[ian-reeds-games] Updates on bugs

  • From: Ian Reed <support@xxxxxxxxxxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 22 Feb 2013 22:11:42 -0700

Hey guys,

Here's a few responses to some bugs you pointed out.

Craig said: The first one is definitely true. When you use a team that isn't 1, i.e in my case 3, the AI doesn't seem to want to come after you, even though ai_wait_until_enemy_in_sight isn't set. Would it be possible to make it work off of the team's enemies? I haven't tried this if you're team 2 yet. I say: It should currently work based on the enemies= flag. I tried your test map and the soviets came after me. They aren't announced the first turn because they are not in sight range but after that they come in range and attack. Can you test again or give me more specific instructions?
Or maybe I fixed something in my current dev version and didn't realize it.

Craig said: I've set a naval transport's terrain_limit to ocean. However, I'm not allowed to move to other ocean tiles, it just tells me "You cannot move there." Is this intentional? I say: Nope, you found a good bug. This used to work but I recently changed the way I was deep cloning units from a very manual way to a very generic way and the code that handled terrain limit was comparing object references which no longer works since it's now a true deep clone. Anyway, I've fixed it and you'll get the fix in dev 2 which I'll try to get out soon.

Craig said: Visually, things that aren't either team 1 or 2 don't show up on the map. Could you either make them all show up? Or maybe even have a colour settable in the team files? I say: You bet. I've removed the old glowing logic for team 1 and 2 as it would have been harder to make it work with map creator defined colors.
When I release dev 2 you'll be able to set a color on a team or a unit.
Unit colors override team colors as you might want the baddies to be bright red but have one boss who is a darker red or something.
I imagine team colors will be what gets used the most.
I've also updated the colors for the teams in the getting started maps so map creators will probably want to copy those color flags to their own team files so it still looks reasonable for players with some vision. That will be available in dev 2 and I'll send the updated getting started maps with it so people can copy the default color flags for teams.

Allan said: It works great with one item. With more then one item, not so much. So on the test map, I tried to get out of the item menu after realizing that multiple items will not get picked up. That is when I noticed the take item menu list would not let me exit the menu.
I say: Good find.  This is fixed in dev 2.

Allan said: My second trouble is that with turns turned into rounds, my stun effect is not going to work. The players units will be stunned for their next round andt hen only after that it fizzles. So I must have created this before the time change. Is there a way I can make the stun last only till the end of their turn? duration of zero won't work. I realize that this is pretty rare, so I don't know if maybe I should try some other method to ensure players get hit after a failed swing at a monster or other character. I say: I previously sent a paragraph about why I thought this might be and I was totally wrong.
That teaches me to open my mouth before I actually look at the code.
It was still a bug in the engine though.
Essentially you had at_zero=stun on the Actions point.
When the warrior attacked an enemy he ran out of actions which applied the effect properly. But then when the end of his turn came the bug was that the game applied end of turn changes and noticed that actions were at 0 so applied stun to the unit again.
It took me a really long time to figure this out.

I'm not going to fix it right now because it requires enough changes that when I fix it I ought to just revamp the whole at zero system.
So I'm glad you found a workaround for the time being.

Here's how I see the new system working:
You will define effects that occur based on point changes on units instead of on the point file itself.
They will work like other dynamic point flags.
You will be able to specify solid numbers like 0, but more importantly percentages and if the effects occur or are removed when the point goes above or below the number.
Here are some examples:
health_at_effects=0|death
temperature_above_effects=80%|overheat
morale_below_effects=10%|panic
health_at_remove_effects=100%|something
morale_above_remove_effects=10%|panic
temperature_below_remove_effects=80%|overheat

I think this will allow for a significant amount of flexibility. It will also take quite a while to implement.

I'm looking for feedback on it, so if you see a scenario this sort of thing should handle but won't be able to let me know as I'd prefer to rewrite it just once.

I'm still working on multiplayer but took a break to fix some of these bugs and add some smaller features.

I'll get dev 2 out soon, then go back to multiplayer.

Ian Reed


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