[ian-reeds-games] Re: To summon or not to summon...

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 13 Jul 2015 19:16:51 -0400

Wow, I like your dragon tower! I see what you mean by the points.

Actually concerning the summoning I like both of those that you mentioned. I
feel like a kid in a candy store, LOL. However I think the immediate use would
be the first one, at least for me. I can easily see both of those ideas getting
used.

In fact with all these new flags and scripts, I'm wondering if I should revamp
some of my old map packs to reflect the new stuff like warlords and starship
battles. Maybe it's better just to make sequels? Or maybe I should finish
StarCraft before I start driving myself batnuts crazy, grin.
Thanks for your help.
al



-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Monday, July 13, 2015 11:06 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: To summon or not to summon...

Random points... I'll give you an example from my fantasy pack.
I have a dragon tower, that summons a different type of dragon with
each individual skill. For the red dragon I have a red point, for the
blue dragon I have a blue point, green dragon has a green point, etc.
If the points are at 0, I can't summon the unit.
So why don't you do something like that?

On summoning two units with one skill, do you want two summoned at the
same time, or just a script to randomize the type of unit that is
summoned when the skill is used?
Yes, that's what we have to tell the script...unfortunately, terrain
isn't available to us yet. The engine knows how to do it. I've talked
to Craig and he said he'll look into why the CanHold property for
tiles doesn't include that.

Eh, sort of. His randomize script summons multiples of the unit that
is specified over a selected area.

And yep, his equip max mod is available...you should have it, as long
as you've kept up with the script updates!

On 7/13/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

That sounds pretty interesting. I'll Look into that option. Is that script
now available? I don't remember seeing it.

Al



From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Sharni-Lee Ward
Sent: Sunday, July 12, 2015 11:35 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: To summon or not to summon...



My first thought was that if you have a specific point that's used when
summoning the one unit, you get double the amount when the reactor or
whatever is added. Monkey has made use of the equip_max_mod script before,
which increases the maximum amount of a certain point when something is
equipped. I don't know whether that's how you're doing things, but that's
the best solution I can think of.

From: allan1.thompson@xxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] To summon or not to summon...
Date: Sun, 12 Jul 2015 13:53:25 -0400

I have a problem, and also a StarCraft update for the ones of people who
are
interested, LOL.
With the advancement of tb in terms of new flags and scripts the work on
the
Terran faction has gone pretty good. This is not going to be anything
like
warlords. Maybe war craft?
My hope is that it will be similar enough to the game so that those who
have
played it could see a similarity, while those who haven't get a taste of
what it's really like.
I'm hoping within the week, God willing, I can actually have something
available for testing the Terran faction.
One of the cool things about the Terran are the structures called
add-ons.
They open up technology and help diversify various units with special
abilities. There also able to be used by multiple flying buildings.
One of the ad on buildings is called a reactor. This allows a structure
to
build more than one unit at a time. This is very useful because
everything
takes rounds to build or train. Because of this time factor, speed is
king.
If you can get your troops out faster into an expansion area or battle,
then
you're that much ahead of the game and/or the other player.
My problem is twofold. One is that with the reactor I'm not really sure
how
to simulate this increase production. I thought maybe being able to
summon
two units at a time might work, but not thrilled with that particular
idea.
What if someone wanted to make two different types of units at the same
time
instead of two from one type.
In addition all the structures that produce units don't start with the
ability to produce them all. Different buildings open up these units, and
one might not necessarily follow the full tech tree. Someone might want
to
skip the biological units and go straight for the mechs. So I can't just
do
a broad stroke, for instance removing and adding all the skills all at
once.
I don't know, maybe I'm thinking too hard about it.

My other problem is that in StarCraft there is different levels of
mineral
mines and gas geysers. In addition they all are not static. As resources
are
taken away they begin to dwindle until it disappears. As it turns out,
this
is actually become more more important because if a resource doesn't
deplete, then why move to a different expansion? Why would you fight for
an
expansion?
Anyway, long story short, I'm hoping to get some ideas about these two
things if anyone has the time and inclination.

Thanks for reading,
al




of Nazareth 33AD








--
-Mew
__________
http://www.savethefrogs.com/



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