Hi Craig, You mean there is a team argument for the toggle team script? I saw one for changing units but I didn't think it would work on the toggle thing. As for the change between just team 1 and 2 , I think "switch" or team switch" etc would work perhaps? It would just switch between team 1 and 2 and vice versa so I guess anything would work. Flip, switch,transfer,double trouble, two sided team shuffle, razzle dazzle, double agent, etc and so forth, grin. Yeah, it could be more version 10 I think, since it seemed not to be serious until the conversion happened. Thanks for taking a look at this! I appreciate it. I hope this isn't too much of a bother on your time. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett Sent: Wednesday, October 16, 2013 6:32 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: question about toggle team Hi Allan, There is a team argument already, but it sounds like you found that. As for the second argument, well, I could possibly put that in. But I'm not sure how you'd want it to work. Would you just want it to be a team 1 to team 2 switch and vice versa? If I'm going to implement it as a flag (which it will be), what would you want it to be called? Yeah, looking at that exchange there there sounds like a few bugs. I don't know if it's anything I should have changed or whether the changes to v10 upset things that are already in there. Cheers, Craig On 15/10/2013 23:08, Allan Thompson wrote: > Oh yeah, I forgot about that! Lol. > > I did the third team thing with the slave monsters owned by the drow. > It works pretty wwell, and if the player chooses wisely, they can beat > their monsters, and still get some use out of them if you place them > closer to the opposeing team. > On average one can beat a kobold or bugbear unit about 2 thru 4 times > to get an extra action and movement out of them. Once they gt beyond > the mutiny threashold, they are actually more dangerous and they move > and act like a free unit would. I like this new element to the drow > faction, it makes them a bit more unique. > > I can put up a link later if you or anyone wanted to play around with that. > al > -----Original Message----- > From: ian-reeds-games-bounce@xxxxxxxxxxxxx > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak > Claassen > Sent: Tuesday, October 15, 2013 5:29 PM > To: ian-reeds-games@xxxxxxxxxxxxx > Subject: [ian-reeds-games] Re: question about toggle team > > Yeah it used to be so rare, in the old warlords there would > occasionally be problems with the upgrading units, mostly if two units > were on the same tile. If I had a light infantry and light cavalry > together and on AI controlled and the infantry would upgrade I could > for example find the next turn that there is a light infantry, and an > elete light infantry called horse 1. Or I would even have an elete > archer and a catapult, and when the catapult upgraded by itself under > AI control I would get a catapult and an elete catapult called > bowman1. It was always like the upgrading unit tried to change > anything else into the upgraded version even though when you do it > that's impossible to do. My favorite case was on Allies and Axis, when > I built a watch tower ontop of the minataur building and set it to AI, after a while I just had a watch tower and fortified watchtower on that tile. > Fortunately by then I had recruited a bunch of their units, but that > still sucked. > But I found this is pretty reproduceable with the warden, just place > the enemy warden on the same tile as any other enemy unit/structure, > like an inn for example, surround it with your units, and let the > warden go invisible and visible a few times; it'll turn the inn into > whatever it's trying to change into eventually. Just duplicating > itself with no other units around was much more rare, but it does happen. > > On 10/15/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: >> I believe you. I never saw it myself when the computer controlled the >> warden, but I am sure it happened down the line. In fact, another map >> pack maker Jarek was saying this problem existed, but at the time, >> it was so rare on what I played that it seemed just a fluke and not the norm. >> Now I understand where he was coming from a lot better. >> >> al >> >> >> From: ian-reeds-games-bounce@xxxxxxxxxxxxx >> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak >> Claassen >> Sent: Monday, October 14, 2013 11:24 PM >> To: ian-reeds-games@xxxxxxxxxxxxx >> Subject: [ian-reeds-games] Re: question about toggle team >> >> I've seen the warden duplicate itself when it is controlled by the >> enemy, put an enemy warden on your test map and let it go visible and >> invisible a few times, I've found it'll duplicate eventually. I think >> it might be a bug in the transform script. Hopefully when Ian returns >> and helps Craig finish his script flags this problem will be fixed. >> >> On 10/15/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: >>> Hi Zak, >>> I am actually trying that, although currently not with another team. >>> I just wanted to see it in action before committing. >>> My problem right now is that when the points dictating whent eh >>> unit "rebels" reaches zero, the unit does change, but also duplicates. >>> This is very strange behavior, since this does not work like this >>> for the structures that a player can place which get converted to >>> their evil version. >>> >>> The warden is also not affected, as is a second unit called a wraith >>> and fades in and out of the ethereal polain. >>> Yet, on a second attempt with a unit to copy the warden, I >>> practically left the unit (which was the rogue) and it did the same >>> thing, while the warden still remained not a problem. >>> >>> Somewhere there is just one thing that seems to make the difference >>> but for the life of me I can't figure it out. >>> >>> al >>> >>> >>> >>> -----Original Message----- >>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx >>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak >>> Claassen >>> Sent: Monday, October 14, 2013 6:57 PM >>> To: ian-reeds-games@xxxxxxxxxxxxx >>> Subject: [ian-reeds-games] Re: question about toggle team >>> >>> Maybe you could use the transform script to change it into a fourth >>> team which is enemies with both teams 1 and 2. That way it would >>> attack the enemy without becoming one of your units. >>> >>> On 10/14/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote: >>>> Hi Craig, >>>> Maybe you explained this already, but I can't remember. So if I >>>> already asked I apologize. >>>> >>>> I was just wondering if some argument could be added to toggle >>>> team and toggle team effect that might change it a little. >>>> >>>> I was thinking about how you got the team argument for the change >>>> unit that transforms after death. >>>> I guess my question is , is it possible to make an argument, or >>>> actually two arguments, if possible? >>>> >>>> I guess one would be like the team argument, where you can just >>>> number the team you want. The second one is an argument for self >>>> effects. For games with only two teams, player and computer, could >>>> there be some kind of argument that takes the self casters team >>>> into account and just switches sides? It wouldn't work for maps >>>> with more then the initial 3 teams, but it would be very useful. >>>> >>>> For instance, I am working on a drow faction that has some slave >>>> combat units. >>>> It has a "threaten" skill which beats the units into doing more, >>>> but it randomly costs points that affect the "mood" of the unit. >>>> Once it reaches that threashold, the hope was that the unit would >>>> "switch" >>>> sides and start attacking the previous owner of the unit. >>>> >>>> The big problem is that I can't pick a team for the unit to toggle >>>> into or even change into since the factions are designed to be >>>> playable by both players or the computer, or even the same drow >>>> against each other player versus computer. >>>> >>>> So some kind of simple switch would be awesome. >>>> I hope all that made some kind of sense. I am not good at >>>> describeing this stuff. Also, I just can't remember if you said >>>> this kind of thing was possible or not. I know with the version 10 >>>> of the files is causeing some issues apparently as well with >>>> scripts so I am not sure where to go from this point on the matter. >>>> Thanks for reading at least! >>>> al >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> >>>> Jesus Christ of Nazareth 33AD >>>> >>>> >>>> >>>> >>>> >>> >>> >>> >> >> >> > >