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

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 20 Sep 2015 19:35:21 -0600

It could if you want it to be built on a certain round. Like, have the
unit regain one point per round until it reaches the max, then it can
use the skill to build the structure.
Alternatively you can use the transformation script to replace the
structure with better variations each round or whatever.

On 9/20/15, anthony <aluis.rivera25@xxxxxxxxx> wrote:

could a timer of how long it takes for structures to be built, be
implamented? probably not, would take away the point of turned base logs.
though we could try to count time by turns. like 5 turns or things of the
sort. just an idea, was playing a strategy game and just realized they used
timers for structures.

----- Original Message -----
From: Monkey <murtagh69.monkeys@xxxxxxxxx>
To: ian-reeds-games@xxxxxxxxxxxxx
Date: Sunday, September 20, 2015 11:01 am
Subject: [ian-reeds-games] Re: inputquestion...



Honestly, that depends on the flags of the wall terrain. If units can
fly over them, then if the attackers can fly they are able to attack
through - or rather over - the walls. If the walls don't have the
blockslessight flag, then units can attack enemies on the other side of
the wall.

If your wall is impassable, you can do a passableounterrain flag in the
file of the unit that you want to act as a wall patrol. Set the wall
as one of the passable terrains and that unit can walk on the wall. Or
in, however you want to imagine it.
Alternatively you can set the unit to be a flying unit, and if the
walls can be flown over then you can have your units hover over the
wall.

Hope these help.

On 9/20/15, anthony <aluis.rivera25@xxxxxxxxx> wrote:
alright. another question, I was looking at a few things, and saw that
walls
stop from other units seeing through it. what I was thinking, was having
a
wall patrol, not sure if it is possible. have archers or other footman
walking on the wall, but still allowing for the enemy's cannons and
other
things to hit the castle, thus, the question is if it is possible for
enemy
units to attack through walls or if I would need to use something else
rather than walls.

----- Original Message -----
From: Monkey <murtagh69.monkeys@xxxxxxxxx>
To: ian-reeds-games@xxxxxxxxxxxxx
Date: Saturday, September 19, 2015 11:10 pm
Subject: [ian-reeds-games] Re: inputquestion...



More medieval packs are always appreciated by me!

The levels sound good. Maybe a battlefield type one too?

Accuracy with storms is doable. Either do the storm as an effect or
otherwise as a terrain thing if you want it permanent. Personally I
use effects for storms, but that's to save me from playing even more
with terrain limitations.
Day and night though. Hmmmmmmmm. Best bet, if you want this, is to use
effects. At least, that's how I'd do it. It would be a major pain
though. You'd need to use map preload effects, and input every single
tile there, or at least every one you want the effect to be occuring
on.

On 9/20/15, anthony <aluis.rivera25@xxxxxxxxx> wrote:
hey all. I got a few things to talk about. one is me working on a
map
pack,
totally a newb, so been looking at the create guide. at the moment I
have
been playing with the get started pack and got things to do what I
wanted
them to do. So just wanted to know, anyone interested in a medieval
map
pack? I have ideas, but as I am a newb, how much of it will become
rock
and
stone I still don't know. but at the moment I am thinking of doing
castle
take over kind of things. I hope to be able to do a siege, where that
is
the
goal. another is the basic defend your castle, and another on
attacking
other castles. let me know your guys's oppinion on the map theme and
any
suggestions are gladly appreciated.
and the question for which I put this email under this thread: is it
possible to have environmental consequences? such as attacking at
night,
will deminish the amount a unit can see, or a storm there accuracy
with
weapons?

----- Original Message -----
From: Allan Thompson <allan1.thompson@xxxxxxx>
To: "ian-reeds-games@freelist" <ian-reeds-games@xxxxxxxxxxxxx>
Date: Monday, August 31, 2015 7:22 am
Subject: [ian-reeds-games] inputquestion...



Hi guys,
First off, I am seriously loving the new stuff from the latest
update.
It
is
really good work.

I did have a question though. Is it possible to create a script
that
allows
a player to slot in a number?
For instance and example: how much gold do want to give to the
bartender?

The thing is that I would like to be able to give a player the
option
to
transfer what they want thru 1 skill instead of having to make 5
different
skills with hard amounts. If it it isn't possible, that is fine. I
wanted
to
bring it up just in case.

Thanks,
al


"The truth will make you free"
Jesus Christ of Nazareth 33AD




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