Page 2 of 2

Posted: Tue Sep 27, 2011 12:10 pm
by Merr
pipfromslitherine wrote:This is very cool. Random maps each time - so you really have to be on your toes! Once again I am bowled over by the things that people can do with the scripting :).
Pip,

I'm glad that you had a chance to look at this. It's by no means perfect. There's still a lot to be done and it's only the tip of the iceberg.
And yeah ... Amaris' Random Map plays the biggest role, my OOB rolls in as #2, Carryover arrives as #3.

Basically, I call this a laboratory experiment using ....
- Maze ... amaris map.
- Mice ... random platoons (white mice vs brown mice)
- Cheese ... victory locations.

So ... the maze is built, the mice are throw into the maze, bits of cheese are tossed out. When the rival white mice meets the brown mice they fight, otherwise they go around looking for the cheese!

I'm working on different kinds of tasks for the mice (attack/defend) ... heck, this might be more like the red ants versus the black ants! Perhaps having worker ants (transports) milling about, army ants defending the nest ... blah blah blah.

Oh, what a job it is to write conditions for the AI (ugh!).

Merr

Posted: Tue Sep 27, 2011 2:51 pm
by pipfromslitherine
I think you guys have the 3D exporters working fine now, although I'm not sure the current infantry animations will work for mice... or ants...?

;)

It's all pretty cool. I am looking at how we might add on some plugin-type controls to allow the user to set up the battle to their own desires. I'm not sure of the flow, where the UI would appear, but I think it is doable.

Cheers

Pip

Posted: Tue Sep 27, 2011 5:56 pm
by Merr
pipfromslitherine wrote:
It's all pretty cool. I am looking at how we might add on some plugin-type controls to allow the user to set up the battle to their own desires. I'm not sure of the flow, where the UI would appear, but I think it is doable.
I was thinking about that ... such as ... Having the Force Selection Menu UI appear with a UI that duplicates a plugin UI. At this point, the globals can be set by the user.
But yeah ... Hopefully it would work without a flow change.

I was really going to make an easy test and create a "tileset unit" that costs 100 points ... When the force UI appears, the player has to select one of 3 (4 if arnhem) "units" which will actually set the tileset global, then this fake unit will be removed and hopefully everything should flow naturally.

Anyway, that's too much thinking out-of-the-box and my brain hurts now :wink:

Posted: Sun Oct 09, 2011 10:47 pm
by djddalton
AWESOME work merr! Really enjoyed this (and the many panthers I had to kill ;p)

A few pennies to spend -
- I think you have changed frontal armour to =45 degrees (can't get those panthers at that angle...this makes MUCH more sense! >>>or have Slitherine done this in the update? Also wouldn't it be awesome to increase deflections for the angle of the contact surface?

- I can't capture VPs sometimes - either to do with the units or the VPs themselves - just means I have to wipe out enemy force :p

- What happened to trackhit? (other than immobilise not working)

- when do we get some more?

Thanks!

Posted: Tue Oct 11, 2011 2:21 pm
by Merr
djddalton wrote:AWESOME work merr! Really enjoyed this (and the many panthers I had to kill ;p)
Great! I'm glad you like it ... Amaris' random map make's the cake, replayability is the key!
djddalton wrote: - I think you have changed frontal armour to =45 degrees (can't get those panthers at that angle...this makes MUCH more sense! >>>or have Slitherine done this in the update? Also wouldn't it be awesome to increase deflections for the angle of the contact surface?
No changes were made on armor on my part and it doesn't appear to be any on Slith's part. More detailed angles are possible (codewise) but I'll have to add the angle-to-angle check and apply that change to the base armor array.
djddalton wrote: - I can't capture VPs sometimes - either to do with the units or the VPs themselves - just means I have to wipe out enemy force :p
Hmm ... Are the VP's in cover terrain, like forest, buildings, or rough? Basically, vehicles can't capture these VP's ... I did this on purpose (no check for VP locations) because I wanted the player to use their infantry. Also, if by chance, all the VP's are dropped on terrain that vehicles can't capture, then your tactics change to an all-out-wipe-out to win.
djddalton wrote: - What happened to trackhit? (other than immobilise not working)
I might add a lite version of TrackHit! to a mutiplayer version, which includes the detailed shots plus immobilization, maybe later.
djddalton wrote: - when do we get some more?
I built a Quick Battles! campaign, solo and multiplayer ... I'm currently struggling with "Trapped Units" during deployment but I have a workaround if I can't solve the issue. The problem is that vehicle units are trapped by impassable terrain during some map setup's ... this is awefull ! Can you imagine the players face :shock: when his Tiger is stuck on one corner of the map and there's no way to get him from point A to point B? .... The workaround is that all vehicles start on "road" tiles. I need to talk to Pip about a function that doesn't seem to work correctly.

Thanks

Posted: Tue Oct 11, 2011 9:10 pm
by djddalton
Merr wrote:
djddalton wrote: - I can't capture VPs sometimes - either to do with the units or the VPs themselves - just means I have to wipe out enemy force :p
Hmm ... Are the VP's in cover terrain, like forest, buildings, or rough? Basically, vehicles can't capture these VP's ... I did this on purpose (no check for VP locations) because I wanted the player to use their infantry. Also, if by chance, all the VP's are dropped on terrain that vehicles can't capture, then your tactics change to an all-out-wipe-out to win.
No the VPs in question were on open ground..however i'm not sure they were carryover units? I took them with infantry, halftrack and an AT gun but they all remained iron cross...

Posted: Tue Oct 11, 2011 11:40 pm
by Merr
djddalton wrote:
No the VPs in question were on open ground..however i'm not sure they were carryover units? I took them with infantry, halftrack and an AT gun but they all remained iron cross...
Ok, thanks ... I'm using the Slith_VP logic so I'll need to verify (again) the flag location(effect marker) and the VP location (x/y) concur.

If they don't match (for some reason) I'll need to fix it.

My only guess is that there's an extra flag marker out there that doesn't do anything (like you saw).... Or the flag is good but the logic for the VP is somewhere else on the map!

Do you remember which battle # it was? ie, first,second, or third?

Thanks,

Merr