[ian-reeds-games] Re: kobold lair

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 17 Aug 2013 13:57:13 -0400

Also forgot...the mega destroyer flies so don't worry about pits. The mega
spear does like 30 damage and 100% chance to hit, etc.
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Saturday, August 17, 2013 1:35 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: kobold lair

Ok...
Anyone interested, below is the kobold dungeon link.
The  unit test map is the one where there is absolutely no items.
All the kobolds are now "bobbits" after the bored of the rings characters.
They have 1 health point.

The mega destroyer is the players unit. It has thousands of health points
and a spear.
I toyed with calling it chuck Norris...but chuck would be highly insulted
that his character used a spear, which is ten thousand percent less deadly
then the full force of his foot to the back of one's face.

So if anyone is interested, there it is. 
I also managed to put the whole lair onto a much smaller map, roughly forty
by forty. It should be done except for final touches etc. it is called new,
but again it isn't really ready.

Link is below if anyone wants to give it a go.
al


https://dl.dropboxusercontent.com/u/68028683/Kobold%20Dungeon.zip




-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Saturday, August 17, 2013 1:10 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: kobold lair

Hey Ian,
Since it is the kobold map that gives the most problems, What I can do is
just exchange all the bad guys for ones that don't have items. 
I will stick it in the kobold mappack and probably call it unit test or
something.
Be back ina minute.
al 

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Ian Reed
Sent: Saturday, August 17, 2013 12:27 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: kobold lair

I really like the concept of testing a large map with no items to see if
items are the cause of the problem.

I know there are large performance improvements that need to happen on the
AI side of things.

I'm really interested to see how turning off graphics affects thigns.

And sorry about all the new versions Michael.

Ian Reed


On 8/17/2013 9:23 AM, michael Tholl wrote:
> I'm not speaking from any kind of experience here, but could it be 
> that it's the number of items on each unit?
> What I mean is, when I play, I tend to gather up all the items, just 
> in case, this means that one or more of the characters may have a very 
> loaded inventory.
> maybe that's what causes the slowdown, because they're more or less 
> the constants moving through the game, particularly since you're 
> removing units with fighting.
> I know they're note the same, but I have this tickle inmy mind that 
> the same issue happened in entombed, and it was set up to clear floors 
> of items as you went down, thus making it necessary to clear items if 
> you wanted to keep them before moving down to the next level.
> Obviously, we don't have that particular issue here, but maybe if 
> there was a way to remove extraneous items after a fight it would 
> help.
> I think it's good to let the enemy use items and have items, but do we 
> really need 9 spears to be carried around or left on the floor?
> Again, I could be incredibly far off on this, but it just popped into 
> my head, so I thought I'd throw it out there as a possibility.
> Oh, and does anyone have another large map floating around, perhaps 
> one that is just units and no items?
> This could be a good test of whether it's item related or if there's 
> more
to it.
> Michael
>
>
> On 8/17/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
>> It might.  I'm not really sure the issue.
>> If it does help a lot then I guess I'll need to take a better look at 
>> items.
>> Not sure why they'd cause such a problem though.
>> It would be nice to narrow this down and figure out a way to improve it.
>>
>> Ian Reed
>>
>> On 8/17/2013 8:42 AM, Allan Thompson wrote:
>>> I could probably cut out 12 units items, maybe that will help as well?
>>>
>>> al
>>>
>>> *From:*ian-reeds-games-bounce@xxxxxxxxxxxxx
>>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] *On Behalf Of *Ian 
>>> Reed
>>> *Sent:* Saturday, August 17, 2013 9:14 AM
>>> *To:* ian-reeds-games@xxxxxxxxxxxxx
>>> *Subject:* [ian-reeds-games] Re: kobold lair
>>>
>>> So it sounds like the high number of items is still causing a 
>>> problem.  *sigh* I'd appreciate a game save for when the game is 
>>> acting slow.
>>>
>>> Thanks,
>>> Ian Reed
>>>
>>> On 8/17/2013 5:32 AM, Carlos Macintosh wrote:
>>>
>>>      I played through map 3 to chec out the speed improvements. And I
>>>      they are indeed noticeable. I got into the king room with the pit.
>>>      All I have to say is I love holy weapon. Unfortunately those elite
>>>      kobold archers could shoot so far that the dwarf barb and the
>>>      wizard both died. THere wasn't really much I could do to stop it
>>>      because of the pit. I managed to levitate my cleric and warrior
>>>      over the pit, but when the wizard died they were stranded. Lucily
>>>      my cleric was able to help by casting holy weapon from the
>>>      protection of the pit, and destroyed the archers and the champion.
>>>      Now here's the funy part. The king decided to go for the warrior
>>>      and the cleric over the pit, but wasn't flying. He lost 91 health
>>>      walking through the pit. I put a holy weapon in his way so that he
>>>      couldn't smash my cleric and warrior, so, seeing his way was
>>>      blocked, he walked over the pit again and died. UNfortunately, I
>>>      couldn't get his items because my mage was dead and they were in
>>>      the pit. I never anaged to get to the shaman because I think all
>>>      the items on the ground were slowing down the game or something.
>>>
>>








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