[ian-reeds-games] Re: Some feature suggestions

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 17 Jan 2013 09:37:55 +0200

Oops sent it before I was done, alt tabbed out of the window to check
something and when I came back to it I hit space on send instead of
the edit field.
I also wanted to mention that you have some good examples, and the
idea of having units still be used while in a transport unit could be
useful, I didn't think of that.  You could have archers on a ship or
snipers firing from a helicopter as examples.  Transport unit should
have a transport capacity to specify how many units it can carry, and
maybe having transport volume on units would also be useful, so that
you could for example load more infantry than tanks into a transport.
Then you could also specify some ridiculously high value on a unit you
don't want to be transportable.  But like I said, i've got no idea how
practical any of this is to implement into the game, so it all depends
on that.

On 1/17/13, Zak Claassen <zak.claassen@xxxxxxxxx> wrote:
> Hi Alan, thanks for your reply.
> You can already decrease a unit's range, just use a negative value for
> range_bonus, like range_bonus=-1.  I use it in my map to decrease
> range in jungle terrain.
> The ignore_max flag allows you to restore health passed a unit's
> maximum health with a healing skill for example, but it doesn't change
> the max health itself.  But it would be useful to for example set a
> unit's team so that you can convert enemy units.  I'm not sure how it
> would work with adding or removing flags which don't use equals, but
> that would also be useful, for example to remove a flying flag if you
> want to land a flying unit.
> I'm not sure I understand what you mean with using summon, what I want
> to do is for example have units move onto a ship, then move that ship
> across water, and then disembark my units on the new land.  Do you
> mean I should have a skill on the ship which destroys the unit when I
> want to load it, and then summons it when it reaches the other side?
> The problem with that is you need a specific unit name in summon
> (makes me think that some kind of variable to store this kind of thing
> would be useful).  Um maybe what could be done is have seperate
> summons for each unit, and let each one require a specific point, when
> you want to load a unit onto the ship make it use a skill targeting
> the ship which kills the unit and restores its specific point to the
> ship, giving it the ability to summon it again.  That wouldn't be very
> clean but I think it could work.
>
> On 1/17/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>> I like alot of your ideas.
>>
>> I think along with a sight range bonus there should also be a sight range
>> penelty, likewise with range bonus/there should be a range penelty.
>>
>> I like the idea of immunity from a skill, I can see where this could come
>> in
>> useful for a variety of reasons. An elf could have sleep magic immunity,
>> a
>> ring of protection could make someone immune to fire, a radiation suit
>> can
>> make one immune from radiation etc and so forth. In the case you
>> mentioned,
>> your units that shouldn't get a flying skill cast on them, can have an
>> immunity flag making it impossible to do so.
>>
>> I haven't read the user guide lately, but I think there might already be
>> a
>> way to change a flag value, at least for a while. I think it is called
>> ignore_max or something like that, it is a skill flag I believe. I
>> haven't
>> had a chance to play with that flag yet. I think Austen uses that in his
>> kingdom of war map, so I got to take a look at how it works.
>>
>> For just "carrying" units, one way to do it is to use the summon skill
>> flag.
>> Essentially, it can simulate the  carrying of anything that does not need
>> to
>> interact along with the carrying unit. For example, shuttlecraft inside a
>> spaceship, or greek warriors inside a trojan horse.
>>
>> Still, your request has great merit cause there is certain ocasions were
>> both the carrying unit and the carried unit can both act, and even
>> independently of each other. For example a horse and rider. The horse can
>> move, and have actions like attack, while the rider can have their own
>> actions as well. A summon flag won't really work  completely for a
>> situation
>> like that.
>>
>> I wasn't trying to judge your ideas or anything. I just  liked some of
>> them
>> and wanted to expound or  give examples of some flags that might be
>> useful
>> till those things you mentioned get implemented. So I apologize ahead of
>> time if I am stepping on toes.
>> al
>> "The truth will set you free"
>> Jesus Christ of Nazareth 33A.D.
>>   ----- Original Message -----
>>   From: Zak Claassen
>>   To: ian-reeds-games@xxxxxxxxxxxxx
>>   Sent: Wednesday, January 16, 2013 12:25 PM
>>   Subject: [ian-reeds-games] Some feature suggestions
>>
>>
>>   Hi, I've got a few feature suggestions that I would like to see in the
>>   game if they're not too hard to implement.
>>   1. A sight_range_bonus, not sure if its already planned or weather its
>>   problematic to code or something, but it would just make sense to have
>>   it since we have a range_bonus.
>>   2. Give a unit/structure the ability to contain other units, to for
>>   example create a carrier unit/structure to transport other units over
>>   terrain which they cannot move across, such as a flying carrier or a
>>   ship to take units across water.
>>   3. A flag for points that would make so that it wouldn't be read out
>>   when pressing f4 on a unit.  Would be useful for example when you're
>>   creating points to do something you can't do directly but it isn't
>>   necessary for the player to know about them.
>>   4. The ability to set the value of a unit flag, for example to change
>>   the team or modify a unit's maximum health, with a skill or effect.
>>   5. The ability to cause certain units not to be affected by particular
>>   skills.  I remember this one being mentioned before.  For example, I
>>   have a skill which, when used on units, allow them to fly for a turn,
>>   but there are some units for which I don't want this to be possible.
>>   Not sure how many of these are practical, just some ideas.
>>
>

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