101
Mandate Engine / Re: Beta Release(Game, not Engine)
« on: 3 October 2013, 22:22:25 »
So as I've been slowly adding content and getting basic gameplay running, I've noticed some bugs and oversights that I needed to handle.
There was a bug where levels did not work properly, and there is still a small issue, namely the faction designer needs to set the base exp for each set of levels so that it gives the proper value. But levels now work properly.
I had a problem when I was setting up scenarios. Basically how to scale the enemy power over time which I finally got fixed.
There are two things you can do. So first you have an ability to add a plus value whereby every time the createdUnit ticks on the spawn/lair it adds that value to the total production moving forward.
So with 3 + 1 and 2 minutes on the clock you get 3/4/5/6/7/8/9/10/11/12. So the number of enemy units quadruples over 20 minutes.
You can also set a delay so you can make a separate unit production that only triggers at some later time.
So maybe its a 3 + 1 spawn with a 2 minute timer that triggers at 12 minutes.
That means that you would have this growth instead:
3/4/5/6/7/8/12/14/16/18. So 6x as many units over the same period.
This gives you a lot more options than just the original system where you could only set the repeated spawn time.
Now you still have the same amount of possible units per spawn/lair as set by the modder so if you don't kill off monsters their numbers won't explode infinitely.
I did end up getting my ADHD meds although the psychologist insists that I have a different problem also. Hopefully I can make a lot of progress once I've been on them long enough to create a noticeable effect.
Anyways probably next I'm going to add in a couple more orders besides defender, set up levels for all the ordermembers, then add their special stuff. Then I may work on the economy more. And alternate that to keep my interest.
There was a bug where levels did not work properly, and there is still a small issue, namely the faction designer needs to set the base exp for each set of levels so that it gives the proper value. But levels now work properly.
I had a problem when I was setting up scenarios. Basically how to scale the enemy power over time which I finally got fixed.
There are two things you can do. So first you have an ability to add a plus value whereby every time the createdUnit ticks on the spawn/lair it adds that value to the total production moving forward.
So with 3 + 1 and 2 minutes on the clock you get 3/4/5/6/7/8/9/10/11/12. So the number of enemy units quadruples over 20 minutes.
You can also set a delay so you can make a separate unit production that only triggers at some later time.
So maybe its a 3 + 1 spawn with a 2 minute timer that triggers at 12 minutes.
That means that you would have this growth instead:
3/4/5/6/7/8/12/14/16/18. So 6x as many units over the same period.
This gives you a lot more options than just the original system where you could only set the repeated spawn time.
Now you still have the same amount of possible units per spawn/lair as set by the modder so if you don't kill off monsters their numbers won't explode infinitely.
I did end up getting my ADHD meds although the psychologist insists that I have a different problem also. Hopefully I can make a lot of progress once I've been on them long enough to create a noticeable effect.
Anyways probably next I'm going to add in a couple more orders besides defender, set up levels for all the ordermembers, then add their special stuff. Then I may work on the economy more. And alternate that to keep my interest.

