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 > >