[ian-reeds-games] Re: [SPAM] Time of conflict

  • From: abigail prescott <abigail.prescott@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 19 Aug 2013 17:00:46 +0100

The selected property returns the currently selected unit on the tile.
So, if you wanted to find the unit on the current tile it would be something 
like shared.Map.ReviewTile.Selected.
At least, I think it’s like that. I’m sure someone will correct me if I’m 
wrong. Good luck with making this map. I actually had the same thought a while 
ago, but I haven’t really played time of conflict enough to be able to do it 
properly.

Abi
From: Vojtěch Polášek 
Sent: Monday, August 19, 2013 4:51 PM
To: ian-reeds-games@xxxxxxxxxxxxx 
Subject: [ian-reeds-games] Re: [SPAM] Time of conflict

Okay, I will explain it in more detail.
In original Time of conflict, multiple units can't occupy the same square. 
Except for cities - there can be more units in cities. and to make it more 
interesting, fighters can occupy the same square with other friendly units I 
think.
So there is a question, what now;
As I said, I don't want to copy TOc completely, as I read through user guide I 
admit that it is not possible, because it is designed to handle large amounts 
of units. Units in TOC can be set to follow certain paths, or to perform some 
automatic task, which is not possible in TB, but that's not a problem, that's 
okay.
Maybe if we could just influence the AI in some way in future... That would be 
nice. Through javascript or through some pseudolanguage.
but let's get back to those cities. The thing I want to accomplish is that 
infantry would have skill to capture a city. that would mean that I would use 
that script for changing teams. My problem is, that I would like this skill to 
be usable in only one situation - that there is no enemy unit standing at the 
tile with city.
And I ask - can this be done with current scripting capabilities?
And another question for transporting scripts - is it possible to access units 
in a transport through scripting without rewriting it from scratch? Is it 
possible to use your scripts and manipulate with your array of transported 
units?
thank you very much,
Vojta




Dne 19.8.2013 16:03, Allan Thompson napsal(a):

  I am not much help I’m afraid, but there is a map flag that allows enemy 
units to inhabit the same tile. Does that help you out? I don’t know, I thought 
I would throw it out there, and hope I don’t get mocked, grin.

   

  I was thinking about how wargames would allow a person to stack  units. 
Doesn’t time of conflict do this kind of thing too? I am wondering how the 
linking of units together and the movement and all that work, if that is in the 
works, or if it is possible even. 

  Hope I am not annoying.

   

  al 

   

  From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Vojtech Polášek
  Sent: Monday, August 19, 2013 7:09 AM
  To: ian-reeds-games@xxxxxxxxxxxxx
  Subject: [ian-reeds-games] Re: [SPAM] Time of conflict

   

  Hi,
  Okay, I thought a bit and I need to know several things:
  If an infantry unit wants to capture a city, there mustn't be any other enemy 
unit at the same tile.
  Concerning that,  found just one attribute of tile object which seems useful:

    a.. Selected of type unit, returns the selected unit or structure on the 
tile, read only 

  I don't use javascript, but I use other programming languages. How is this 
used and what does it return?
  And a question for Ian to consider - how would AI handle thi sort of thing - 
capturing cities? I plan that infantry would have this skill and they would 
have to stand at the same tile as the city to use it. Would AI be able to use 
it efficiently?
  And lastly, could you please explain to me how AI controlled units work? I 
mean those where you can toggle if they are controlled by you or AI. Do they 
work as normal AI - searching for enemies, destroying them etc?
  Thank you very much,
  Vojta




  Dne 19.8.2013 00:59, Niklas napsal(a):

    Same with me, that's a great idea, would be great if you can make both. 

    -----Ursprüngliche Nachricht----- From: Allan Thompson 
    Sent: Monday, August 19, 2013 12:41 AM 
    To: ian-reeds-games@xxxxxxxxxxxxx 
    Subject: [ian-reeds-games] Re: [SPAM] Time of conflict 

    My two cents? 
    I think that would be awesome! I have never played the game as of yet, and 
I keep promising myself to sit down and try it out, but I never get around to 
it. 
    So both a tb version of it, and a random map generator, if bpossible, would 
be really fantastic! So that's my vote, grin. 
    al 


    -----Original Message----- 
    From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Vojtech Polášek 
    Sent: Sunday, August 18, 2013 4:35 PM 
    To: ian-reeds-games@xxxxxxxxxxxxx 
    Subject: [SPAM] [ian-reeds-games] Time of conflict 

    Hi, 
    You probably know this game from GMA games. It is a very interesting game 
which is a bit complex, but basically you fight with several types of units, 
conquer cities which produce units for you and you try to destroy your enemy. 
You fight with land units, ships and planes. 
    I am attaching an user manual for you to get a good overview of the game. 
    You can find more info here: 
    http://gmagames.com/ourgames.shtml 
    But now, why do I write this. This game looked promising, but there weren't 
any big development for several years. 
    And I think that with current capabilities of TB engine, we can simply 
create our own Time of conflict clone, we can even improve it and we can add a 
multiplayer capability to it. 
    I had a brief look at map making and provided scripts and I think that most 
things should work in TB. 
    I think I will start working on it as soon as possible if people are 
interested. 
    The main reason why I was interested in this game was its ability to 
generate random maps and its promised but never completed multiplayer 
functionality. 
    However, I have one question. Is it possible with current TB to create 
random maps through scripting? or is it planed? 
    If not, I might try to write some random map generator which would have to 
be ran before you wanted to start playing a random map. 
    What do you think about this? 
    Vojta 



   


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