[ian-reeds-games] Re: Tactical Battle 1.11 dev 4

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 30 Dec 2012 02:06:01 -0500

Hi carlos,
I do use those buttons quite a bit, and I find them incredibly useful, when the 
info is present and accurate. The problem is that  if I make changes, I keep 
haveing to update the description, and sometimes I just forget to do so till it 
is too late, lol. 

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Carlos Macintosh 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Saturday, December 29, 2012 11:41 PM
  Subject: [ian-reeds-games] Re: Tactical Battle 1.11 dev 4


  Hmm, I think I will keep my current map series where you can see everything. 
  I would need to create a new series which would have a greater focus on 
  exploration as compared to combat for it to be beneficial in my opinion.

  Hey  Ian, another feature request, a command to view effects a unit is 
  affected by along with the effect description. Most of them are pretty easy, 
  but, for example, the hypnotize effect in my Redwall map isn't all that 
  obvious unless you attempt to go beyond your AP limit. Perhaps f9 could list 
  or toggle through all the effects on the unit currently  focussed, whether 
  it's friendly or enemy, and read off the description? As it is, descriptions 
  for effects attached to units are nigh on useless, so I don't even really 
  type them in. I usually type in some random thing to get it over with.

  Oh, by the way, question for all of you who have played my Redwall or Tomb 
  Robber series. Do you use the f5 and f6 keys at all? If so, is the 
  information you get from those keys, as well as the skill info you get swhen 
  using f4 on a skill, useful? If not, how could I make it useful? I ask this 
  question because if people use them and get their needed information out of 
  them, I might do away with all the skill and effect and terrain descriptions 
  in the user guide. THen I could spend more time in the guide talking about 
  maps, or game tips, or whatever, instead of dry mechanics. 

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