[ian-reeds-games] Re: moment in time and titon hunt part 2

  • From: shaun everiss <sm.everiss@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 06 Feb 2013 19:02:10 +1300

ok allan looks like I have my work cut out for me.
I'll rerun the moment and gun fight maps and see what I get.
On that note, it would be usefull in all maps after the gorn become on our side that all friendly ships including shuttles and fighters get the inmunity to hellbores as I often in the case of the borg have to fight on 1 time or 2 and with other ships I group my ships in a cluster and rail on the enemy. the same goes with romulan plazmas, all ships that are on your side should not get any splash dammage from friendly fire. Too often my ships are being destroyed by friendly fire more than anything else.
in reality this would have been done.
I know that you will probably beef juggernaughts up but maybe after resistance map we could have abladive armour or secondary armour as well as shields. oh and thats another thing in theory you have to decrees shields to something like near 0 to dammage hull.
ofcause I don't think the engine will allow this right now.

At 09:30 AM 2/6/2013, you wrote:
Hi Shawn,
Ok this is what I got so far. It is updated so feel free to download.

I switched the isolinear chips to items, and that works as advirtised, it is really such an improvement! What you have to do is stand on them, use the take skill. Then you have to use them with the use item skill. They will have a sound that hopefully sounds like it is getting slotted into a tricorder. It will also tell you you recived a point. Once you do that with all three chips (it doesn't cost actions to do this) you then can go to the forcefield and drop it. I changed the sound to a tricorder which I think works better.

I made the main klingon impassable so he has to be killed before you can use the time shield. The time limit is 12 rounds. That new hot key for telling rounds comes in extra handy!
Overall, I am thinking the item  update improved this map by a whole lot.

I changed the moment constitution class ships photon by 20 and the phasers by 10 so hopefully the thing will be beatable now.

I played the kill a titan to figure out about the damage problem.

I did get the same crash on hellbores. I am trying to find a way to recreate it. I think the repair from another ship might be the key but I am not certain.
I am also worried it was too easy. I stomped over much of the defenses.

The hunt part 2 map should work...I think I told you that last night.

I did change the klingon juggernaught to good. I also took away some actions from the borg cube, so hopefully that will be a little easier. I don't want to mess with it too much cause it was a real major piece of effort to get the adaptations working properly.

I think that is it for now. I am super impressed with the items and I am going to change over the zombie map as fast as humanly possible.

al






"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
----- Original Message -----
From: <mailto:sm.everiss@xxxxxxxxx>shaun everiss
To: <mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
Sent: Tuesday, February 05, 2013 3:23 AM
Subject: [ian-reeds-games] Re: moment in time and titon hunt part 2

Hi allan, I'll take your word for it that thats all done.
well your bits sound good.
I have played with the maps a bit, with the items I know it sounds
cheesy but having a cash register go or a distinct cachunk when an
item is picked up or used etc would be interesting.
with  the chips have the tricorder but at the beginning have
something like a chip being slotted into something something like a
large switch or button at the beginning of the file.
I'll go over the hunter map tomorrow and other things, I did manage
to open the forcefield but hmmm.
more battles.
I will be knocking off myself.
unless something is updated overnight I'll quickly brouse the
effected maps, I think the hunter one maybe and the other maps that
havn't got done yet just to see.
did you manage to fiddle with the borg or the moment in time map with
the units?
also did you fix the klingon  juggernaught being a  evil unit when it
shouldnn't in the clash  of titons map?

At 09:03 PM 2/5/2013, you wrote:
>Hi Shawn,
>The new dev 6 I think doesn't do the map editor thing. It might be
>broke at the moment.
>
>The second those items came out, I was amazed! This is going to be
>just fantastic.
>Anyway, I had to sit and think the thought I thunk  I was thinking
>about and decided taht I don't think there is any way to transfer
>items at the moment, so the security are just bodyguards. Also, I
>intended the little quest for the chips. I wanted that to be like
>that so that  the player would get anxious running around looking
>for these stupid chips! No not doritos, grin.
>
>So I am thinking that each chip would be something that gives the
>admiral the "data" he needs to open the forcefield. So essentially
>he would pick up a chip, it would be an item now, so it would
>disappear so taht is exactly what you wanted. Then the admiral, as a
>free action, would "consume" the chip, using it in a tricorder or
>whatever. There wouldn't actually be a tricorder item since I am not
>sure how two items would work in tandem like that.
>
>Still, it would amount to the same thing. The chips get used, gives
>the admiral the points he needs to use the close force field down.
>When itmes become more and more  supported with transfering them
>between units, then I guess we could put in the stuff that allows
>just any old security redshirt could pick it up, hand it to the
>admiral, and then he closes the field.
>I call it the shawn maneuver, grin.
>
>I updated the starship a bit. I put in briefings  on some of the
>maps, but  especially the more complex ones. They are found in the
>lead ship in the maps, usually the erasmus, although the second hunt
>I put in the cloaked and I think other ship. I might have forgot to
>do that, come to think of it, sigh.
>I removed the death defeat  condition for the hunter, so it works
>now, but if the ship gets killed, the map won't end like the other
>maps. You just have to restart it, till something better comes along.
>
>I am kicking aroundt he hunt redux a bit. I am thinking maybe a
>black hole where the ships have to  up pieces swirling around in the
>gravity well. They can be items now, so that would be kind of cool,
>although I might want to change the gold sound for picking up items.
>I don't know, just something diffrent. Maybe the wormhole int he
>center of the map was exploded for some reason, or maybe one of the
>four pods didn't make it to starfleet and so, it could be sitting
>around waiting for someone to claim it and get it back for review
>and eventual design of the juggernaught ships.
>
>I am toying with sacrifice a little too. I am thinking that several
>special modes of attack might be developed to try to stall the borg
>like sending a fvirus and the like. I was wondering if an item could
>be a "unit" after a sense. I picked up some borg based sound clips
>and I got picard being locutus. It would be kind of cool to somehow
>save him from a borg ship, like he was an item.
>
>I don't think I had much else done, except for some music. I think
>every map has some trek themed music of some sort so that was nice to get done.
>
>I can't think of anything else. It doesn't really need any real
>testing, unless you have music choices that might work in the maps
>or something like that.
>
>I'm knocking off! Good luck with that thing your doing.
>
>al.
>
>
>
>"The truth will set you free"
>Jesus Christ of Nazareth 33A.D.
>----- Original Message -----
>From: <<mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun everiss >To: <<mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
>Sent: Tuesday, February 05, 2013 12:08 AM
>Subject: [ian-reeds-games] Re: moment in time and titon hunt part 2
>
>well allan the way this could work is if the chips are in range,
>right now there is no distuinguishing between who has the chips in
>fact when the char goes over the chip it doesn't vanish and makes the
>chip sound.
>My idea is that as long as the chips were picked up and all were in
>range that would be fine.
>In real life if someone other than the admeral found the chips he
>would already get them by default.
>in which case all you need to do is assume all 3 chips have been
>picked up as long as you or a member of your party not mattering who
>did it was visiting the location.
>   so if all chips are in range it shouldn't matter.
>It would also would be to assume that those that had the chips would
>just put them in the right sockets if ordered to do so or by default
>install the chips.
>now to input the code to do the field once installed would still be
>up to the admeral but however you want to manage this.
>Its a bit cumbersim to have to move the leader round would take to
>much time, it would mean wasting time when he was stuck somewhere else.
>Another thing you could do for each security or medic is just have an
>install chips skill, ofcause I am not sure  how to make it work if
>the admeral actually gets the chips because he would automatically
>install them but yeah, I like the first option that if the chips are
>in range then the admeral has the chips.
>Ofcause with the new code for items in theory if you walk over a chip
>that doesn't need to get picked up till the admeral goes over and
>uses take on the chip which would make sence.
>I have just downloaded the latest dev,  but as I mentioned a bit
>ago,  I had some offline business to do today.
>said business has just happened and its unlikely I will be doing any
>serious hacking testing or otherwise today or tomorrow unless you
>have something for me to test.
>
>At 02:08 PM 2/5/2013, you wrote:
> >On second thought...it isn't going to work.
> >I would have to make three separate give skills cause there is three
> >seperate points. If I put it into all one point, it will just be
> >nice and easy to run over one of the isochip terrains three times
> >and open the field. I have no way to limit how much the terrain
> >hands out, nor do I have any way to easily transfer the chips, so I
> >think we are stuck till items come out, that might work alot better then.
> >al
> >"The truth will set you free"
> >Jesus Christ of Nazareth 33A.D.
> >----- Original Message -----
> >From:
> <<<mailto:allan1.thompson@xxxxxxx>Allan>mailto:allan1.thompson@xxxxxxx>Allan>mailto:allan1.thompson@xxxxxxx>Allan>mailto:allan1.thompson@xxxxxxx>Allan
> Thompson
> >To:
> <<<mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
> >Sent: Monday, February 04, 2013 7:54 PM
> >Subject: [ian-reeds-games] Re: moment in time and titon hunt part 2
> >
> >Hi Shawn,
> >Yeah, in the real world, a captain of a capital ship would not be
> >leading teams of seals into dangeorus situations. In fact, I doubt
> >they would see the  deck of their ship, except thru the solid gold
> >ring of their bathroom porthole, lol. Officers in real life, unless
> >they are part of the specially trained personnel like navy seals and
> >the like, are generall not the ones who do the boarding party kind of thing.
> >
> >In trek, that is how they do it, cause it's sci fi action. Your the
> >hero, so to speak, and so you get the job of picking up chips, lol.
> >
> >I will see how it works with giving all the redshirts a give to
> >captain skill of some sort. I still think it will be more trouble
> >then it is worth, but who knows, maybe it  wont be too bad. I might
> >have to shorten the timer then cause that will shave time off.
> >I will let you know when I update it and we will see how it goes.
> >I will still have the admiral unit do the actual close force field
> >skill, cause if they all could do it then it would be just a mess.
> >
> >al
> >
> >
> >"The truth will set you free"
> >Jesus Christ of Nazareth 33A.D.
> >----- Original Message -----
> >From:
> <<<mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun everiss
> >To:
> <<<mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
> >Sent: Monday, February 04, 2013 6:23 PM
> >Subject: [ian-reeds-games] Re: moment in time and titon hunt part 2
> >
> >no problem, yeah I shift people to the chip but if the admeral  is
> >the only 1 then no matter who is on the chip tile it shouldn't pick
> >up till the admeral is there.
> >if I wait to get the admeral it means I am exposing myself to enemy fire.
> >I need to dispatch the 2 klingons anyway and after that well.
> >
> >At 08:47 PM 2/4/2013, you wrote:
> > >I was afraid of that. the map ends if the hunter unit is killed.
> > >Both cloaked and uncloaked units are called hunter so I thought that
> > >would work, but maybe not. Dang it, I may have to do something else
> > >on that map instead. There isn't any way to make a cloak just yet.
> > >
> > >I think I am going to pump up the phasers on the constellation class
> > >and the torps. Hopefully that will help. I just don't want it a cake
> > >walk, you know?
> > >
> > >The admiral is the only one with the close forcefield skill. So he
> > >personally needs to grab each chip. I thought it would be
> > >reallyconfusing trying to pass chips thru skills to the admiral,
> > >when he can just run over and grab it himself. I know it works when
> > >he has all three chips in his inventory/point total.
> > >
> > >I did put in mission briefings but I haven't updated as of yet.
> > >I will make sure the admiral is specifically said to be the only one
> > >to pick the chips up.
> > >
> > >Sorry about taht hunt map. I got to figure out what else to do.
> > >al
> > >
> > >
> > >
> > >"The truth will set you free"
> > >Jesus Christ of Nazareth 33A.D.
> > >----- Original Message -----
> > >From:
> >
> <<<<mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun>mailto:sm.everiss@xxxxxxxxx>shaun
> everiss
> > >To:
> >
> <<<<mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx>mailto:ian-reeds-games@xxxxxxxxxxxxx>ian-reeds-games@xxxxxxxxxxxxx
> > >Sent: Monday, February 04, 2013 12:46 AM
> > >Subject: [ian-reeds-games] moment in time and titon hunt part 2
> > >
> > >Hi.
> > >in the second titon map  I found where to go.
> > >I started uncloked for some reason.
> > >When I was able to cloke I cloked and then triggered defeat
> > because I cloked.
> > >in the moment in time my ship and the enterprise couldn't really get
> > >the klingon down to anything more than 350 to 250.
> > >he couldn't be defeated at all.
> >
>




Other related posts: