On Wed, Jun 18, 2008 at 3:16 AM, James Paige <[EMAIL PROTECTED]> wrote:
> I took a double-take the first time I saw that too. Making already-dead
> enemies never appear would be a balance problem for some games which use
> them for rewards, or a cosmetic problem for games like WH.
>
> But in the specific case of spawned enemies that would die instantly due
> to untargetability, it is not a problem, since any battle that did that
> already would have been broken due to bug 639. So I don't forsee any
> compatability problems arising from this change.

Die due to untargetability? This change affected all spawned
already-dead enemies, but not already-dead enemies in the formation.
But, I guess that dead enemies with high experience rewards could be
set to spawn after high level enemies.

(Going in another direction now) I compared the display of fading out
enemies in various versions. Back in Tirgoviste, the dying enemy fade
stops at the instant the new enemy is spawned, a few ticks after the
attack. At least as far back as Ubersetzung, the fade out doesn't
stop. This is very noticeable in the Alpha Troll boss fight, where you
now get 2 forms of the boss onscreen at once. That should be filed as
a bug.

I also checked for bug 639 in Tirgoviste. Most of it is there:
-enemies set to die without boss die immediately at the start of
battle, but 0 hp enemies don't until an attack happens
-spawned already dead enemies *aren't ever drawn*, but they give
rewards, however, the battle doesn't end when die (you need to use an
attack on a hero)
-I was actually given too much experience for spawned dead enemies!

So, based on this, I believe that the change that needs to be made to
my fix is spawn already dead enemies, then kill them without
displaying them (Voxhumana does) immediately.

(also, unrelated: While running tirgoviste game.exe, I just got the
screwed-up-colours-in-fullscreen bug for the first time ever. Hmm, I
don't think I used the OHR on this computer back then...)
>
> ---
> James
>
> On Mon, Jun 16, 2008 at 09:22:22PM -0700, Adam Perry wrote:
>>    Wandering Hamster used already-dead enemies. Those blue plips? I know one
>>    of Shaede's old games also used already-dead ants to show... dead ants.
>>
>>    I don't think this is an entirely unreasonable change, just one that
>>    deserves thinking twice about.
>>
>>    On Mon, Jun 16, 2008 at 1:10 PM, James Paige <[EMAIL PROTECTED]>
>>    wrote:
>>
>>      On Mon, Jun 16, 2008 at 12:19:21PM -0700, [EMAIL PROTECTED]
>>      wrote:
>>      > teeemcee
>>      > 2008-06-16 12:19:21 -0700 (Mon, 16 Jun 2008)
>>      > 517
>>      > Fix bug 639: now enemies that should die immediately on spawning are
>>      not created at all. I'm assuming that spawning the already-dead enemies
>>      just to immediately fade out (and give rewards) is not desired behaviour
>>      since it didn't used to work.
>>      >
>>      > I still can't understand quite how the battle death code works. I had
>>      to move most of rest of it into subs before I found an alternative
>>      bugfix. Subifying gosubs while we have so many different local variables
>>      is crazy: why don't we just make them all module-level shared?
>>
>>      I think that is reasonable. With some code, subifying gosubs is a good
>>      step towards cleaning up the code-- but I think in the case of enemy
>>      death condition checking, the code is currently so messy, that we don't
>>      gain much from doing that.
>>
>>      death checking needs a rewrite, but not before werewaffle.
>>
>>      ---
>>      James
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>>
>>    --
>>    "When playing a game the goal is to win, but it is the goal that is
>>    important, not the winning" -Reiner Knizia.
>
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