There was a lot of code that went into TB in the months between dev 43 and 44, not all of it my bug fixes.
I've fixed this now though. On 25/05/2014 21:02, Allan Thompson wrote:
Hi Craig, Actually, the move skill sounds have all stopped working after the first of the updates you released. Everything soundwise else seems to work. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC) Sent: Sunday, May 25, 2014 10:14 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Suggestions time What, none of them? On 23/05/2014 05:34, Allan Thompson wrote:I noticed the same thing. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Shaun Everiss Sent: Thursday, May 22, 2014 10:20 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Suggestions time craig I just noticed after the latest update the maps like starship battles audio files do not play. At 08:39 a.m. 23/05/2014, you wrote:HI All, Warning, big e-mail ahead with responses to your suggestions. Carlos, I like your first 2 suggestions and some of your script ideas. Allow me to respond to some of your script ideas if I may: You wanted: tile.terrain - returns a terrain object for the terrain on the target tile. Could be more difficult than it sounds, as terrain is an object in the code, not just a string. But, maybe a way of getting the string of a tile and a function to change it on the tile wouldn't be too bad, in theory. Would that work alright for you? Or maybe I could return the whole object, I'll needto look. You wanted: unit.effects: provides a list of effects that the current unit is affected by And you got it! It's already there. It's just undocumented (I don't know where / how I updated documentation). But you'll see an example in my scripts in CB.js if you look under the start turn function. You wanted: shared.rounds: returns an int with the round number. Doesn't seem bad, but I remember seeing you wanted it for something. I can't remember what. But I remember thinking there might be a better way to do that than knowing the round number. You wanted: index name and friendly name (on items) I think they're already in, aren't they? You wanted: A way to save parts of the global object I think there's a way of doing this, but I don't remember it. I need to talk to Ian on this one. But I think I remember him telling me that the global object would persist across saves. If you're saying its not, then something's up, or my understanding is off. You wanted: some kind of way to get damage type so that the override handler causers script would take health protect into account. Me too! But I also want it to take everything else into account and kill off units and all the other goodness. Important for critical hits. But maybe I'm getting ahead of myself if you're saying its not that important. And yeah, that was kind of cheating. But some of them are already done. The ones I haven't mentioned I'll put into consideration with everything else. Victorious, I have no problem with you suggesting bug fixes instead of functionality. This was merely to assertaine what map creaters/players want to see, not to belittle the bugs that are there. As to the bugs you suggested, makes sense. Your number 3 was the one that gave me andIan pause from last time. We both weren't sure because of its possibility to break other people's map packs, in case people were using the functionality as was. Its entirely possible it is that way by design, it just would seem to hinder more than it helps. I guess all I can do is send out a warning when I'm about to change that behaviour so if anyone is using mods for skills that don't have that point, they've got time to adapt or protest. I might need to talk to Ian about this again, but I think it makes sense tochange this.Jarek, I think you could kind of pull this off by making your air bases have a depleting hidden point and have the aircraft have a skill that gives it back that point. Then make the aircraft be AI_controllable but human controlled. That way, when you stop giving the aircraft orders, it will naturally head back to base to "heal" its air base. You could do something to stop the air base actually receiving a point if you wanted, too, or keep its announce_regen off. I don't know how you'd do this in another way, or for the AI. Maybe in an AI script? Al, I like your ideas. I've thought of min_range before too, useful for artillery units and stuff, who wouldn't realistically be able to supress their angle of fire to go short range. Michael, having the battle log optional seems to be a popular suggestion, so I will look into that. The larger maps thing is a resources/optimisation thing. I can already think of a few optimisations we could make, but I'm not sure what it is that's preventing those big maps. But its certainly something we caninvestigate.As to your walls idea, I like it. Would something like an impassible_east flag on terrain do it for you? You could then make a different terrain for each of the different directions you want to block off and optionally have it hidden by a friendly name. So you could place the terrain knowing which direction you're blocking, but players will only see that its a wall. The same would work well for ridges and clifftops and such. Sorry for the long response, I thought it was better than replying to each individual person's suggestions. Hope all are well, Craig