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Author Topic: Telepath Tactics - opinions  (Read 132697 times)

CraigStern

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Re: Telepath Tactics - opinions
« Reply #330 on: July 22, 2013, 07:34:06 AM »

Thanks for the heads up. I'll fix that in a moment.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #331 on: July 22, 2013, 10:08:46 AM »

My day is made. One less thing to work around!


Side note: Turns out that the game will let an attack have a range of <0, but the attack becomes unusable in the process.
« Last Edit: July 22, 2013, 10:12:12 AM by bugfartboy »
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #332 on: July 23, 2013, 12:07:37 AM »

The AI is, quite literally, killer. In some sick twisted way it's kinda fun watching how it can take a mortal god and thrash your team with it. I congratulate you, Craig. It's more difficult to balance things, difficulty wise, than I originally thought.
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #333 on: July 23, 2013, 03:44:51 PM »

Heh. I'm glad you think so; I'm always worrying about the inadequacies of the game's AI. :)
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #334 on: July 23, 2013, 07:40:41 PM »

In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.

Any heads up on when specific dialog can be triggered more than once per battle?


~Edit~
On a side note, I'm happy the latest installer version worked for me! It was frustrating not having all the latest bug fixes and features (Namely the fatigue condition).


~Edit: Part 2~
How tricky would it be to add parameters to the OnAttackSelect? A character parameter and an attack parameter?
« Last Edit: July 23, 2013, 09:19:22 PM by bugfartboy »
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #335 on: July 24, 2013, 06:34:42 AM »

Will it be possible to have a win condition be to kill two boss instead of just one?

JeenLeen

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Re: Telepath Tactics - opinions
« Reply #336 on: July 24, 2013, 11:43:20 AM »

In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.

Another thing that's occurred to me is that the Assassin doesn't seem to ever use Leap attacks to extend its movement range or to leap over people to get a full backstab in.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #337 on: July 24, 2013, 12:12:40 PM »

In my honest opinion: at this point the only thing that would make the AI scarier is if it could intelligently use create attacks, which you already said would take quite some time to code.

Another thing that's occurred to me is that the Assassin doesn't seem to ever use Leap attacks to extend its movement range or to leap over people to get a full backstab in.
True! I suppose that would make it even trickier!
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #338 on: July 24, 2013, 05:11:20 PM »

Any heads up on when specific dialog can be triggered more than once per battle?

Soonish. ;)

How tricky would it be to add parameters to the OnAttackSelect? A character parameter and an attack parameter?

I don't see any reason why that should be too difficult.

Will it be possible to have a win condition be to kill two boss instead of just one?

You know you can do this yourself, right? Here's how you do it: have an OnCharDeath dialog for each of the bosses. In each of the dialogs, use SetVal to count up a variable (say, bossesKilled or something) and then use IfValGoTo (or IfValRun) to trigger a player victory when that variable equals two. Easy peasy!
« Last Edit: July 24, 2013, 05:14:35 PM by CraigStern »
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #339 on: July 24, 2013, 05:14:44 PM »

I noticed switch (and a pushing block, pitfall, and pressure plate) images in the Objects file... Are those magical intractable battlefield things from the Stretch Goals in our nearish future?


On a side note, is there currently any way to run dialog at the end of a battle, with a way to determine if the player won/lost?
« Last Edit: July 24, 2013, 05:19:27 PM by bugfartboy »
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SmartyPants

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Re: Telepath Tactics - opinions
« Reply #340 on: July 24, 2013, 06:01:11 PM »

Will it be possible to have a win condition be to kill two boss instead of just one?
You know you can do this yourself, right? Here's how you do it: have an OnCharDeath dialog for each of the bosses. In each of the dialogs, use SetVal to count up a variable (say, bossesKilled or something) and then use IfValGoTo (or IfValRun) to trigger a player victory when that variable equals two. Easy peasy!
Thanks for the help. Now I can have twin bosses.  ;D

CraigStern

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Re: Telepath Tactics - opinions
« Reply #341 on: July 24, 2013, 10:15:12 PM »

On a side note, is there currently any way to run dialog at the end of a battle, with a way to determine if the player won/lost?

Not currently.
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #342 on: July 25, 2013, 11:03:16 AM »

Do you plan on adding a way to load customized images into a campaign, without having to put the images into the installation directory? Object sprites, item sprites, character sprites, etc.
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CraigStern

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Re: Telepath Tactics - opinions
« Reply #343 on: July 25, 2013, 12:13:00 PM »

Do you plan on adding a way to load customized images into a campaign, without having to put the images into the installation directory? Object sprites, item sprites, character sprites, etc.

I've thought about it; it's not top priority, though. Is there any reason you don't want to have to stick them in the installation directory?
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bugfartboy

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Re: Telepath Tactics - opinions
« Reply #344 on: July 25, 2013, 12:45:14 PM »

Simpler campaign installation, I suppose.
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