.

  In Entombed it might not have worked this way since the game supported 
  targeting specific body parts but most games just combine all the 
  protection.
  Alter Aeon for example has a total armor amount and as I understand it 
  even D&D uses an armor class that is adjusted by every piece of armor 
  equipped.

  A while back you asked about 2 handed weapons.  I intend on supporting 
  these some day but for now they are not supported.

  I'm running windows 7 here and I intentionally got windows 7 instead of 
  windows 8 because I'd used it for a while and was comfortable with it.

  Windows 8 might be a better experience for you but I'd say that just 
  because it's newer doesn't mean it's better so make sure you have an 
  idea of how things have changed before you decide to upgrade.
  I've never used it myself though, you might want to ask other blind 
  individuals about their experiences with it.

  Great to hear about the updates to your map pack.  I love how you keep 
  updating your map packs to take advantage of the newer features.

  I'll try to get that dev version out today.  Maybe I'll even fit the 
  equip_type= flags in.

  Ian Reed

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