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

  • From: abigail prescott <abigail.prescott@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 19 Aug 2013 17:30:21 +0100

In javascript, you can make prompt dialog boxes where you can enter some text which can be assigned to a variable. I don't know if these work in tactical battle, but if they do, it might solve the problem. Other than that, you could have a separate skill for each attack, but if you have a lot of different types of unit in one army unit then that could get complicated. You could also just have separate units for the archer army and the lancer army.


-----Original Message----- From: michael Tholl
Sent: Monday, August 19, 2013 3:59 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: [SPAM] Time of conflict

Another question to add to this mix is. Is it possible to have a few
different types of attacks that can attack more than one type of
point?
For example.. Say I have a unit called Atilla's Army.
It would have points assigned to different parts of the army. say 100
Horse archer and 50 Lancer
These would be points that the opponent could attack. I know this is
possible, so what I want to know is, is there a way to take another
unit built like that and have options within it.. say horse archer
attack can attack the horse archers, but could attack the lancer
points?
If that doesn't make sense I can try to write out a better example, I
just wanted to try to be brief. grins


On 8/19/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
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:

* 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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