[ian-reeds-games] Re: Tactical Battle 1.11 dev 5

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 30 Dec 2012 21:25:49 -0600

rofl be nice to have a no terrain instead of terrain limit, as the
only terrain i don't want other units on is space rofl.



On 12/30/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Would this be the one map, or diffrent maps your talking about, where the
> encounters take place?
>
> If you are worried aobut ground units, why not leave them as having a
> terrain limitation and let everything else out in "space" walk about
> normally, just call it space without any impassableness. The tunnel would
> then be normal tiles for spacecraft.
> Does that  work, or am I missing the point? I mean, that is what I would
> try anyway, grin.
>
> al
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   ----- Original Message -----
>   From: Austen Perry
>   To: ian-reeds-games@xxxxxxxxxxxxx
>   Sent: Sunday, December 30, 2012 9:53 PM
>   Subject: [ian-reeds-games] Re: Tactical Battle 1.11 dev 5
>
>
>   hi,
>   i am going to make a moon battle for my space fleet, where the moon
>   has passages big enough for some ships and will be interesting.
>   the problem is space tiles are impassable, so therefore ships have
>   flying as a flag. because of this as well, making a map with
>   confinements is impossible, and the reason space is impassable is so
>   that ground units dont just get up and start walking in space.
>   i want one of 2 things as a feature,
>   1 make a flag on terrain that impeeds movement from both normal moves
>   and flying. this would be like a superimpassable lol as i need
>   something to stop flying units.
>   2 make it to where you can remove a flag from a unit on a map in the
>   map file, wich you currently cant do unless -flying will take the flag
>   flying away from the ships.
>   i am also glad i ran in to this as some flying units wouldn't be able
>   to go over some high structures and makes since.
>   i would also think about having structures be unflyoverable as a tall
>   building and with a ferry trying to fly over it would be better if the
>   ferry couldn't but could go over a short building.
>   just an idea and this problem pretty much stops me from making my map
>   wich i just suddenly got an inspiration to make from reading the
>   outlander series of graphic audio books lol.
>   if you dont know what that is check it out at
>   graphicaudio.net but its givven me a lot of ideas and vaddas war and
>   the sarano legacy can also be found there.
>   please let me know what might be done about an inside area where walls
>   are impassable to even flying units.
>
>   austen
>
>
>
>   On 12/30/12, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
>   > Hey Austen,
>   >
>   > Wow, lots of ideas.  Great stuff for my list.
>   >
>   > The binocluar skill is a good one.  I've seen this done as a "far
>   > seeing" skill in other games.
>   > Additionally we should get a sight_range_modifier= flag at some point
> so
>   > being on certain terrain could improve a unit's sight range or decrease
> it.
>   > A boggy swamp or forest might be hard to see through while a hill might
>   > give you extra visibility.
>   >
>   > The fog is really only for the player.  The AI works quite differently
>   > and out of necessity needs to see the whole map.
>   > Getting a feature for AI to ignore you could be done through
>   > invisibility or as you've mentioned before a flag that makes the AI
> wait
>   > until you are in their sight range which is still on my list.
>   > The sight range modifier flag would solve the scanner scenario as the
>   > normal sight could be 0 or 1 and the scanner skill could apply an
> effect
>   > that grants more sight for a duration.
>   >
>   > Regarding filling in fog.  I think I'd do this with a visible flag on
>   > either terrain or regions.
>   > Then wherever the terrain or regions with that flag are placed would
>   > always be visible to the player.
>   >
>   > The fog should currently work as a unit hider.
>   > Basically there are unseen and unexplored.
>   > Once a tile has been seen it becomes explored and the player always
>   > knows the terrain that is there afterward.
>   > But once you move units so the tile is not in their sight range it
>   > becomes unseen.
>   > An unseen tile does not show you which enemy units are on it, but you
>   > still know the terrain.
>   >
>   > Another thought is that I could add an explored flag to terrain or
>   > regions so that they would already be explored when the player starts
>   > the map, but still unseen.
>   >
>   > Ian Reed
>   >
>   >
>   >
>

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