[ian-reeds-games] Re: where to start

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 19 Feb 2013 20:47:28 +0200

I think what he wants is an effect that does damage when it fizzles,
or something in that line.  If you're thinking about something like a
time bomb, you could summon an AI-controlled unit/structure that gains
a point each turn and has a skill which destroys it and causes damage
which requires the same number of points as rounds you want it to take
before going off.  Having terrain able to do things like that would be
cool though, for example to create earthquakes and weather conditions.
 Not really sure how that would work though.

On 2/19/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
> Hi Richard,
> I am intrigued! I can't wait to see what you made!
>
> Ok, I  think what you mean is that you want a unit or structure to wait a
> certain number of rounds before useing a certain skill.
> A terrain by itself cannot do this, but the unit'/structure can.
>
> I guess the best way to explain this is thru a few examples.
>
> The first will be something that already exists.
> If you look at the zombie map, at the zombie unit file, you will notice the
> hunger_max=5.
> Hunger is actually a timer point. It ensures that the zombie doesn't use
> bite every time it attacks, but only once every five rounds.
> In this case, the zombie starts with the full hunger. If you look at the
> bite skill file, you will see that the hunger_cost=5 flag, and so what
> happens is that the zombie will use the  bite skill, then  will wait five
> rounds before it could use it again. I think the bite skill also has a
> ai_curse flag to make the zombie attack with the bite the first chance it
> gets.
> To make sure the zombie gets that hunger back after useing it, I put
> hunger_start_turn_restore=1 in the default unit flag file so that it would
> regenerate that point.
>
> Now, it sounds like you want to have the unit/structure not start out with a
> full "timer point".
> That is easy. You  would just use the point_current=X flag. Point being what
> you use for a timer, X being the number of rounds you wanted it to wait till
> it till it could be used again.
>
> So for the zombie example, if I used all three flags in the file,  it would
> look like this:
> hunger_max=5
> hunger_current=0
> hunger_start_turn_restore=1
>
> With the skill that you want to go off, you  will want to put in an ai_flag
> to make it so the computer knows what to do. ai_attack or ai_curse works,
> and in your description, it would be ai_tile_curse. I think the guide says
> that it will cast the skill on a tile where enemy units are, so that might
> not completely work, if you just want it to affect a certain tile with noone
> on it. Then again, I would test it anyway, just to see what happens.
>
> Other then useing the start and end restore flags for timers, I don't really
> know how else to force the computer/evil unit to act at any given time
> during a turn.
>
> If you wanted the unit/structure to go first, you can actually  put into the
> map file, or the default map file if you want this to effect every map in
> the map pack, the player_team= flag. So a player could have team 2 and
> actually move their units after the computer takes it's turn.
>
> Also, if the unit/structure is is the computer, you might want to  winnow
> down it's skills to what is essential. Alot of times, a computer controlled
> ai unit will still not quite do exactly what you want, so narrowing it's
> choices helps it to act appropriately to the situation. I have that problem
> with my starship map. The enemy computer ships like to use the  secondary
> phaser weapons, over the much more damaging primary weapons like photons and
> disruptors.
>
>    If a specific tile is absolutely the way it has to be, and if the unit is
> the computer controlled antagonist, then what might help is to  stick a
> useless unit/structure on the tile. When the skill for the evil unit becomes
> ready, it will see the worthless unit/strcture and attack it witht he skill,
> as long as it is in range, and is considered weaker then other potential
> targets. The ai goes for the weaker units if it can,
>
> I don't know if any of that helped, but hopefully it will give you some
> ideas.
>
> al
>
> "The truth will set you free"
> Jesus Christ of Nazareth 33A.D.
>   ----- Original Message -----
>   From: Richard Claridge
>   To: ian-reeds-games@xxxxxxxxxxxxx
>   Sent: Tuesday, February 19, 2013 6:04 AM
>   Subject: [ian-reeds-games] Re: where to start
>
>
>   Hi Al.
>   That was extremely helpful, thanks.
>   I'm a good way into my first map pack now,, I've created all my units,
>   skills etc, and am just about to test everything out on a test map.
>   Then it'll be creating the proper maps, testing everything through and
>   I'll be done and ready to share it.
>   I just have one question, for now anyway lol. Is there a way to have
>   an effect that causes damage after a certain number of turns rather
>   than at the beginning and end of every turn. Like having a skill that
>   has the effect of putting a timer on a tile so the effect occurs after
>   x turns?
>   I hope that makes sense.
>   Thanks Al and everyone else.
>   Richard
>
>   On 2/17/13, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
>   > Hi Richard,
>   > No problem and no worries. This is exactly the reason for a list int he
>   > first place.
>   >
>   > I think you should go to the user guide and follow the step by step
>   > instructions instructions on how to copy and rename the  getting started
> map
>   > pack folder so you can do testing and experimentations without worrying
>   > about messing up a map pack that works.
>   > I did that myself and it was of incredibly huge value to me to be able
> to do
>   > that.
>   >
>   > units and structures are essentially the same thing. The only
> diffrences
>   > really, are that units are  have seperate hot key scycle thru buttons
> then
>   > structures, and that structures are there to represent those objects
> that
>   > exist, but do not have a team that needs to take a turn and are , for
> the
>   > most part, inanimate.
>   > On the zombie map, for instance, the doors, and big window to the left
> side
>   > of the house are structures. So are the walls int eh shed and the fence
> bits
>   > that are destroyed by the zombies. As you play thru the map, you notice
> that
>   > the doors can do nothing without the interaction of a unit, and some
> are
>   > just "pretending" to be terrain. Terrain does not hold points, so they
> are
>   > not easily manipulated as a structure can be.
>   > Not alls tructures are inanimate objects. They can also represent  a
> type of
>   > object that can produce units like spawn points. Or can be used for
>   > representing giagantic objects that don't get involved with other units
> in a
>   > combat oriented fashion. For example Craig's command and conquer map has
> the
>   > construction structure which can build other structures around it, which
> can
>   > also produce units. The structures do not fight themselves, but are able
> to
>   > be destroyed, so they are structures.
>   > For example, using star wars as an example...
>   > A jedi knight would be a unit, an x wing fighter can be a unit, the
> death
>   > starshuld probably be a structure. A door that blocks the units from
> going
>   > thru it should be a structure, if you want the player to get thru the
> door
>   > in some way involveing destroying it thru attacks of some sort. r2d2
> should
>   > be a unit, as would a battledroid. Jabba the hutt I would make a
> structure
>   > since he isn't a fighter, doesn't do much of anything but lay there. See
> how
>   > that works? I hope that helps you .
>   >
>   > Skills and points are diffrent in that skills use points to perform an
>   > action or ability..
>   >
>   > Points in and of themselves do not do anything, except when their values
> are
>   > at zero, which a certain flag allows them to perform an effect. An
> example
>   > of that is the point file labeled health. It will have a at_zero=death
>   > flag.
>   >
>   > Skills are actual powers and abilities of a unit. Points are really
> just
>   > containers that hold a number value.
>   > Points are always found int he  flag line of the object. A flag  gives
>   > points, takes points away, holds a points current value, and are used
> for
>   > allowing a unit to perform skills.
>   > Some points are restored every turn, while some are static. It all
> depends
>   > ont he flags that manipulate points that you put into a unit's flag
> line, or
>   > what flags you put in the default unit flag text file.
>   >
>   > The default unit  flag text file, includeing the structure and map
> default
>   > files hold flags that  are used  by all the objects within the folder
> it
>   > represents.
>   > So if you put in actions_max=20 into the default unit flags file, all
> units
>   > will now have that flag in it. It won't be in the individual units, but
> it
>   > will none the less be there in game.
>   > These are great to have cause alot of the same stuff everything uses can
> be
>   > placed in it and it would cover the entire folder. Flags that restore
> or
>   > inflict point values can also be placed within. Any flag would work in
> it. I
>   > sometimes wish there was a default unit skills text file sometimes,
> lol.
>   >
>   > Anyway, I hope all that helps. I don't know if I explained very well
> what
>   > information you are looking for.
>   >
>   > After you play around with the copy of the getting started maps, you
> can
>   > start to build your own. I did mine from  the copy itself, but then, I
>   > decided to build them from scratch. I did that  so that I could become
> more
>   > familiar with everything, which would help me to trouble shoot. I also
> made
>   > a lot of stupid mistakes but hey, I had to do that to get proficient.
>   >
>   > When you are ready to build your own map pack, remember that you need
> at
>   > least onedamage type as the default. You need at least two or three
> diffrent
>   > points int he points folder, and you will need at least one map file.
> Skills
>   > you will need are movement and one type of atttack, and at least one
> unit
>   > which you can flip teams on int he  e map editor.
>   >
>   > Everyone builds their maps diffrently. I like to  think about the points
> I
>   > am going to use, then jump to units and skills. Others map out the
> entire
>   > thing before working on anything else. Some work on units first, or
> sounds
>   > even. It is all good, however it works for you, is just fine.
>   >
>   > Do you know what your first map will be? I am really interested. Also,
> I
>   > would recommend checking out all the maps with the latest dev version of
> the
>   > game to see what  the broad possiblities of this fantastic game. I
> really
>   > like star wars, and tomb robbers, while Kingdom of war is the trail
> blazer
>   > map pack that was a real source of inspiration and enjoyment. Austen
> does a
>   > really good job of balance, especially the first map of the series.
>   >
>   > Also one more thing. When you make your map pack, you might want to
> decide
>   > on how the units use actions/movement. The standard way is to have
> actions
>   > do both. I seperate actions and movement so that they are independant
> of
>   > each other. Either way is valid and just fine, but  knowing how you will
> do
>   > that will affect everything else you make, since the classic method
> will
>   > require more  points for actions since it can be used for two diffrent
>   > foundational skills. Seperating them  uses less points, but if you plan
> on
>   > making  skills that affect movement and actions in a positive or
> negative
>   > way, putting more points in and then adding or subtracting the cost
> might be
>   > useful. It all depends onwhat you like and what makes sense to you.
>   >
>   > Well, I hope that helps you out. I really am interested in what you want
> to
>   > make for a first map!
>   >
>   > al
>   >
>   >
>   >
>   >
>   >
>   >
>   >
>   > "The truth will set you free"
>   > Jesus Christ of Nazareth 33A.D.
>   >   ----- Original Message -----
>   >   From: Richard Claridge
>   >   To: ian-reeds-games
>   >   Sent: Sunday, February 17, 2013 1:25 PM
>   >   Subject: [ian-reeds-games] where to start
>   >
>   >
>   >   Hi all.
>   >   I love this game already, and have played through a few different
>   >   peoples maps. I love One Shot Wonders although I've not finished it
>   >   yet, so complex and detailed, I think its great. I also love the Star
>   >   Wars one, as a big Star Wars fan I was wondering if you are going to
>   >   add more to this as I think its absolutely awsome.
>   >   What I was wondering is if anyone can give me advice on how to start
>   >   on doing my own maps and game. What should I do first and what do I
> do
>   >   if theres something that I can't work out how to do.
>   >   Theres a lot of detail in the user guide but I am still getting
>   >   confused with some of the bits, like what exactly points are and how
>   >   they differ from skills. and the difference between units and
>   >   structures. there are other things but I hope to work some of them
> out
>   >   myself as thats half the fun. But really, where do I start?
>   >   Any advice from you experts would be much appreciated.
>   >   Thanks
>   >   Richard
>   >
>

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