[ian-reeds-games] Re: question about toggle team

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 16 Oct 2013 21:53:34 -0400

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
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>>
>>
>>
>>
>
>




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