[ian-reeds-games] Re: announcing a new map: river defence reloaded

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 28 Mar 2013 23:30:40 -0400

Hi Dickson,
The balanceing act is something I know only too well, lol. Believe me, I know 
it is a real bear sometimes.

Thanks for being attentive, everyone is diffrent when it comes to criticism of 
their work.

I seem to recall this was a bug that I thought Ian resolved. I do have a trick 
I used to create a large merchant kind of trading map that never saw the light 
of day. 

Essentially what you do is  to give the units you want to have outrage a point 
of something, like a rage point or a magical effect point. 
Whatever it is, put it on the units and make it currently zero.

Then witht he outrage skill, have it "heal" that point thru a restore when 
outrage is cast. You want to label the skill "ai_heal" as a flag.
when the outrage wears off, have that one point removed, probably thru an 
effect when it was cast on the unit.

What should happen is that the caster will cast it on the one unit, and seeing 
other units requireing the healing outrage, will cast it on the others. 
Hopefully this will stop it from multiple casting.

I can't think of another solution at the moment. Hopefully that will help or 
get you  int he right direction.

al 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Dickson Tan 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Thursday, March 28, 2013 10:28 PM
  Subject: [ian-reeds-games] Re: announcing a new map: river defence reloaded


  Hi Alan

   

  No offence taken, thanks a lot for the feedback. I love constructive 
suggestions about how I can improve the map pack.

   

  1. The file is a 7-zip self-extracting archive that when you run it, will ask 
you where you would like the file to be extracted. Maybe I should have made it 
clearer, but I hoped that it would be easier than requiring people to have an 
archiving programme installed. Maybe I'll package them in .zip for future 
releases and fixes.

   

  2. Thanks, I find that writing out a detailed user guide first is not only a 
good reference for players of my maps but also an excellent reference for me 
when I code the maps.

   

  3. I was considering whether I should give the players archers because I am 
doing a balancing act between giving players more strategies to play with and 
the map difficulty. One of the top priorities for this map was to make it fun 
and beatable, and yet challenging at the same time. If it seems too unbalanced 
towards the enemy, I'll add player-controlled archers in the near future.

   

  4. Help with more sound effects would be welcome, truthfully I have been 
devoting more time to the map design.

   

  5. The AI taking an extremely long turn is a concern, especially when the 
next map I am writing will be on a greater scale. I probably won't make them 
spawn, but will use a combination of sight range and the use_unexplored or 
use_unseen features. I notice though that there is a lot of repetition when the 
evil dark lightning mage uses icy armor on the evil grunt x 6. Are any plans to 
make the speech output condense similar lines? That will definitely shorten the 
AI's turn. I will probably remove the defend skill from the AI only as a last 
resort.

   

  On another note, although I have set the self flag of the skill outrage, I am 
getting reports that the AI is using outrage repeatedly, even though there is 
no benefit to doing so when outrage is still in effect. Previously, they were 
using it on other enemy units which would be extremely painful for the player 
:p. Do you know how I could stop it from wasting its AP on repeated outrages? 

   

  In response to this feedback, I've released a small update that can be 
downloaded at 
https://dl.dropbox.com/u/2138237/Victorious%20maps%20beta%204.1.zip with the 
following changes:

  -In addition to the +2 range bonus, hills now have a sight_range_mod of +2

  -reduced the sight range of all units from 5 to 4. 4 was chosen as it is the 
archer's attacking range. I hope that this shortens the computers turn. 

  -use the use_unseen instead of use_unexplored flags

  -groundwork for next map: added elemental points and the earth, holy and 
unholy damage types. Changed lightning damage to electric

   

  Dickson

   

  From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
  Sent: Friday, March 29, 2013 7:17 AM
  To: ian-reeds-games@xxxxxxxxxxxxx
  Subject: [ian-reeds-games] Re: announcing a new map: river defence reloaded

   

  Hi Dickson,

  I downloaded and played the map pack. I wanted to say a few things, almost 
all good, lol.

   

  First off, I dont' like fords. I prefer chevy or toyota, grin. Ok, sorry,I 
just couldn't help myself.

   

  1. The file itself when downloaded was an .EXE file extension. Since I am not 
hugely computer literate, I was afraid it was something else, and not the map 
pack. So I used 7zip and  unzipped it and put it where it belonged. Was it 
supposed to install itself or something? 

   

  2. The user guide was excellent. It was a pleasure to read. Informative, 
description of the scenario was good and overall just a excellent document. 
Good work.

   

  3. This isn't a complaint or anything, but I was just wondering why the 
player doesn't have archers? I was just curious.

   

  4. Some of the attack sounds sounded like misses, when they weren't. I know 
you said you were working on sounds, and  so perhaps you had something else in 
mind. With the chance flag in TB, sounds are now more seperated into swings and 
misses so it was noticable and sounded weird. 

  If you are looking for more hit sounds, I can give you a list of sound effect 
websites that have free sounds, and also I might have some extra hit sounds in 
my libary you can use as well, just contact me off list if you would like me to 
search for some.

   

   

  5. There is a huge amount of enemies... This is really my only real problem 
with the map. The thing is, I know it is important to have this many  bad guys, 
cause otherwise, how can it be the heroic defense? 

  So they are needed. The only problem is that they all seem to get to do an 
action of some sort. Which means a long lag time of a bounch of grunts and the 
like "defending" all the time since they can't do anything else.

  The only two ways I can think of  for cutting off some time from the  
computer taking it's excessively long turn, is to use the use_unseen and 
use_unexplored flags, or one of them anyway that would  block alot of that 
chatter, hopefully. The second option would be to  get rid of the defend skill, 
and see if that cuts down the chatter as well. Maybe, a third way, but not 
preferable I dont think, is the use of spawning spots. This would  cut back the 
number of units significantly, yet could still produce a large number of units 
over a period of time. 

   

  I hope you didn't take offense at this, cause I really do enjoy the map. I 
haven't solved it yet, but it is fun and addictive. The tactics are definately 
necessary to survive teh encounter and it is a good map overall. I like the 
diffrent mages and their diffrent spells and it is well done. So I think you 
did a fantastic job.

   

  al

   

   

   

   

   

   

   

   

  "The truth will set you free"
  Jesus Christ of Nazareth 33A.D.

    ----- Original Message ----- 

    From: Dickson Tan 

    To: ian-reeds-games@xxxxxxxxxxxxx 

    Sent: Thursday, March 28, 2013 9:47 AM

    Subject: [ian-reeds-games] announcing a new map: river defence reloaded

     

    Hi All

     

    If anyone's interested, I've wrote a new map inspired by Ian's river 
defence map and hope to have a larger sequel for it out soon. It can be found 
at https://dl.dropbox.com/u/2138237/Victorious%20maps%20beta%204.exe and its 
user guide resides at https://dl.dropbox.com/u/2138237/user%20guide.txt

     

    It Is missing quite a lot of sounds and is still in rough beta, so there 
might still be some bugs and balance issues.

     

    Thoughts and suggestions for it are welcome.

     

    Have fun

    Dickson

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