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Messages - JeenLeen

#46
Just downloaded the installer and reinstalled.  In one fight, when attacking a certain unit in a certain location (it got frozen on the first attack and died after 1 or 2 more, still frozen) the targeting reticle did not appear.  It did appear for other enemies.  Screenshot attached.
Edit: the number of damage-to-be-dealt did not appear when I put the cursor over the unit, either.  I realized in the screenshot that my mouse is not on the guy, so I wanted to make that clear.

Also, on odd item usage (still haven't tested it well), one unit started its turn (or maybe moved to get an item bag then started its turn, but I think started its turn) using Runner's Cleats, then the word "Sprint" appeared on them (not sure if that means they used Spring or it meant it unlocked the power for them), then they ended their turn.  There's been a few times when an enemy uses an item then doesn't move towards me or attack, despite being able to.
Edit 2: after using Caffine Pills, the Engineer in the screenshot ended his action.  Then the enemy psychic moved, roughly as shown in the screenshot, before ending turn.  Just to give some context to an enemy acting odd after using an item.  (Engineer used it as starting action of that turn.)

Lastly, I noticed that sometimes when my turn begins, it seems to automatically end.  I think what is actually happening is that the menu that pops up when I start my turn pops up where my mouse is (not always, but sometimes) and I click 'End Turn' without realizing it.  While this is carelessness on my part, it is frustrating.  Maybe add a "Are you sure?" if a player Ends Turn while they have characters that can still act?
#47
How does play-by-email work?  This seems like an embarrassingly basic question, but I hadn't heard of that process before.  I imagine it's actually some synching between an e-mails sytem and the game directly.  Is that close to correct?
#48
Quote from: CraigStern on June 13, 2013, 08:24:20 PM
Quote from: JeenLeen on June 11, 2013, 05:13:02 PM
The 'Feedback' attack always states that it does the maximum damage, even if it actually does less (because the character has less than that amount of HP missing.)

Where? In the tooltip, or in the targeting reticle?

After I select the attack, when I put my cursor over the enemy I want to target and it gives the little preview of how much damage I will do after the attack, the same number (16, I think) shows up regardless of how much damage the attack will actually deal.
(Sorry, but I'm 100% sure which of the terms you used describe this.  I can get a screenshot over the weekend if needed.)
#49
Telepath Tactics (2015) / Re: Ship Tiles
June 11, 2013, 05:14:26 PM
It'd definitely be helpful in any ship or port-related adventures.  I could see using wooden floor tiles to represent it if ship tiles never get made, though of course it wouldn't look as good.
#50
The 'Feedback' attack always states that it does the maximum damage, even if it actually does less (because the character has less than that amount of HP missing.)

Also, if a cyrokineticist is pushed into lava and swims out, he uses the 'casting' action before moving onto land.

If I use an item (seen this with Focus Pills and Bandages), after the text for the points restored, the words "null 0" pop up on the character in the same font.  The same thing happens if I use the item a second time while fully healed (just no text for the amount healed shows up.)

Lastly with items, it seems that whenever an enemy picks up an item sack, it ends its turn.  I've also seen them do this after using an item (including a caster using Focus Pills).  In all times I remember, the enemy was not in attacking range of me, but they did have move left and it seemed like they would come after me. 
#51
Quote from: bugfartboy on May 26, 2013, 10:22:33 PM
Quote from: CraigStern on May 26, 2013, 02:39:41 PM
Update! I have finally cast the much-disliked Right-Click Context Menu into the fires of Mount Doom. In its place, right-clicking an empty spot on the battlefield now deselects the current character.

To handle the functions that were previously in the right-click menu, there is a new menu accessible from the Actions window. Whenever no character is selected, click the "Gear" button that appears--it will open the new menu.

The installers have been updated.
Just from reading this, I'm not sure what I think of removing the right click menu. I thoroughly enjoyed it. Perhaps it could be returned as an option?

I felt iffy about it when I read it, too, but after seeing it in play I like it.  Right-clicking brought up a toolbar, from which you can get to the options that were in the earlier menu.  It makes it a lot harder to surrender or quit by accident.
#52
In campaign mode, could it be set so that any item bags on the map are automatically collected when you win a battle (like in Ogre Tactics, I think)?
I could see having the main character be the default receiver of all such items.

It's frustrating to kill someone who has an item or gold last, or to make bad tactical decisions to collect item sacks.  (Although I can see having to make the decision about whether to focus on items or enemies as a sound part of the game... Not being able to bust open every barrel after combat ends makes sense, but it just doesn't make sense to me that the party would leave supplies laying on the ground.)
#53
Another from campaign mode in the 1st scene (Training): if I destroy a barrel, Grant's dialog starts and the battle ends.  This happens whether I destroy one on the 2nd or 3rd turn, and happens immediately after the barrel is destroyed.

(As a side question, do barrels always have items, % chance of having items, or when designing the map you code what barrels have items?  Likewise, if items, are they randomly determined or coded beforehand?)

Quote from: Nendrel on May 25, 2013, 05:53:09 AM
Hi Craig.
I have the next issue on version 0.455.337 (i think it is the last one). When i try to quit the battle/game, the battle is reloaded instead. If I choose to surrender, victory music is played and the game is crashed.

That sounds like what I was seeing (#3 in my post above), although I read it as 'defeat' music instead of victory music.
#54
I haven't checked the item bug again, but I found something new (and just downloaded and upgraded with the new installer about 11 PM EST May 24).

I put in a battle using the specs in the attached screenshot.  When the battle started, it said Player 2 won.  The banner for winning has 0 in all its attributes (damage dealt, items grabbed, etc.), but 150 points.  I tried another time and it was player 1 that won.
EDIT: It hit me that only the normal 3 units per army appeared each time I tried this.  Maybe due to the small map it didn't generate a general?

This is the only time I tried another battle (4-players, 1 human, rest CPU, on the Stonebridge) and this did not happen.  I tried 2 players on Stonebridge, and it error did not occur.  It also occurred if I set the respawn rate to none (not sure what that does, so I was experimenting by setting it a value).

I did notice a few interesting things, though.
1. I could damage my general and it would take him to negative HP instead of killing him.

2. If I exit a battle screen while the points are still tallying (making the sound effect as the points accumulate 'ching-ching-ching'), the sound effect persists.  The sound continues even if I start a new battle, but it does end if I let the new battle's ending 'ching-ching-ching' sound stop.  (EDIT: same also happens during Campaign mode, and has it persist through the next battle.  Persists also if you Surrender or Quit Game while it's continuing, even through the 'defeat music' Surrender causes.)

3. In Campaign Mode.  I choose Surrender, and the defeat music plays.  But nothing happens.  I click to bring up the menu, and choose Quit Game.  The battle results.  (Same happens if I choose Quit Game first.)  There was no way (that I could see) for me to quit to the title screen.  (Also it didn't ask me "Are you sure?"  I know that was a feature you are planning on adding, but I mention this in case it was supposed to be in already.)

4. In the 4-way battle on Stonebridge, when I choose to 'Surrender' in hopes of ending the battle, the other enemies (all CPU) kept fighting.  Is there a way to cause the battle to end early?  I thought there was, but I didn't see it when I looked at the menu.  Ended up Ctrl-Alt-Del to get out.
#55
Is it intentional that an Enthralled unit cannot give its items to one of your units?  (In other words, if I enthrall an enemy unit, when I control it, I cannot make it give its items to one of my units.)  That would be nice to be able to do. 

It's not a big deal, though, since I can make them drop the item and then have my unit pick it up.
#56
I mentioned something like this a while ago, but I think I figured it out a bit more.  A couple times the game has glitched after a computer-controlled unit, as the first action of its turn, uses an item.  At first I can do nothing but click on things to see movement ranges, stats, etc, but if I hit F1 to open the options menu, then I can click on an enemy unit (any unit in that army, not just the one that used the item) and control it.  Last time I got it to move, but then the enemy AI took back over.  The enemy unit I moved did not take an action (it was in position to attack another CPU unit of an opposed army).
In case it matters, I think the item adjusted resistances and was one of the elements (light/dark?).  Last time this happened, it was the slash/pierce/crush item.

This was not on the latest install, but I mention it now because I cannot easily replicate it (can't force a CPU-controlled unit to use an item).
#57
A couple questions about Create attacks and non-Create attacks that create units, with a possible request depending on the answers. 

In the manual, it states
Quote
25. creates – if this is a Create attack, place the charname or classname (if a character with
a charname of random) of the character being created here. If creating a destructible
object in this way, use the spritetype instead. (For instance: if you want to create a
Wooden Barricade, put BarricadeWood.)
• If this is not a Create attack, you will most likely want to leave this set to none. If
you put something else in here for a non-Create attack, it will signal to the game that
it should spawn the named character or object in place of any character killed by the
attack. (For instance: if you have an attack called Petrify, you can set the creates
property to Boulder to make the game replace any characters killed by Petrify with a
boulder.)
• For non-Create attacks, rather than specifying a particular character or object, you
can set creates to -CLONE- to simply replace the dead character with a new copy of
itself.

26. createdOnTeam – this tells the game whether thing being created is added to the
attacker's team, or whether it is an object without a team. If the former, set this to
MyTeam; if the latter, set this to Objects.
• If this is a non-Create attack and createdOnTeam is not set to either MyTeam or
Objects, the game will spawn the character or object on the same team as the
character that was just killed. If this attack's creates property is set to none, just leave
this blank.

Is this correct: if a non-Create attack has a value for "creates" but has "createdOnTeam" blank, the thing created that replaces the unit killed remains on the same team that the dead unit was on.  For example, if I made (for some reason) a Light attack with creates=PsyHealer and createdOnTeam="" called TransmuteToHealer, then I use it on EnemyArmy's Swordsman, kill it with the attack, it would then turn into a Healer on EnemyArmy.  That correct?
On the other hand, if "createOnTeam" was set to MyTeam, the Healer would be a member of my army.

Is it possible, or will it be possible, to spawn a unit aligned to another team than one's own?  Basically summoning a unit that fights for a team you are also fighting against.
If no, I can see not taking time to make it possible.  The only times I can think of using such a power would be in a multi-PC free-for-all where summoning a member of party B might help weaken party C (assuming I couldn't summon anyone to my own party), or possibly as a plot device to have an enemy summon innocents (i.e., very weak NPCs) on an allied team, perhaps having the plot branch in a certain direction if too many get summoned and killed.  (Tactically, that wouldn't help the enemy at all, but it could be cool plot if one can motivate the player to actually care about the NPCs.  :P)

A couple other questions:
As a tangent, in a campaign mode, if you use create attacks to spawn new members of your army, do they stay persist as members as the battle ends, or just last for that given battle?  If they persist, would that cause the game to crash if you summoned too many allies (more than the maximum party size)?

If you destroy an object with a damaging non-Create attack that uses create (say, the TransmuteToHealer from above), would the Healer be spawned, or does it only work if a unit is destroyed?  (I am not recommending it work this way, but curious.)

Edited: corrected a typo
#58
If I've made any mods to the text files or created new text files for modding, will those modifications be preserved when I download a new version of the installer and click to Update?

I can easily save any mods in a seperate location if that is a danger, but I wanted to check.
#59
I was checking the bug I found about shoving on Donut Tower and found another interesting one.

If I push a person down the tower, such that they would land where another unit already is, they 'fell' back up to the end.  In the attached screenshot, I pushed a soldier from the spot marked with an X.  They fell to where the spirit was, then continued to 'fall' to the next square.  (I circled the unit.)  It turn falling damage and was stunned; the spirit was also stunned, but I forget if it actually took damage or just a 0 showed up.  (See Push.jpg).

I tested another example later, where the square behind the unit (i.e., where the guy 'fell' to in the above example) was occupied.  In this case, the person fell to the side.  In every case, the person it fell on took 0 damage but was stunned.  After the archer drowned, I tried it with the golem and it fell to the other side, landing on the ground instead of the water.  See Push_2.jpg for a screenshot when just the archer had fallen.

I then tried pushing someone such that the path they fell had a flying unit in the way, and it froze again.  (I tried this to make sure the bug I mentioned earlier wasn't fixed in a more recent installer.)
#60
Another thing, this time with a screenshot.  It was a 4-way battle (the white is my army, the other 3 CPU).  The party with the stone golem in the screenshot started, the golem used the + all physical defenses item, and then then did nothing else.  (Music and snow kept on like normal; the AI just wasn't doing anything.)  Eventually, I found out that if I hit F1 to bring up the options, then Xed out of it, I could control the army with the golem.  I just did 'End Turn', and the next army did nothing.  F1 let me control one of them and end it, too.  For the third, I told the unit to attack something or move (don't remember; sorry), and it rotated to do the action, but didn't actually do anything.  The snow kept moving for a while, but eventually stopped.