[ian-reeds-games] Re: Tactical Battle 1.11 dev 10

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 8 Jan 2013 18:12:29 -0500

Hi Shawn,
Great! I appreciate that you like it. It wasn't easy to make and balance. I 
must have rewrote the entire map pack like four times before settling down on 
what is currently there.

If you want hints on how to handle those pesky orions, let me know, grin. I 
always make sure I can beat a map, or get a victory on a map, before I consider 
it complete.

I plan on adding an academy debriefing which will cover alot of background. 
Right now I am working on the resistance level. I don't think it is beatable 
yet, and I added some points just for borg to screw with other factors in a 
starship, like crew. If it works, the borg will transport crew off of ships 
using transporters, which will, if I do it right, will make the ship dead int 
he water when the crew is all gone. I am thinking of adding a transporter 
function to the players ships so that they can reanimate   an empty ship with a 
skeleton crew transported over. 

I will let you know if I get it to a point where it can get downloaded again.

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: shaun everiss 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Tuesday, January 08, 2013 4:39 PM
  Subject: [ian-reeds-games] Re: Tactical Battle 1.11 dev 10


  the map really rocks.
  I havn't progressed much passed the first mission,  units with 400hp 
  are quite hard to destroy, especially when there are loads of them.

  At 05:43 AM 1/9/2013, you wrote:
  >Hi Shawn,
  >That the star trek map isn't finished or borke is purely out of a 
  >desire to get feedback, for people to tell me if it sucked, if I 
  >should do this or that on a  particular map and the like.
  >I apologize for my maps not being error free and fully prepared. 
  >That was a mistake on my part and I apologize.
  >I assume you are talking about drones that have a range of0.
  >Drones are pilot controlled missiles, not unlike current technology drones.
  >To make a drone move before you do, you can hit control+A and it 
  >will move, go tot he nearest enemy ship, and then explode.
  >
  >If you are controlling it, you  have a limited range, up to six 
  >spaces, and when you are on the same tile as a target, you hit the 
  >tab key. This causes the focus to switch fromt he drone to another 
  >ship on the same tile, int his case, the drone. The drone should 
  >then explode by pressing E and damage the target ship, while taking 
  >itself out int he process.
  >
  >when I set up the resistance map, I wanted to hear how well the borg 
  >message went along with the music soundtrack for the map, and I put 
  >a few good ships and the borg cube down intot he map just so it 
  >wouldn't automatically win and kick me out again. I don't know why 
  >it doesn't continue to work after the first round so maybe I forgot 
  >to give the cube some restorable point somnewhere.
  >
  >I also regularly update the maps, although I am bad at notifying everyone...
  >
  >Do you have any thoughts ont he star trek maps? good or bad I 
  >wouldn't mind hearing it.
  >
  >Thanks for trying it out. I will try to do better next time.
  >al
  >
  >
  >
  >
  >
  >
  >
  >
  >"The truth will set you free"
  >Jesus Christ of Nazareth 33A.D.
  >----- Original Message -----
  >From: <mailto:sm.everiss@xxxxxxxxx>shaun everiss
  >To: <mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
  >Sent: Tuesday, January 08, 2013 1:02 AM
  >Subject: [ian-reeds-games] Re: Tactical Battle 1.11 dev 10
  >
  >on the subject of maps.
  >in the startrek map the resistance map doesn't work passed the first round.
  >also if an attack value of 0 is set, and you cover the enemy unit how
  >do i control my own unit or my unit group or even see what is in a
  >group if several are on one tile.
  >and ofcause a lot of maps like interglaactic space ships starwas etc
  >have errors in them.
  >I thank a solution would be that enemies can't move to friendly
  >squares and vice versa and attacks can be only 1 square away at
  >minimum but  if an attack is 0 then by right unless you choose to you
  >should be able to control your units.
  >
  >At 11:51 PM 1/7/2013, you wrote:
  > >Hi all!
  > >
  > >Dev 10 is here.
  > >
  > >Hadi, I've swapped out your number 3.
  > >
  > >Carlos, I turned off speech for the AI's turn so it would run as
  > >fast as it could and did some performance testing on the zombie
  > >strike back map.
  > >It took roughly 20.6 seconds to complete.
  > >
  > >After a lot of performance logging I found the problem and added a 
solution.
  > >It now takes 1 second to complete.
  > >
  > >I have one other trick up my sleeve for improving the speed, but it
  > >takes a bunch more code and is not as clean so I'll probably skip it
  > >for the near term.
  > >Though I'll look at it again tomorrow morning, maybe it will be
  > >worth doing for the extremely large maps, plus I love performant code.
  > >
  > >Austen, this should fix the lag you were seeing on your big maps.
  > >The lag would be much worse on very large maps.
  > >
  > >This AI speed improvement is the only change for dev 10.
  > >
  > >Here is the link for dev 10:
  > >https://dl.dropbox.com/u/43120001/Tactical%20Battle%201.11%20dev%2010.zip
  > >
  > >Enjoy!
  > >Ian Reed
  > >
  >


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