On 2/19/13, Zak Claassen <zak.claassen@xxxxxxxxx> wrote: > 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 >> > >> >