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Author Topic: Telepath Tactics - opinions  (Read 93832 times)

CraigStern

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Re: Telepath Tactics - opinions
« Reply #225 on: December 15, 2012, 03:44:20 PM »

That's not supported yet, but it's possible that I could add support for that.
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #226 on: December 17, 2012, 12:22:04 AM »

That's not supported yet, but it's possible that I could add support for that.
I look forward to it.

On a related note, could one give a boss condition to an non-character unit.  For example: One can win the mission by destroying a bridge, bolder, or a monument.

CraigStern

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Re: Telepath Tactics - opinions
« Reply #227 on: December 17, 2012, 07:58:10 AM »

On a related note, could one give a boss condition to an non-character unit.  For example: One can win the mission by destroying a bridge, bolder, or a monument.

The ProtectChar condition looks to see if the player has eliminated all instances of the named character from the battlefield. Every destructible object has a name of "None," which means that you'd need to set the condition to "None"--the other player would then have to destroy every destructible object on the field to win.

That's not very flexible, though; I can probably create a variation on that where it looks to the unit class name instead of character name.
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Ertxiem

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Re: Telepath Tactics - opinions
« Reply #228 on: December 17, 2012, 08:20:37 AM »

Would it be possible to use both types: character name and unit class name?
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Ert, the Dead Cow.
With 2 small Mandelbrot sets as the spots.

CraigStern

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Re: Telepath Tactics - opinions
« Reply #229 on: December 17, 2012, 12:41:05 PM »

Sure! You can stack as many conditions as you like onto Telepath Tactics battles.
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #230 on: December 26, 2012, 11:37:30 AM »

On a related note, could one give a boss condition to an non-character unit.  For example: One can win the mission by destroying a bridge, bolder, or a monument.
The ProtectChar condition looks to see if the player has eliminated all instances of the named character from the battlefield. Every destructible object has a name of "None," which means that you'd need to set the condition to "None"--the other player would then have to destroy every destructible object on the field to win.

That's not very flexible, though; I can probably create a variation on that where it looks to the unit class name instead of character name.
Could one name the destructible objects before giving the ProtectChar condition?  For example: One could name all the bookshelves "Enemy Intelligence" and then it would require the player to destroy all the named booksheleves to win, while not requiring the character to destroy all the non-named objects.


If a unit that has items in his/her inventory when he/she dies, then does he/she take the items to the grave?

bugfartboy

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Re: Telepath Tactics - opinions
« Reply #231 on: December 26, 2012, 02:20:12 PM »

Quote
If a unit that has items in his/her inventory when he/she dies, then does he/she take the items to the grave?
I thought it wasn't death, but rather "career-ending injury"?
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #232 on: December 27, 2012, 09:36:20 PM »

When a character is eliminated from the battlefield, he or she drops all items from his or her inventory on the spot where he or she was standing.
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #233 on: January 01, 2013, 07:30:14 AM »

I found another thing the AI needs improvement on.  While it is sometime okay for the AI to cause friendly fire, it should almost be forbidden to do so to the boss.  During the 2nd demo battle, it only took one Light Blast to kill the boss, because two enemy bronze golems hit their own boss.

Ertxiem

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Re: Telepath Tactics - opinions
« Reply #234 on: January 30, 2013, 04:24:14 PM »

With the TT Dialogue Editor, together with the Map Editor, it seems to me that Craig's cunning plan is to make it easy for a devoted fan to recreate TRPG2 and TSoG in TT! :)
With the added bonus that we may now play as the "bad guys"!
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Ert, the Dead Cow.
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #235 on: January 31, 2013, 12:01:36 PM »

I like the idea of how the Dialogue Editor's multiple branches allow for the game to expand outside a restricted linear plot.  This may make replaying the campaigns more enjoyable.

SmartyPants

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Re: Telepath Tactics - opinions
« Reply #236 on: February 11, 2013, 09:52:09 PM »

When giving custom attacks are the character animation and attack animation separate?  Can you for example use a Cryokineticist's cast motion and have an arrow come out instead of ice?

CraigStern

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Re: Telepath Tactics - opinions
« Reply #237 on: February 12, 2013, 09:48:34 AM »

When giving custom attacks are the character animation and attack animation separate?  Can you for example use a Cryokineticist's cast motion and have an arrow come out instead of ice?

Yes, projectiles and special effects are going to be handled separately from the character animations.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #238 on: February 12, 2013, 03:25:59 PM »

How difficult should it be to design your own animations?
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #239 on: February 12, 2013, 04:11:06 PM »

That depends on what you're aiming for. The game's default character animations are detailed and high quality, so you'll need some skill if you want to extend those. If you want to try creating something in a lower resolution, though, there's nothing stopping you.  I both want and expect people to try creating total conversions with totally different graphical styles. :)
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