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

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 19 Aug 2013 10:52:37 -0600

Hi,

While making a Time of Conflict experience is a cool goal for TB, there are unfortunately several hurdles to it.

1 AI: The AI in TB is not made to know about cities and capturing them. Unfortunately there is no way to override how the AI works. I intend on working on AI for the RPG engine soon and that will help me determine how to make it overridable in TB as well, but we're not there yet.

2 Progression of time units and interesting events: The way TB handles turns is similar to how TOC handles them, but not the same. TOC has a method of letting turns run until an interesting event occurs which is not supported in TB.

3 AI directed units: TOC has a lot of options for giving your units commands like "roam" that make it perform a specific set of AI actions as time units progress. Though TB does have the option to make a unit AI controlled it only has one AI and since that can't be overridden right now it's impossible to duplicate this behavior.

Javascript can definitely do math.
For example:
var sum = a + b;
var difference = a - b;
var product = a * b;
var quotient = a / b;

When you make friendly units AI controlled they are controlled by the same AI that the enemy uses.

Multiplayer does work at a basic level, though I need to update the server so it will support the latest version of the client.
Dev 15 should still work with multiplayer.
That said, it's not very polished and I don't intend on working on it again anytime soon.

I'm sure this email comes across as very bad news.
Sorry for that, but I wanted to be up front about the problems you'll face and remind that I am still focused on the RPG engine which means these problems won't change soon.

Now I've just read your more recent emails and see that you're fine with some things like TB handling less units and TB not letting you automate unit tasks. Well, if you're fine with that then it's probably possible to get town capture working through scripts.
Abigails example looks right for accessing the selected unit / structure.
The Selected property exists because some maps can have multiple units or structures on a single tile and you rotate through them by pressing tab. It would be easy to add a way to get at the whole list of units on a tile so I will do that for the next dev version.
So here's how it should look:
// first you get a tile using either Map.AllTiles, Map.GetTile(int x, int y), or Map.ReviewTile.
var tile = shared.Map.ReviewTile;
var units = tile.Units;
var structures = tile.Structures;
var effects = tile.Effects;

So again, you won't get an experience exactly like TOC, but once AI can be overriden you could come reasonably close.

Thanks for your support,
Ian Reed


On 8/19/2013 9:51 AM, Vojtěch Polášek wrote:
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:

  * 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
    <mailto: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>
    [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of
    Vojtech Polášek
    Sent: Sunday, August 18, 2013 4:35 PM
    To: ian-reeds-games@xxxxxxxxxxxxx
    <mailto: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



Other related posts: