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

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 19 Feb 2013 20:47:46 +0200

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
>>   >
>>
>

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