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 >