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 > > > > > > >