version 1.171
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version 1.171
version 1.170 is published
Re: version 1.171
Did you update dev version?
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Re: version 1.171
i thought so, but if you write - it means not?
i go check
i go check
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Re: version 1.171
i gone wild and modified in about 10 places the spellcasting and effect handling codes.
the goal was to be able to make
- a triggered ON_DIE triggered setting
- where after unit dies will turn to a zombi
- but the new zombie raises infector player side!
so how it works
- undead (Player A owned) zombie bites a (Player B owned) flesh unit
- target got zombi infected
- if infected unit dies, will turn to a zombi on Player A side!
it is wortking but i might have killed some other things
uos already.
these are important to check
- other triggered effects
- other spellcastings
- other encapsulated castings (where there are related spells)
anyone can check these?
the goal was to be able to make
- a triggered ON_DIE triggered setting
- where after unit dies will turn to a zombi
- but the new zombie raises infector player side!
so how it works
- undead (Player A owned) zombie bites a (Player B owned) flesh unit
- target got zombi infected
- if infected unit dies, will turn to a zombi on Player A side!
it is wortking but i might have killed some other things
uos already.
these are important to check
- other triggered effects
- other spellcastings
- other encapsulated castings (where there are related spells)
anyone can check these?
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Re: version 1.171
IMPORTANT: DONT train zombies in your multiplayer games! as that will crash the game for others having no DEV version!
Re: version 1.171
Looks like zombie infection is working properly.
Any specific spells and effects you want us to check?
Any specific spells and effects you want us to check?
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Re: version 1.171
yes, thanks!
these:
- other triggered effects
- other spellcastings
- other encapsulated castings (where there are related spells)
actually any feature can work wrong if i messed up something.
and these needs test by quit and reopen game too between turns (as saving the game and reloading is different than playing in one run many turns)
these:
- other triggered effects
- other spellcastings
- other encapsulated castings (where there are related spells)
actually any feature can work wrong if i messed up something.
and these needs test by quit and reopen game too between turns (as saving the game and reloading is different than playing in one run many turns)
Re: version 1.171
Ok.
What about the effect in relation to tc's or other buildings?
I think that's a major test needed also.
What about the effect in relation to tc's or other buildings?
I think that's a major test needed also.
Re: version 1.171
Ok, I tested it, it's kinda hilarious, but the unit still turns to your side but if you have another unit in the tc also, it still remains under your control, so basically in the end the ai will just auto attack the enemy unit inside the tc, lol.
2 units in same tc, infect one till he dies, spawns a zombie on player A's team within player B's tc, at end of your turn, Player A's zombie will attempt to attack player B's garrisoned unit within same tc trying to take control.
However, Player B can still move both them around in they're tc, meaning you can set Player A's zombie in front to take all the damage.
2 units in same tc, infect one till he dies, spawns a zombie on player A's team within player B's tc, at end of your turn, Player A's zombie will attempt to attack player B's garrisoned unit within same tc trying to take control.
However, Player B can still move both them around in they're tc, meaning you can set Player A's zombie in front to take all the damage.
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Re: version 1.171
what?
gosh, if we have mixed player units in same TC than that can be a problem,
- who owns the TC that case?
- can both player open the tc and manipulate production/units?
i think the infected effect should be insta-removed when unit is in TC or goes into TC
do u have idea how to set it?
some clensing aura for buildings?
actually worse, the bridges and every carrier is wrong now than...
what u suggest?
gosh, if we have mixed player units in same TC than that can be a problem,
- who owns the TC that case?
- can both player open the tc and manipulate production/units?
i think the infected effect should be insta-removed when unit is in TC or goes into TC
do u have idea how to set it?
some clensing aura for buildings?
actually worse, the bridges and every carrier is wrong now than...
what u suggest?
Re: version 1.171
Well, I could set it like corpse's, I'll look for some alternatives also.
Re: version 1.171
The tc, remains under player B's control, regardless, and only player B, can access units inside.
If even your zombie is the last inside, you still have to kill it to capture tc.
If even your zombie is the last inside, you still have to kill it to capture tc.
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Re: version 1.171
but how can you kill your own unit?
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Re: version 1.171
Let me look for some things first... Maybe we can get away with not having to do that, but we'll see.
Re: version 1.171
Ok, ya remove zombies, and draco zombies from carriers and occupying.
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Re: version 1.171
Savra found a crash - thanks!
i have already fixed it
uos already
i have already fixed it
uos already
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Re: version 1.171
please someone with latest dev version help me text the multiplayer
pleae create a passworded game where one of us is undeasd other is eg. human - and send me password - thanks!
pleae create a passworded game where one of us is undeasd other is eg. human - and send me password - thanks!
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Re: version 1.171
uos 5:
- new infection raises a new unit type (similar but not same looking zombie), but without action and movement on that turn.
- the new zombie can not go into carriers
- new infection raises a new unit type (similar but not same looking zombie), but without action and movement on that turn.
- the new zombie can not go into carriers
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Re: version 1.171
uos already:
i had to make again changes, that again can affect all spells.
uos already.
i had to make again changes, that again can affect all spells.
uos already.
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Re: version 1.171
Savra reported other triggered effects not work anymore (veteraning, hamletback drop goblin)
i have fixed both, you can check!
meanwhile i am checking the other triggered ones (eg. lifelink and i am searching for more)
i have fixed both, you can check!
meanwhile i am checking the other triggered ones (eg. lifelink and i am searching for more)
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Re: version 1.171
last fixes are uos , all triggered effects should work now.
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Re: version 1.171
please feedback me if the effects in general and about zombies are working fine - thankS!
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Re: version 1.171
some balance changes.
and the zombies actualy verison.
Balance Fix:Hamletback spikers have no corpse looting anymore
Balance Fix:Goblin grenade destroys goblins
Balance Fix:Ent summoning requires a tech to invent
Change:Experimental feature of Zombie Infection, dying infected units will turn to zombies
uos already
and the zombies actualy verison.
Balance Fix:Hamletback spikers have no corpse looting anymore
Balance Fix:Goblin grenade destroys goblins
Balance Fix:Ent summoning requires a tech to invent
Change:Experimental feature of Zombie Infection, dying infected units will turn to zombies
uos already
Re: version 1.171
Sent a recent change:
Updated Zombie infection
Added Zombie Reanimation
Updated a few effects also...
Updated Zombie infection
Added Zombie Reanimation
Updated a few effects also...
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Re: version 1.171
it is uos already.