[ian-reeds-games] Re: [ian-reeds-games]

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 17 Dec 2012 19:38:17 -0600

dev 18, is it comming soon? lol.

austen

On 12/17/12, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
> Austen, sorry to hear about the slow filling of that map.  I'm glad dev
> 18 has the block fill now, smile.
>
> The structures don't regenerate the same points because they have their
> own "Default structure flags.txt" file that is separate from the
> "Default units flags.txt" file.
> This was intentional as there may often be cases where the structures
> don't work exactly the same as the units.
> If you want them to work the same then you can just copy all the flags
> in the units defaults file into the structures defaults file and you
> should be good to go.
>
> The flag for telling AI to only use a skill once per turn is a good one,
> I've added it to my list.
>
> Interesting that you're still getting AI attacking things that don't
> have integrity.
> If the attack skill deals damage to any point that the target has then
> the AI will still use it.
> For instance in a fantasy theme.
> If my target had health but not mana and I had an attack that dealt
> health and mana damage, the AI should still use it.
> But if my attack only did mana damage then the AI should not use it on
> that target.
>
> Ian Reed
>
>
>
> On 12/17/2012 5:34 PM, Austen Perry wrote:
>> well, i've found some thing sout.
>> i made a fifty by 30 map, and it took almost 45 minutes to fill it so
>> the block fill would be great d.
>> i've noticed that structures don't regenerate points that are
>> regenerting for all like actions. they have minutes like the other
>> unit, but once they've used them they don't regen, even if they use
>> half the points, they only have the other half left there next turn.
>> this realy bothered me as the goldmine couldn't give my miner gold as
>> it was stopped in time rofl.
>> i made a pretty cool map and its only a fraction of the size i'm
>> planning on making.
>> the other problem i found is enemy units using shields more than once,
>> is there a flag eventualy that tells it to use the skill only once per
>> turn d.
>> i've also still run in to ships attacking units for integrity that
>> don't have it, so i don't think thats totaly fixed yet.
>> otherwise i'm loving it, but i've had to put in planets like islands
>> wich looks weird d.
>> anyway keep it up hope some kenew stuff comes soon d.
>>
>> austen
>>
>> On 12/17/12, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
>>> well, heres what i've got to show again.
>>> still prototypes work, as realy testing how stuff works and what not.
>>> updated mines so they can fly and get killed.
>>> also now there are shipyards arms depos and more, all with 0 starting
>>> gold but with maxes of like millions, then theres a gold mine wich can
>>> cast get mined lol as its the only way, then it gives gold to a miner
>>> who then can give it to a shipyard or arms depo.
>>> also bug with miner for the moment and it cant move but it still works
>>> hes right next to the shipyard.
>>> each mine can produce 120000 gold per turn, so you can make a patrol
>>> class 9 from the shipyard.
>>> theres also a command carrier, wich has 10 star fighters, though
>>> theres a bug when docking as it gives the carrier the fighter but the
>>> star fighter doesn't go away even with the effect death rofl.
>>> i also probably need to add minutes to flying as they can move a
>>> little too much in my opinion, so yeah.
>>> try it out and let me know what you think.
>>>
>>> https://dl.dropbox.com/u/18725707/4%20enter%20galactic%20space%20fleet.zip
>>>
>>> austen
>>>
>>> On 12/17/12, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
>>>> I would like to have the health_ignore_max flag avilable for  effects.
>>>> I
>>>> am
>>>>
>>>> making a cry of endurance skill that allows the unit to go into a rage
>>>> where
>>>>
>>>> they can take a bit more punishment, even allowing their hitpoints to
>>>> go
>>>> above maximum. If their hp was still above max when the effect ended,
>>>> it
>>>> would be regenerated like normal. But for now, whenever hp is restored,
>>>> it
>>>> ges back to the maximum, 500/500, but would be cooler if it would only
>>>> regenerate if the hp was lower than max.
>>>>
>>>>
>>>>
>
>
>

Other related posts: