StormbringerGT
Chieftain
- Joined
- Jul 9, 2007
- Messages
- 75
I have been waiting greedily for this, got a more stable version out yet?
I have been waiting greedily for this, got a more stable version out yet?
I am still testing - I'll play a full game normally in a moment and see what comes up, probably put a version up for "p" later today.
I was thinking last night about FORTS, as they have been discussed on the main forum. I am thinking there are different ways to handle a ZoC.
Mechanically, we have the function which can be called when a unit moves near an improvement (used for the Guardian of Pristinus) which I'll use to attach a script to for forts. So what should the script do?
Options I can think of:
0. Do Nothing.
1. Wake up units in the fort. A bit like Sentry, but only if a unit actually walks past. Really this is just for player convenience.
2. Halt enemy units and stop them passing. Enemy units cannot move while the fort is occupied.
3. Halt enemy units. They can creep by one plot a turn, as they are only halted when they move, not frozen.
4. Damage enemy units. Damage is based on units in fortification.
5. (2) and (4) combined.
6. (3) and (4) combined.
Other effects forts could have:
a) grant a Siege option to enemy units near the fort. Units in the fort take damage each tun while beseiged. Damage increases if catapults etc. present.
b) grant a Sally promotion to units within the fort. Sally promotion wears off at end of turn and grants unit a withdraw bonus. May actually be a Sally action which grants the promotion to a unit in the fort.
c) increase chance of Defensive Strike (this may already be in, I haven't checked!)
I am not sure which options will play best, so I am thinking, include them all and use a settings.py to help govern which choices the player wants. Long term this may be difficult to balance, as I add features or tweak the AI, so probably only one type will be actually used "officially" and the others will be at-your-risk options, but I really can't tell which will play best until a few people have playtested.
Before I dive in to that, does anyone else have different ideas on what forts should do?
EDIT : regarding release
sorry, don't hold your breath; the game is now intermittantly CTD without any warning or anything. Just pop, desktop. Never seen the game exit so fast. Will investigate, but I have a bad cold and this looks liek it's not going to be just another bug-hunt.
EDIT2 :
ok, I bit the bullet and started deleting te world, half at a time. Narrowed the ctd down to "villagers" with HN; when I removed their HN status, crash did not occur. Kael mentioned in abother thread that there is a fix in patch "q" relating to units being dropped on top of HN units, this *may* be related, so maybe I will wait for 'q'. I'll use any time I have before that to start making these extra lex entries.
[to_xp]Gekko;7662351 said:your changes to forts sound great. can the AI be thaught to use them?
If it is a problem, I do not see why invisible units should be immune to the one tile movement. They have to be extra careful not to be caught in such a well guarded area, and so are forced to move slower.
Hey Marnok,
This looks great! Thanks for the hard work.
Request - Is there a way to just utilize the "fort as spell" capability? Are the other options toggles or all inclusive?
Thanks again, going to play around with it