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Post by Aves Dominari on Oct 24, 2012 1:00:41 GMT -5
*Game-crashing typo is now fixed Gotta learn to test every change, no matter how small
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Post by Aves Dominari on Oct 24, 2012 11:06:31 GMT -5
*Now compatible with 8.2
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Post by Kyzrati on Oct 24, 2012 11:52:13 GMT -5
I'll play this some time in the next few days and help you test out the semi-final version.
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Post by Aves Dominari on Oct 26, 2012 15:01:12 GMT -5
I've been playing it on and off the past few days, and I'm honestly ready to call it a finished project. Here's the last version, with a slight change to the watchtowers (why didn't anyone tell me they were skewed?).
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Post by Kyzrati on Oct 26, 2012 19:11:38 GMT -5
I'll be trying out the latest version some time today, and may have some suggestions or fixes. If not then we'll say it's done and I'll put it on the blog soon. I didn't have any watchtowers in the one game I played so far (just glanced at them earlier when I was testing your spell, so I didn't really interact with them ).
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Post by Aves Dominari on Oct 26, 2012 19:39:31 GMT -5
Yeah, turns out the top layer was displaced to the north so the supports didn't line up ;p
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Post by Kyzrati on Oct 27, 2012 9:36:54 GMT -5
Played a long game this evening--definitely a nice job for a mod done so quickly. Some notes: - Why not have the orcs always face east at start? Makes more sense to have them facing towards the direction they're heading.
- I didn't know the skeletons in the sarcophagus were friendly, so I attacked them and they gave my warlord EIGHT critical wounds (had enough healing powder left to heal 7 of those, so he lived), then they took off. No way to know those guys are friendly, would help to have a message hinting at it. ...No, wait, I'm not sure what those guys were doing. Later on some enemies approached and the skeletons took off, attacking no one. My archers were also reaction firing at their movement. Hm.
- Skeletons shouldn't be the exact same color as peasants. I kept confusing the two. Another way to differentiate if you still want to use white would be to give the skeletons some kind of armor.
- Bright green for the "shock troopers" doesn't really fit in. Maybe a slightly darker shade of green than _5...
- I didn't see the Shade in my game, but saw it in the data: Having a totally black enemy (or is it supposed to be an ally?) is a pretty cool idea!
After you do any more tweaking (don't mess anything up! ), upload the final and I'll move it to the blog.
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Post by Aves Dominari on Oct 27, 2012 13:05:01 GMT -5
The orcs are supposed to face east, but for some reason they never do.
[ENTITY]"Orc Grunt" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Leather Armor" [ITEM][ul] [ENTITY]"Orc Grunt" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Leather Armor" [ITEM][ul] [ENTITY]"Orc Grunt" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Leather Armor" [ITEM][ul] [ENTITY]"Orc Archer" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Leather Scraps" [ITEM]"Bow|Arrows|R.Hand" [ITEM]"Dagger|NONE|L.Leg" [ITEM]"Arrows|NONE|Backpack" [ENTITY]"Orc Archer" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Leather Scraps" [ITEM]"Bow|Arrows|R.Hand" [ITEM]"Dagger|NONE|L.Leg" [ITEM]"Arrows|NONE|Backpack" [ENTITY]"Varg" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ENTITY]"Orc Warlord" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Plate Armor" [ITEM][ul] [ENTITY]"Orc Elder" [FACTION]"XCOM" [CUBE](0,0,0)(0,59,0) [FACING]E [ARMOR]"Robe" [ITEM]"Staff|NONE|R.Hand" [ITEM]"Fuming Vial|NONE|Belt" [ITEM]"Fuming Vial|NONE|Belt" [ITEM]"Fuming Vial|NONE|Belt" [ITEM]"Healing Powder|NONE|Backpack" Maybe it has something to do with being randomly placed?
As for the skeletons (and the shades), that's behavior I've seen since I implemented them. It seems I haven't forced them to be AGG, though, so I'll put that down and see if it helps. Also, the skeletons will only spawn if you're close to them, so running in, grabbing the weapons and running back out will stop them from spawning at all. (The idea behind the undead was that they were vengeful spirits that attacked anyone that disturbed their slumber, like stealing their shit or destroying their monuments, so they certainly are not friendly ;p)
I'll do the color change, though; Skeletons now have Ancestral Armor, the Shock Troopers are a darker gray than the other soldiers, and the deadly Archers are in the middle so you can identify them easily as well. I also made the Warlord a dark sepia instead of gray, and the Varg is now dark red instead of amber.
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Post by Kyzrati on Oct 27, 2012 20:21:56 GMT -5
Ah, well darn. You shoulda told me about the non-facing-east issue. Would have fixed that in 8.2. Sounds like a problem, although I've never anything like it before so that's interesting--facing has nothing to do with placement internally. I'll look into that one.
And you definitely have to set the skeletons to be AGG, since the default allows them to spawn randomly with the SCOUT or NORM AI, which wouldn't be preferable given the intent. Then no message would be needed, because I assumed they were enemies, just surprised they didn't attack except to counterattack.
Unfortunately I didn't see any good weapons in the crypt, just two chipped pikes which I figured weren't useful and just left there.
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Post by Kyzrati on Oct 27, 2012 20:52:20 GMT -5
I figured out the facing issue: It's because your areas are rotating towards the road, and rotating everything inside as well (including the entities that were placed). Globally placed (~MAP) entities should probably retain their facing even after an rotation. That doesn't really fit into the system the way I have it now, and I'd have to do another release to fix it, so we'll leave it as is for now. They almost always face east or north anyway, so it's not a huge deal.
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Post by Aves Dominari on Oct 27, 2012 21:21:50 GMT -5
Every weapon in the crypt is at least a slight upgrade from your normal weapons; the chipped pikes are slightly better than the standard two-handed weapon, the rusted swords are better than the usual one-handed weapon, and the daggers... well, you should be excited about the daggers.
I honestly never really cared about the facing issue; with the other stuff going on I figured that a facing issue was abut the lowest priority ;p
Unfortunately, the skeletons are still not aggressive. The shades are, by all means, but the skeletons still just run out of the tomb after they rise.
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Post by Kyzrati on Oct 27, 2012 21:39:33 GMT -5
I'll look at the skeletons this afternoon, though it's odd because from the data they seem to be handled in the same way as shades. The code will tell me. The code never lies... except when it's being deceptive
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Post by Kyzrati on Oct 28, 2012 0:43:59 GMT -5
Okay, figured it out. The Undead race is incompatible with using normal weapon items, so the skeletons are fleeing because they can't use their weapon.
The Monster_Arms anatomy includes arms that are capable of using natural weapons only (those designated 'N' for UseSlot in items.xt). They can't use normal gettable, equippable weapons (so your Varg uses them correctly). Humanoid_Alien would be appropriate for Undead, since the only difference there is they aren't affected by critical hits (but can still equip items, like the aliens in X-COM).
Your Mounted Human is going to do the same thing (flee), since you equip him with a sword, but give him the Monster_Arms anatomy. He may as well just use the Human anatomy.
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Post by Aves Dominari on Oct 28, 2012 1:02:46 GMT -5
Oohh. I see. The main reason I didn't want the Mounted Knight to just use the human anatomy is that when the horse died and the knight dismounted, there would be an extra sword lying around that didn't come from any logical place. As for the undead, the shade uses a natural weapon as well, so I just used the Monster_Arms body type because I knew it worked with natural weapons. I'll make a Lance for the Knight (so he'll use the Lance while mounted and draw his sword when you dismount him) and another claw weapon for the skeletons instead of a sword. Thanks for the help!
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Post by Kyzrati on Oct 28, 2012 1:10:19 GMT -5
Ah, didn't even know you could dismount him (never met one), which I suppose you did through the special abilities. That's very cool! You can create that lance for him and just make it a natural weapon.
As for the skeletons you can use a different kind of sword if you want, just make it a natural weapon, or switch their anatomy if you want them to use the regular sword and drop it when killed.
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