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

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 17 Dec 2012 22:17:49 -0600

lol,
just a bit stressed.
no kingdom for the most part is done, but every time i play i think of
something or find something, so i'm realy not sure how up to date it
is, to go over it completely will take a verry long time and it will
just take more time.
if you want i will definately send it to you, but like i said i don't
know if there are anything major in it to fix, though the only things
i can think of that might be majorly fixed would be terrain, its taken
me the longest to go over all the terrain flags as so many have come
out and there not like anything else in flag terms.
don't worry, your not stressing me its just i've been doing a lot of
stuff in 3 different map series, kingdom of war the citie of cadia and
now my space project.
the only one giving me ai problems is the space theme, as it is based
on shielding yourself, and getting to the enemy while building up your
army with gold from mines and building more amo ships and fuel.
i think it is because of the knew stuff that i started on the space
theme, therefore i've been distracted from most of the stuff i had
previously been focused on d.
i am about half way done with my city of cadia since i'd worked on it
since september or so so it will be ready by the next release or
possibly by christmas as theres not a whole lot i can do with the
space theme anymore with the block fill d.
the main things for its release, if it ever comes are ai updates and
the other two series don't require that, so i'll just focus on the
fantacy themed series for now d.
again, thanks for all the hard work and effort you've put in to the
updates and game itself, you could almost call it a game engine lol.
also, if you leave the hide points thing in the folder out it should
still work as before should it not? if so release it as before and put
a note that its still being updated.
going to keep working on it so i'll let you know if i feel finished rofl.

austen

On 12/17/12, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
> No worries Austen.
>
> I can either release it without the updated Kingdom at war maps and let
> people know they will be back soon or postpone it a bit longer.
> I'll think about it.
>
> I definitely understand there being issues with maps using the new
> features such as summoning.
> As you've said the AI still needs a lot more configurability to make
> those things work better and a lot of the new features are pretty big
> ones so there are likely to be bugs such as AI not ever moving because
> it has a summon skill.
>
> The Kingdom at war maps should be able to work pretty much the same as
> they previously did, obviously with heavy changes in the map files since
> it's a whole new system.
>
> I thought you had said you'd finished converting them which is why I
> thought you just needed to update the stun skill and effect and would be
> there.
> That was my mistake, so don't feel pressure to get them done in a hurry.
>
> Working on the maps takes a lot of time and I understand that.
>
> I didn't mean to put undue pressure on you.
>
> Take your time, and if you'd like some help let me know.  I could
> probably work on converting one of the folders while you work on another.
>
> I appreciate the time you and the other map creators put into your maps.
>
> All the best,
> Ian Reed
>
>
>
> On 12/17/2012 8:21 PM, Austen Perry wrote:
>> i also wish the summoning skill would have a flag like use_range=3
>> meaning they should use the summoning only if enemy units are within 3
>> spaces, it would save time and resources.
>> the computer doesn't like the knew system, they only know to buff and
>> summon until enemy units conveniently put themselves in there way.
>> i could take everything out and make it a streight attack based map,
>> where all they had was attack move and what not, but that is the
>> reason i made the maps in the first place as that gets tiresome after
>> a while.
>> even my other series have more than that, and its better with the
>> skills and extra attacks.
>> the problem though, is with a complex fighting system where there are
>> multiple attacks for different damage types, and summoning and
>> shielding, the ai just skips over what it normaly does and goes crazy
>> with the knew stuff.
>> honestly i don't think its ready to be released, any of my map series
>> theres too many things that need to be fixed or smoothened out.
>> when the format of skill files terrain effects units maps default
>> files structures and all it changes the way the game is played, and
>> without testing how it works and having time to ajust, a quick fix
>> doesn't change the maps in to what they where before with the knew
>> system.
>> i'm not saying its aweful, just saying none of my stuff is ready and
>> without an anouncement or predetermined deadline, i cant release
>> anything.
>>
>> d
>>
>> austen
>>
>> On 12/17/12, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
>>> yeah problems i've noticed as well, even without the summoning ability
>>> the enemies just don't like the knew flying and warp skills so usualy
>>> i have to attack them, but they did almost destroy me so its not like
>>> they don't fight.
>>> we realy need more ai flags to help the ai know what to do, as buff
>>> just makes them use something over and over and summoning makes them
>>> do nothing but.
>>> also, they don't seem to know what to do with somethings like mining,
>>> they mine then give gold to there miner from there miner, its odd.
>>> like i said, this is a prototype of what i'm doing, with this much
>>> stuff theres going to be problems.
>>> also, i usualy have to literaly hold down the controll key till its my
>>> turn, letting the sounds tell me what there doing.
>>> they don't get the concept of offensive fighting unless your in range
>>> and getting them to move is impossible.
>>> there needs to be skill flags like use=once and some way to tell the
>>> enemy its invading not preparing to be invaded.
>>> sigh
>>>
>>> austen
>>>
>>> On 12/17/12, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>>>> Hi Austen,
>>>> I haven't played the new map yet, but I wanted to ask you if you tried
>>>> ending a turn and seeing how long  the computer takes to move
>>>> everything.
>>>> What I am saying is that I don't think  these  maps are able to be
>>>> really
>>>> enjoyed. I find myself constantly scaling back things just to make the
>>>> enemy
>>>>   turn go  at a reasonable level.
>>>>
>>>> One thing I did notice myself was that ships with summoning skills, for
>>>> instance launch fighter, tend to launch everything they have first.
>>>> Then
>>>> the
>>>> ship just sits there and does not move  after that, while the launched
>>>> units
>>>> seem to do more or less what they are intended. The carrier of the
>>>> fighters
>>>> will not move again however. I tried to tempt it into chasing my heavy
>>>> cruiser, but nothing. it will attack if it is in range, but it will
>>>> never
>>>> move. I took away the fighter launch skill...and the klingons started
>>>> moving
>>>> as one would expect. It is almost like the AI assumes that anything
>>>> creating
>>>> another unit via summons must be some unmovable object.
>>>>
>>>> al
>>>>
>>>> "The truth will set you free"
>>>> Jesus Christ of Nazareth 33A.D.
>>>>    ----- Original Message -----
>>>>    From: Austen Perry
>>>>    To: ian-reeds-games@xxxxxxxxxxxxx
>>>>    Sent: Monday, December 17, 2012 7:34 PM
>>>>    Subject: [ian-reeds-games] Re: [ian-reeds-games]
>>>>
>>>>
>>>>    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.
>>>>    >>
>>>>    >>
>>>>    >>
>>>>    >
>>>>
>
>
>

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