|
Post by Cory Trese on Feb 6, 2013 1:17:11 GMT -5
8 / 11 must be from that bug with the XP limits not working for a release in the 0.9.x series?
|
|
|
Post by slayernz on Feb 6, 2013 2:09:50 GMT -5
Yeah, it was too good to resist using those stats since they were re-enabled. If it helps, I felt guilty when I pressed the buttons ...
|
|
bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
|
Post by bobsoup on Feb 7, 2013 10:40:39 GMT -5
The Neptune assigned to the squad had had 104 battles, and 2109 kills Holy moly. I thought my captain with 1000+ kills was doing well! Been playing a long time. Only just started using Neptune so will be a long time till he hits 2000 kills. My lowly Neptune has under 200 kills. Didn't like Neptune when first used it as seemed slow... I've been missing out. Several of my players have strength and quickness over 10... there was one release where it let you go above the normal range. I felt no guilt... lol
|
|
|
Post by slayernz on Feb 13, 2013 17:43:32 GMT -5
The Neptune soldier is the perfect unit for holding territory, especially when swarms come in across multiple squares. Try the neptune in the Siege of Roavin. On the first level alone, he was able to dispatch up to 35 of the hairy little blighters Xenos
|
|
|
Post by slayernz on Feb 18, 2013 23:14:12 GMT -5
Another feature request for TA Xenos should be able to go for non-you objectives. IE, if their objective is to breach the defenses, then it would actually be great if the Xenos tried to get past you and to a designated target, rather than just come and kill you. That way, if you don't actually defend properly, you can lose because the Xeno hoard wipes out the thing you are trying to defend.
Another request would be to have NPCs NPCs that you have to work with for missions ... eg rescue an NPC. Escort an NPC to square x. Protect an NPC (or multiple NPCs) for x turns.
|
|
|
Post by contributor on Feb 19, 2013 9:45:27 GMT -5
I don't know if it's been suggested already but I was thinking that more defensive IAs would be pretty cool. Instead of xenos always running headlong into your fire, what if there were some IAs that held ground and forced you to think through the best ways to advance towards them? Could make for some very interesting play, especially where there are a lot of corners.
|
|
bobsoup
Exemplar
[ Elite Supporter ]
Posts: 453
|
Post by bobsoup on Feb 19, 2013 10:09:37 GMT -5
I don't know if it's been suggested already but I was thinking that more defensive IAs would be pretty cool. Instead of xenos always running headlong into your fire, what if there were some IAs that held ground and forced you to think through the best ways to advance towards them? Could make for some very interesting play, especially where there are a lot of corners. That would play well with the "rebel Templar" suggestion where you play against a squad of rebel Templar Knights with Templar armour and weaponry. Would require more sophisticated AI programming.
|
|
|
Post by slayernz on Feb 19, 2013 21:32:29 GMT -5
contributor and bobsoup, I agreee. Having the AI do something other than mindlessly swarm your templars would be great. I know it's important for Xeno's to eat, and we are typically a good food source, but they do have other things they need to do - either defend a place, attack a place, or avoid detection. It would be fantastic for the AI to try and flank your units - even if it means they have to move around more squares.
|
|
|
Post by slayernz on Feb 19, 2013 23:43:47 GMT -5
Feature request - having an option to allow specifying initial deployment of TK's in a level. That includes picking which knight goes in which space, and more importantly, specifying orientation.
There are a number of levels where it would have been great if you could have had a particular TK in one part of the map. Example is the Siege of Roavin level 3 if you have the Captain, Neptune, Soldier, Soldier. The Neptune is placed on the far right of the map, whereas I've found the most action happens on the left. I would have put the Neptune and the Captain on the left, and had the two soldiers on the right.
Further, there are some levels that require you to head south, but for some reason, the TK's are positioned facing north. This means you have to waste some AP to turn them 180 degrees.
This should be an optional part of deployment as some players don't really care too much. In that case, they get the default deployment, and can get into the action that much faster.
|
|
|
Post by Cory Trese on Feb 20, 2013 0:06:33 GMT -5
Feature request - having an option to allow specifying initial deployment of TK's in a level. That includes picking which knight goes in which space, and more importantly, specifying orientation. There are a number of levels where it would have been great if you could have had a particular TK in one part of the map. Example is the Siege of Roavin level 3 if you have the Captain, Neptune, Soldier, Soldier. The Neptune is placed on the far right of the map, whereas I've found the most action happens on the left. I would have put the Neptune and the Captain on the left, and had the two soldiers on the right. Further, there are some levels that require you to head south, but for some reason, the TK's are positioned facing north. This means you have to waste some AP to turn them 180 degrees. This should be an optional part of deployment as some players don't really care too much. In that case, they get the default deployment, and can get into the action that much faster. In the TA game engine the position, order and facing direction are coded into the maps. If there are any maps that you'd like to adjust in these respects, let me know.
|
|
|
Post by slayernz on Feb 20, 2013 1:02:52 GMT -5
Cool - good to know what the limitations are
|
|
|
Post by Cory Trese on Feb 20, 2013 3:08:47 GMT -5
Cool - good to know what the limitations are I just posted that response because it is one I know will be really hard. The rest of the requests went directly into the TA roadmap, but that one is a little bit outside the current engine's capabilities. Not to say somewhere way down the road STE won't develop that (maybe as a side effect of ST:BF?) but for TA it would be a tough change to put in. The offer stands -- if you don't like the facing direction or deployment on any maps, I can adjust in the level editor.
|
|
ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
|
Post by ncaoa on Feb 20, 2013 16:03:09 GMT -5
STE: Star Traders Encounters?
|
|
|
Post by fallen on Feb 20, 2013 16:10:52 GMT -5
ncaoa - StoryTeller Engine - the Trese Brothers game engine for story-driven games.
|
|
|
Post by slayernz on Feb 20, 2013 16:18:13 GMT -5
STE = the Source of Trese bros Excellence
|
|