[ian-reeds-games] Re: question about transformation script

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 12 Jun 2015 10:13:15 +0930



Date: Fri, 12 Jun 2015 01:38:56 +0100
From: dmarc-noreply@xxxxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: question about transformation script

Well, that's not a bug. The AI is designed to work that way.
Whether it should or not is a different matter.

Take the example though of an AI that mixes and matches its skills. If
you don't limit its skill usage with some point or another, it will
still use its most effective skill over and over. And why shouldn't it
unless you tell it it shouldn't? So even if I did get the AI working
perfectly, you'd still face this problem.

And yeah, that's because it wasn't a game update. So the version you're
using won't have any fixes for that in. This was to put in the random
transformations that you guys asked for

On 12/06/2015 01:14, Monkey wrote:
Oh, in response to me asking if the at_zero glitch was fixed... It
seems it's still happening. In case anyone's curious.

On 6/11/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I meant how the AI-controled units basically either use the same skill
again
and again simply because it's the first one on the list that's either a
buffing skill or a cursing one, and if you don't have points connected to
that skill, you can't stop it from happening until it uses up all its
actions. I guess I'll have to work out my points a bit more, make different
points for different skills like Allan did in Age of Warlords (I know I
keep
coming back to that but I've loved those maps since I got the game),
meaning
offensive/defensive/curse/spell points, or something. I'll work it out. I
haven't been doing much with my pack lately.

Date: Thu, 11 Jun 2015 19:38:03 +0100
From: dmarc-noreply@xxxxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: question about transformation script






What bug?



If you mean the AI not picking its skills at random, its designed
that way, so not a bug. I agree it's not ideal, but there you go.
Until I can work out how to make it a bit more scriptable, it's
going to be hard to tweek.



On 11/06/2015 15:39, Sharni-Lee Ward
wrote:




This would be really useful for me as well! Right
now, I have two enemy sorcerers that turn people into animals
through use of various skills. One skill set to transform units
into random other forms would be so much better than seven
skills, each of which can only do one transformation, and each
of which is keyed to a different point so my sorcerer isn't just
using the first skill over and over again. That AI bug could
also do with a bit of work, but that's for another thread,
ahaha.



> Date: Thu, 11 Jun 2015 06:52:58 +0100

> From: dmarc-noreply@xxxxxxxxxxxxx

> To: ian-reeds-games@xxxxxxxxxxxxx

> Subject: [ian-reeds-games] Re: question about
transformation script

>

> It wouldn't be the AI choosing anything, it'd be the
computer. There's a

> subtle difference. I'm not doing any funky business with
a range,

> though, that sounds like an unnecessary hassle.

>

> Yeah, I could give that a look. I'd probably just extend
the existing

> transforms_into scripts. If that's what you're thinking.
Having them

> take random arguments would be easy. I'd probably have it
so you could do:

>

> transforms_into cat/dog/bird

>

> Or maybe

>

> transforms_into cat|dog|bird

>

> Both read alright to me and both mean randomly pick one,
slash is more

> gramatically correct but computer speak wise, "|" means
"or". Any strong

> preference?

>

> On 11/06/2015 06:04, Monkey wrote:

> > Wait, what do you mean with range? I'm not sure
we're on the same page here.

> > My understanding is that you want the AI to choose a
random effect

> > from a list. That's simple enough to create.

> >

> > On 6/10/15, Kyle Davis
<kyles.supernova@xxxxxxxxx> wrote:

> >> i don't know how to achieve this so far what i
learned is that you will

> >> need to sepperate each effects and then have
each effects hashed as

> >> integers for instence the first effect in the
line would be 1 and the

> >> next would be 2 and so on and then take the
integer values and make it

> >> into a range like 1r2 or 1r3 and etc then put it
through the shared

> >> calculate flag to be calculated at which it
would randomly pick any

> >> number in the range and then send it to shared
apply effects flag and

> >> have flags to apply this effect to either a unit
and or tile but i could

> >> be completely wrong about it, it seems to me
that it should go.

> >>

> >> On 6/10/2015 2:45 PM, Monkey wrote:

> >>> A random effects script is very easy to do,
I think. *shrug*

> >>>

> >>> On 6/10/15, Kyle Davis
<kyles.supernova@xxxxxxxxx> wrote:

> >>>> if that is so i guess i would try maybe
having transformations on

> >>>> different 0 duration effects a course
this would require that tb has the

> >>>> capability of having random effects
flags, i am remembering that it was

> >>>> mentioned a few months ago and maybe
having it added on in later

> >>>> versions.

> >>>>

> >>>> On 6/10/2015 2:22 PM, Monkey wrote:

> >>>>> I'm pretty sure that's possible,
although I'm not sure if he's going

> >>>>> to want to add that.

> >>>>>

> >>>>> On 6/10/15, Kyle Davis
<kyles.supernova@xxxxxxxxx> wrote:

> >>>>>> i wonder is it possible to have
random unit type transformations for

> >>>>>> instence i have a curse that
could turn a unit into a random creature

> >>>>>> lets say i have cat, dog, and
bird as the argument and when i have it

> >>>>>> cast on a unit the game engine
will randomly selects one of the unit

> >>>>>> type i have placed in it and
then turn that unit into the randomly

> >>>>>> selected unit type

> >>>>>>

> >>>>>>

> >>>>

> >>

> >>

> >

>

>









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