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March 14th, 2008, 10:27 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Scripting Issue - Specifically Retreat Command
That's what I was thinking, until thejeff addressed this. You may actually *want* to execute your script, because if you know an assassin is around, you can prepare something appropriate for your mages to cast. It would truly suck if you scripted Returning because a killer l33t assassin was on the loose, or you're under heavy Earth Attack/Disease Demon bombardment outside your capitol, but your mage casts Astral Shield instead.
I think Jazzepi's idea, to just ignore a scripted retreat during assassinations, is the best idea.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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March 17th, 2008, 11:36 AM
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Private
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Join Date: Jun 2007
Location: Florida, USA
Posts: 35
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Scripting Issue - Specifically Retreat Command
"Retreat" is not the only problem. I've had mages casting useless stuff while being whailed upon by assassins.
The solution is to have a separate script of orders for assassination attempts.
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March 17th, 2008, 05:00 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Scripting Issue - Specifically Retreat Command
Mages can do worse things that casting useless stuff. They can cast harmful stuff. For example mass protection against abysia.
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March 17th, 2008, 06:44 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: Scripting Issue - Specifically Retreat Command
I agree, see my 'Darkness' story at the top of this thread.
But I also agree with Jazzepi that it's a problem now, that it would be nice to have a quick fix for. Disregarding a scripted 'Retreat' command in assassination attempts is a quick fix.
Redesigning the interface, to allow scripting multiple sets of orders for different situations, does not sound like it could be done in a similar timeframe.
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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March 18th, 2008, 03:06 AM
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Sergeant
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Join Date: Apr 2007
Location: Texas/Ohio
Posts: 363
Thanks: 11
Thanked 72 Times in 21 Posts
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Re: Scripting Issue - Specifically Retreat Command
Just had an experience with this. I sent my pretender out early to do some sight searching. Did not have the proper equipment or research to make her effective yet. So, I decided to script her to retreat just in case a random barbarian or bogus attacked occured. No need to take unnecessary risks, right? Well I just so happened to get the random event where an assassin attacks one of your commanders. D'oh! I'm 99% certain the pretender could have killed the assassin, but got killed instead. Fortunately, this was single player.
Yeah, I'd say its a problem. Just changing the code to ignore retreat scripts during assaissination attempts would probably fix this problem.
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