[ian-reeds-games] Re: The new Player

  • From: Petr Bláha <hammet.pb@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 06 Apr 2013 02:45:26 +0200

My thinking about this problem was such, takt i am a commander of small group of soldiers and have to save some civillians, wait with them for the help, for example bigger troops, which can pick us up and take far away from here.

And best place for waiting i could imagine is - garage.
Off course there are places which are smaller, with only one entrance, so you can defend them much more better, but as you said, it is borring. I didn't beat it yet, but i am in the 25th round and i have not many dead charracters and i still have some ammo, so i thing i'll beat it.
Dne 5.4.2013 22:29, Allan Thompson napsal(a):
Hi Petr,
Really? You beat the game  useing the garage? I always thought of the garage as 
a death trap, lol. I am constantly surprised to find players finding new 
solutions to things I thought was impossible, so that is great!
I like to try to hide out in the den. There is only one entrance and it is easily defended, although I was thinking my poor zombies might need a little help...

al

"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
   ----- Original Message -----
   From: Petr Bláha
   To: ian-reeds-games@xxxxxxxxxxxxx
   Sent: Friday, April 05, 2013 2:38 PM
   Subject: [ian-reeds-games] Re: The new Player


   Okay, with doors, it just needs practice, no problem.
   I play TB actually for one day, so i can't thing that i am great
   familliar with it.
   Have to learn a lot - smiles.
   That problem i described bellow is annoing a bit, but on the other hand
   game is playable, so that's not such a urgent problem which should be
   solved in hours or so.
   My strategy in playing this map is that i put all my characters in to
   the garage while civillians are hydden and soldiers protect them and
   themselves offcourse.
   Maybee it is quite borring way of playing it, but with my actual
   experience it is only way how to beat it.
   When more experienced i would probably send soldiers around the house as
   an attack unit against all the zombies they will meet with,.
   But that's very pretty you can try many ways how to successfully finnish
   this kind of maps and i guess that more than one can be succeeded.

   Dne 5.4.2013 19:49, Allan Thompson napsal(a):
   > Hi Petr,
   > Yes, I did notice that. Essentially what happens is that the AI is looking 
for a place to stick a zombie, but for some reason it is trying to do it  in a 
space that isn't considered available, or from what I culd figure. I don't know 
how to fix it, only Ian really knows what is going on with it, but hopefully it 
doesn't ruin the game play too much.
   >
   > The doors are tricky if unfamiliar with them. Essentially what you do, 
just for the sake of clarity, is that you use the actuate skill on the door.
   > The door has a kinetic point from that, which allows it to move.
   > Now the trick is seeing where to put the door. Some doors   are considered 
closed, blocking the room behind it. This is most notable with the bathroom door 
and the back bedroom door.
   > If you  hit the player unit cycle button, and get to jonny who is in the 
bathroom, , you can tell the door is closing him off from the rest of the house. 
So you do the skills I mentioned above, and all you need to do is move the door to 
the left or right along the wall.
   > There is another , more realistic way to do doors using terrain, but the 
problem with the terrain doors is that they cannot be busted down by hungry 
zombies, and so you would just sit in the house killing zombies trying to enter 
thru the one entrance, and that is no fun...or maybe it is, lol.
   >
   > So essentially you have to make sure the door is either blocking or 
considered open. For instance, the garage doors are a good example. Both are wide 
open, and they can be closed to block the garage off from the onrushing brain 
eating zombie horde.
   >
   > I hope I explained that accurately for you. If you still need help I can 
try again.
   >
   > al
   >
   >
   >
   >
   >
   > "The truth will set you free"
   > Jesus Christ of Nazareth 33A.D.
   >    ----- Original Message -----
   >    From: Petr Bláha
   >    To: ian-reeds-games@xxxxxxxxxxxxx
   >    Sent: Friday, April 05, 2013 12:41 PM
   >    Subject: [ian-reeds-games] Re: The new Player
   >
   >
   >    Hi Allan, thanks for recommendation, i will sure try all the science
   >    fiction maps you mentioned.
   >    But as i play the Zombie map, i hafe found some buggs in it,
   >    one which is the most often, that game reports bugg in AI, something
   >    like AI want's to move on the next round.
   >    have you ever notice it as well?
   >    And the second which i have met is that when i open any door, mowe them
   >    on any side, there should be an empty space instead of door where can i
   >    move one of my charracter who opened resp. moved the door away.
   >    But instead the open space, the wall appears.
   >    To be honest, i don't know whether it is really a bugg in game or
   >    whether am i doing anything wronk myself.
   >
   >    Dne 5.4.2013 17:56, Allan Thompson napsal(a):
   >    > Hi Petr,
   >    > Welcome to the list!
   >    > Glad the word is getting out about TB, it is a great game engine!
   >    >
   >    > I read the email between yourself and Mohsin (thanks Mohsin!) and he 
is correct.
   >    > I have an old map pack called starship battles basic. However, it is 
sort of buggy and  so I am rewriting  it,and I am almost done.
   >    >
   >    > I have a second star trek like map pack which is called Star Trek 
Template. It isn't done yet, there is some more updates.
   >    > Essentially, I amhoping that once it is done, and I think it will be 
pretty soon after the new ssb map pack, is that others will pick up the template and 
use it to make their own star trek map packs. I plan for it to contain whatever 
anyone needs to hopefully, build maps easily.
   >    >
   >    > It will also have a series of basic dueling maps for single and 
multiplayer to test out new stuff and  the like so it is a map pack in it's own right 
as well.
   >    >
   >    > I am glad you like the zombie map! That was a tough one to do. As Ian 
updates his amazing game engine, I plan on keeping the map pack updated right along 
with it, as well as the star trek maps.
   >    > The maps are called starship battles by the way to kind of reflect 
that they are based on botht eh star trek universe and the starfleet battles war game 
I used to play with my dad as a kid.
   >    >
   >    > Lastly, I do plan on making a star wars mappack based on an original 
adventure I cooked up which would take place in the clone wars era.
   >    >
   >    > You should also try out the other map packs too, Tomb robber and 
command and conquer are a lot of fun, and that is just the short list!
   >    >
   >    > So again, welcome aboard! It is good to have people who concentrate 
on playing, because they can pick out issues and bugs in maps and give reports about 
them, so your help is always appreciated.
   >    >
   >    > al
   >    > "The truth will set you free"
   >    > Jesus Christ of Nazareth 33A.D.
   >    >    ----- Original Message -----
   >    >    From: Petr Bláha
   >    >    To: ian-reeds-games@xxxxxxxxxxxxx
   >    >    Sent: Friday, April 05, 2013 1:42 AM
   >    >    Subject: [ian-reeds-games] The new Player
   >    >
   >    >
   >    >    Hi list, here is Petr from the Czech republic.
   >    >    My friend Jarek showed me the Tactical Battle yesterday and i have 
spend
   >    >    hours by playing it.
   >    >    I don't plann to create my own maps cause i have no programming 
skills,
   >    >    but i like to play maps from other people, especially the sci-fi 
ones.
   >    >    BTW - Starwars campaign is absolutely cool.
   >    >    Does anyone plann to make Startrek or Battlestar Galactica 
Campaign?
   >    >
   >    >
   >
   >




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