[ian-reeds-games] Re: bug with warlords

  • From: Jaromír Psánský <jaromir.psansky@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 7 Aug 2013 08:09:45 +0200

Good work Allan. I would like try it, but i working on my medieval total war sory.

Jarek

----- Original Message ----- From: "Allan Thompson" <allan1.thompson@xxxxxxx>
To: <ian-reeds-games@xxxxxxxxxxxxx>
Sent: Wednesday, August 07, 2013 7:16 AM
Subject: [ian-reeds-games] Re: bug with warlords


Hi Carlos,
Thanks for the heads up. That was just a typo, of course.

I just dropped the warlords into the box again.
I added in some new structures that can be built.
1 is the watchtower, which is ai controlled. It shoots arrows at enemies
when in range, etc. They can advance into fortified watchtowers, where they
shoot ballistas.

There is the tabernacle, which can advance into the abbey, then the temple.
It handles the recruitment of paladins and clerics, which are a support
unit. Also it can heal at a short distance.

The wizards tower has the wizards spells, can recruit a wizard, and can
summon a white dragon. I am not sure if I am going to keep it that way, but
for right now, I thought that would be fun to experiment with.

Also added is the Keep. It is essentially a walled castle with a tower, and it can muster troops like light infantry and light cavalry. It is meant as a
stop gap between cities, more or less a force to police the wild areas in
between. In the game it is a first defense against invaders. It also has
ballistas

The last is the settler. This unit is able to build a settlement elsewhere.
How I worked it so the computer wouldn't just put a settlement next to the
originating city, was to make it so that everytime the settler moved, it
gained a point of "build".
After it accrues 12 build points, it can then use the build settlement. The only problem with the settlers is that they think they are a combat unit and will head towards the nearest enemy like the other units. So these, when ai
controlled, will be put in places that wouldn't normally be considered
prudent, lol.

During the life of the dwellings, the player can make up to two watchtowers,
1 church, one wizard tower, 1 keep and one settler. I did it that way so
that the map wouldn't just fill up with structures, and also to make them something the player wants to protect, since they only have a finite number of them. Hopefully they will work alright. I haven't had time to really test
them out.

The link for warlords is below:

https://dl.dropboxusercontent.com/u/68028683/war%20lords.zip

enjoy!
al


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Tuesday, August 06, 2013 11:22 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] bug with warlords

you gave the elite light infantry units 113 max hp, instead of 13 max hp. I
just thought this should be reported quickly.







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