26

Curious as to the scope of this game. seems as though it's a waste only having AI opponents... or am I missing something? seems to be a server-based multiplayer system, or a simple p2p way for two people to play against each other would give this game a lot of depth and replay value. Going to grab it and give it a spin soon!

regards,
assault_freak

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27

I, too, am wondering about the scope of this game. I'm interested in recreating the feel of a tabletop war-game, which tend to be pretty complex in terms of mechanics. I wonder there's a way to simulate line of sight, for instance. I guess I need to read the mapmaking guide and find some sounds. smile

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28

Having issues with TB... the campaigns don't entirely download. It keeps telling me it can't find certain txt files. And I can't try and download them again once I've tried once, they disappear from the download map campaigns option. Even when I delete the folder from the map packs directory.

regards,
assault_freak

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29 (edited by Ian Reed 2014-10-17 19:22:52)

@zkline, try Tomb Robber by KeyWasFull for an example of the line of sight mechanics.

@assault_freak, whocrazy had the same problem.
Unfortunately I don't get this issue and am not sure why you and whocrazy do.
The history of your downloaded map packs is stored in \Data for TB\Settings\downloads.dat
You can delete that entire file, or open it in a text editor and remove the lines that correspond to the map packs that did not download correctly.

Alternatively, you can use the list of map pack names and URLs at the bottom of this post to manually download any of the map packs and unzip them into the map packs folder.
And as a third option, you may email me at [email protected] and we can setup a skype call in order to discuss your setup and figure out why the in game downloader is not working.

Getting started maps by Ian Reed | http://BlindAudioGames.com/Downloads/1% … 20maps.zip
Tomb Robber by KeyWasFull | https://dl.dropbox.com/u/8252087/tomb%20robber.zip
Tower Defense by KeyWasFull | https://dl.dropboxusercontent.com/u/8252087/td.zip
Star wars: the clone wars between shadows and darkness by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … rkness.zip
Age of Warlords by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … rlords.zip
One shot wonders / zombie house by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … onders.zip
Starship Battles by Allan Thompson | https://dl.dropbox.com/u/68028683/stars … 0Basic.zip
Kobold dungeon by Allan Thompson | https://dl.dropbox.com/u/68028683/Kobold%20Dungeon.zip
starship battles template by Allan Thompson | https://dl.dropbox.com/u/68028683/stars … mplate.zip
Star Wars: A new hope by Craig Brett | https://dl.dropbox.com/u/5405418/2%20St … 20Hope.zip
The Demon War Cycle by Victorious | https://dl.dropboxusercontent.com/u/213 … 0cycle.zip
Kingdom at War by Austen Perry | http://BlindAudioGames.com/Downloads/Ki … %20War.zip
Items and equipment example by Ian Reed | http://BlindAudioGames.com/Downloads/9% … ipment.zip


[Edit]
I moved the list to the bottom of the post so it doesn't clutter the core message.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

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30

hello, could you add multyplayer support? like, someone hosts a game, someone else connects and the one hosting the game can select a map campagne that both users have on their systems, then one side is the good side and the other one is the evil side. that would be awesome.

Through the wilderness I prowl, woof woof,
My pray I chace, growl growl,
And when I catch it, nom nom,
I am the great Kurtwolf Cubscout!

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31

I think Ian has to set the server up. Multiplayer is supported, it's just disabled for some reason that I am not quite sure of. We were able to play it for a month or so with the old dev versions.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

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32

Multiplayer was implemented in early 2013 and available on many dev versions.
I haven't tested or maintained it in a long time, and it wasn't very stable or polished.
So it was disabled for the 2.0 release.
Sorry.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

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33

Gotcha. I'd love to see that come back if possible... something that would slap a whole new layer of complexity on this game.

regards,
assault_freak

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34

I was doing pretty well till I started on the warlord pack.  I love it, but there are so many units to keep track of. haha.  making some a.i controled doesn't help either, they keep walking into death.  Any tips?
off to see if I can keep that lich in the first holdfast map alive past turn 1 as he can't move.

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35

I think the lich being good was actually an oversight on allan's part, lol. He doesn't stay alive longer than like 2 or 3 rounds as far as I can do anything, but the good thing about him is while he is alive, the enemy units seem to like to surge toward him and therefore away from you, so you get some time to set up your units. And the fact that a lot of your units die is why you get so many. If you're losing light infantry and cavalry that's their goal in life. But you should try and keep archer units alive, especially if they are human or taran, because when upgraded, they really do good damage. War engines are good too.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

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36

thanks for that key.  nice work on tomb-robber btw.  I've not tried towers yet.

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37

Hi folks,
I would like to know if there are plans for Tactical Battle to get an Online Versus Mode. Me and some friends are really enjoying the game but we would love to have a way to create arena maps and go versus.

Thanks for the work, it's a wonderful game.

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38

Yeah I was hoping for the same thing. In matches where the playingfield is fair, the AI is quite easy.

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39

Dammit, now I have to convert my maps and whatnot. I'm not sure how to do this so it'll take me a bit.



Ian Reed wrote:

@assault_freak, whocrazy had the same problem.
Unfortunately I don't get this issue and am not sure why you and whocrazy do.
The history of your downloaded map packs is stored in \Data for TB\Settings\downloads.dat
You can delete that entire file, or open it in a text editor and remove the lines that correspond to the map packs that did not download correctly.

Alternatively, you can use the list of map pack names and URLs at the bottom of this post to manually download any of the map packs and unzip them into the map packs folder.
And as a third option, you may email me at [email protected] and we can setup a skype call in order to discuss your setup and figure out why the in game downloader is not working.

Getting started maps by Ian Reed | http://BlindAudioGames.com/Downloads/1% … 20maps.zip
Tomb Robber by KeyWasFull | https://dl.dropbox.com/u/8252087/tomb%20robber.zip
Tower Defense by KeyWasFull | https://dl.dropboxusercontent.com/u/8252087/td.zip
Star wars: the clone wars between shadows and darkness by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … rkness.zip
Age of Warlords by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … rlords.zip
One shot wonders / zombie house by Allan Thompson | https://dl.dropboxusercontent.com/u/680 … onders.zip
Starship Battles by Allan Thompson | https://dl.dropbox.com/u/68028683/stars … 0Basic.zip
Kobold dungeon by Allan Thompson | https://dl.dropbox.com/u/68028683/Kobold%20Dungeon.zip
starship battles template by Allan Thompson | https://dl.dropbox.com/u/68028683/stars … mplate.zip
Star Wars: A new hope by Craig Brett | https://dl.dropbox.com/u/5405418/2%20St … 20Hope.zip
The Demon War Cycle by Victorious | https://dl.dropboxusercontent.com/u/213 … 0cycle.zip
Kingdom at War by Austen Perry | http://BlindAudioGames.com/Downloads/Ki … %20War.zip
Items and equipment example by Ian Reed | http://BlindAudioGames.com/Downloads/9% … ipment.zip


[Edit]
I moved the list to the bottom of the post so it doesn't clutter the core message.

I had the same issue. Downloading the map packs directly from those links seems to have resolved it though, thank you.

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40 (edited by ShadowMamba 2014-11-04 22:47:03)

Can we make suggestions for features we'd like to see in Tactical Battle here?
Because I have a few...
For effects:
only_affects=, this will cause the effect to only work on the units in this list.
does_not_affect=, the units in this list would be immune to these effects.
I'd also like to see more flags for terrain.
For example, something like the opposite of terrain_limit=. Like, can_not_pass_terrain=, where a unit can not pass through any terrain on this list, and it should work on non-flying units.
I'm suggesting the terrain thing because it would make it easier to have, say, incorporeal beings such as ghosts that could travel through walls and such, and then barriers would have to be set up to specifically block them. It would make it much simpler, as opposed to needing to have a potentially long list of terrain that they can pass over.

EDIT.
Also, what about a height flag for terrain? Separate it into ground-level, underground and high, or something like that.
Two examples of how it could work, since I don't think that was clear:
I have a high cliff that units can't just walk onto from the ground. To get up there, they would have to climb up to the mountain pass and walk onto the mountain itself. This would bring them to the correct height. Then they can stand on the cliff and shoot down on their enemies.
Or if an enemy is on a bridge and the bridge is destroyed they fall (Lord of the Rings reference haha) into a pit. They can't get out of the pit, but they can still move--as long as it is in the pit--and use their skills, although maybe they can't target those who aren't in a pit.
Not sure if this is doable - or maybe it would be easier to make a script, for all I know.

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41

hi, I've seen there is a map Editor in the game. now is it possible to expand this into a hole map creator instead of an edetor? such as, when you hit control n in the map selection menu, you get to choose the Name of the map, the hight and length, and then you would be put into the empty map. with keys, you could set up Terrains, Units, structchors, Background mmusic, and when creating a unit you could get a list box where you can add stuff with a add item button or something, and the standard Options move and unit Information would all ready be there. once you've finished adding moves, you could get another list box where you could enter the unit's stats such as health, mana, movement, Actions etc. then you could select ist sounds. the soudns would have too be in the sounds Folder before creating the unit, but maybe you can make it so that the game automatically creates the Folders as you start creating the map? because I don't really have the Motivation to figure out how to create a map using text fiels.

Through the wilderness I prowl, woof woof,
My pray I chace, growl growl,
And when I catch it, nom nom,
I am the great Kurtwolf Cubscout!

Thumbs up

42 (edited by ShadowMamba 2014-11-28 05:11:34)

connor142 wrote:

hi, I've seen there is a map Editor in the game. now is it possible to expand this into a hole map creator instead of an edetor? such as, when you hit control n in the map selection menu, you get to choose the Name of the map, the hight and length, and then you would be put into the empty map. with keys, you could set up Terrains, Units, structchors, Background mmusic, and when creating a unit you could get a list box where you can add stuff with a add item button or something, and the standard Options move and unit Information would all ready be there. once you've finished adding moves, you could get another list box where you could enter the unit's stats such as health, mana, movement, Actions etc. then you could select ist sounds. the soudns would have too be in the sounds Folder before creating the unit, but maybe you can make it so that the game automatically creates the Folders as you start creating the map? because I don't really have the Motivation to figure out how to create a map using text fiels.

If you tell me what you want I can probably try and make it for you...at least the skills, items, units and terrain. I'm sure you can do the maps yourself when you have the files.

Honestly, I personally like the way it is now. Although an in-map editor would be a bit easier than modifying, say, the items a particular unit is holding in an individual map file as opposed to what it usually has.

EDIT.
I can't believe I didn't see this earlier...the information on improvements and fixes says something about an inherits flag...but that's not in the map creation guide yet. How exactly do you set that up?

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43

The inherits flag only works with units right tnow.
First you implement a base unit that has certain attributes you want other similar units to have.
Then in the other unit files you have a line that says:
inherits base unit name

And they automatically get all the flags you set on the base unit.
You should also be able to override inherited flags by re-specifying them in the inheriting unit.

Regarding moving more things from text into an in game editor:
I've thought about this a lot in the past.
I actually think a text editor is much easier to use than an in game editor for many tasks.
For instance, when I'm adjusting a flag I can change it and then reload the map in the game.
If I decide it needs to be slightly different I alt tab and change it in the text editor, then alt tab back and reload the map.
If you could only change these values in game then it would be much more tedious to switch from the map all the way back to the map editor and then drill down to the correct unit and then change the property.
Using text also allows you to comment things so you remember why you did them, or so you can test the game with a certain flag turned off, and then turn it back on again by uncommenting.
Many people would prefer their favorite text editor over an in game text editor that doesn't work quite the way they like.

Want to make a copy of my getting started map pack and just make some changes?
Easy, just copy and paste the folder with a different name.

Want a super assassin that is mostly like your normal assassin?
Just copy and paste the file to the new name.
Then adjust the flags in the new file.

Interested in output telling you what files are different between 2 copies of a map pack?
There are compare and diff tools that already exist for working with folders full of text files.

Want to use a source control system?
Also supported with text files.

Add to all these benefits that it's actually a lot more work for me to write a custom in game interface, and you can see why text files are a good option.

That said, some things are much easier using custom in game controls, such as the map editor.
And I agree that the ability to set a unit's items in the map editor would be nice, just like we have the ability to place items on tiles in the map editor.

Generally, I start things as text files, and if it seems really painful to work with them that way then I consider how an in game control or command could make it much easier.
It's amazing how many benefits there are to text files.
We shouldn't be so quick to throw all that away.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

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44

I think I get it. Thank you!

And I agree, generally the text editor is preferred. Apart from setting what items a unit might be holding in an individual map and possibly modifying a skillset in the same map while leaving them alone in the others, the text editor is great. (Mainly I'm worried about having too much on one line if editing a unit in a specific map, that's all.)

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45

I agree, and sorry if my last post turned into a rant.
It was more directed to connor142's comment of wanting everything handled in game.
And there are plenty of people who feel similarly, so I wanted to iterate some of the benefits of text files.

~ Ian Reed
Visit BlindGamers.com to rate blind accessible games and see how others have rated them.
Try my free JGT addon, the easy way to play Japanese games in English.
Or try the free games I've created.

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46

That's fine.

And I thought as much. I was just stating my own thoughts, since I spend quite a bit of time tinkering with and making new stuff for my own pack.
Speaking of which, do you have any ideas as to the problems I seem to be having, mentioned in this post?

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47

cant wait to try this version out!

Nathan Smith
Managing Director of Nathan Tech
It's not disability
It's ability!

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48

hi just noticing a comment by connor something or other.
when i used to code maps in earlier versions i used to create map.txt with the hight and all in there
then just go to the editter from there
why dont you try that?

Nathan Smith
Managing Director of Nathan Tech
It's not disability
It's ability!

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49

GAAAH! I'm trying to beat the second map in the Getting Started pack and I just can't win! It's no fun being outnumbered two to one, especially when I keep being surrounded as soon as I let the enemy make their first moves, and then three of them attack one of my characters and that's it. I don't know how to win with this! I've tried using my fire-mage to power up the warriors' weapons, but although that kills a couple of beasts with a few rounds, there are still six others that are unharmed, and all eight can still attack! I can't spread everyone too far apart because then my healer can't heal anyone, and so I keep everyone close together and that's just asking to be hemmed in! AAAAAAH! *smacks head into desk*

Other than this, I'm loving the setup so far, and it's given me interesting ideas for how battles could be in my own game when I start building it at a future stage—more the ability to choose which character in your party can attack than the turn-based thing because running out of AP is the. Worst.

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50

Use your fire mage to attack multiple opponents at once, then use your warriors to finish them off. YOu do have a single turn at the beginning of the game where the enemies don't attack your guys; use this to power up your warriors, then go all out damage after that.

I like to sleep, Sleep is good,
This is how I do it: Lie on a nice warm cozy bed, and dream dreams about how to rule the world!
Follow @TheGreatAthlon5 on twitter for humorous facts and game updates!
If you like my posts, thumb me up!

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