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

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 9 Feb 2013 07:26:06 +0200

This is a bit off-topic but Alan, I won a laptop with windows 8 on it
and I personally don't like it much.  It has changed a lot from 7.  I
would suggest waiting until screen readers have better support for it
than they do currently before getting it.  But maybe it's just me, I
haven't played with it that much.

On 2/9/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> 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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