Franka wrote:
Here's a bug to go with all that: Scouts seem to reveal all invisible units, not just one random unit.
Oops you're right, will work right on the next update (I just uploaded one).
Franka wrote:If you're going to reduce stars, you should probably take some from side missions. It's kind of cool that you can spread out and upgrade more by doing the side missions though.
Yes right, since those are optional. Or maybe I can just leave as it is... I'll just make enemies tougher just in case
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 168, in script call
File "game/plot/talk.rpy", line 3819, in script call
File "game/script2.rpy", line 594, in script call
File "game/script.rpy", line 54, in script
File "game/script.rpy", line 56, in <module>
IOError: Couldn't find file 'xml/match/Assault/Palidrayan2.xml'.
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 168, in script call
File "game/plot/talk.rpy", line 3819, in script call
File "game/script2.rpy", line 594, in script call
File "game/script.rpy", line 54, in script
File "F:\Temp\PSCD-0.8.3-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-0.8.3-all\renpy\python.py", line 1460, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 56, in <module>
File "new_card_framework/Core.py", line 162, in create_match
File "new_card_framework/Board.py", line 18, in __init__
File "new_card_framework/Board.py", line 23, in load_definition
File "new_card_framework/Core.py", line 166, in get_match_definition
File "new_card_framework/AbstractBasics.py", line 33, in loadFile
File "F:\Temp\PSCD-0.8.3-all\renpy\exports.py", line 1869, in file
return renpy.loader.load(fn)
File "F:\Temp\PSCD-0.8.3-all\renpy\loader.py", line 533, in load
raise IOError("Couldn't find file '%s'." % name)
IOError: Couldn't find file 'xml/match/Assault/Palidrayan2.xml'.
Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
0.8.3
jack1974 wrote:Yes right, since those are optional. Or maybe I can just leave as it is... I'll just make enemies tougher just in case
I don't think you should make enemies tougher. More stars doesn't mean our units get tougher, because most of the time we can only use 3-4 different units at a time, and we'll have enough stars for those no matter what you do.
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/gameflow.rpy", line 164, in script call
File "game/plot/missions.rpy", line 1908, in script call
File "game/script.rpy", line 54, in script
File "game/script.rpy", line 56, in <module>
TypeError: 'NoneType' object is not iterable
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/gameflow.rpy", line 164, in script call
File "game/plot/missions.rpy", line 1908, in script call
File "game/script.rpy", line 54, in script
File "F:\Temp\PSCD-0.8.3-all\renpy\ast.py", line 805, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "F:\Temp\PSCD-0.8.3-all\renpy\python.py", line 1460, in py_exec_bytecode
exec bytecode in globals, locals
File "game/script.rpy", line 56, in <module>
File "new_card_framework/Core.py", line 162, in create_match
File "new_card_framework/Board.py", line 18, in __init__
File "new_card_framework/Board.py", line 70, in load_definition
TypeError: 'NoneType' object is not iterable
Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.865
0.8.3
OK thanks, no mission 16 shouldn't show up at all, you should get that messagebox. Can you send me some of your saves so I can test to make sure next update works ?
I forgot to code the Palydrayans sidemission, will do that tomorrow!
I sent my save from the side missions just after mission 15. You can also check the Remi side mission error from there (if you clear the mission), where the Deck Screen forces you to make 8 card decks.
So, we have 4 new cards in this update, all generic Empire cards, so usable by everyone. There's been a general revamp of stat bonuses for silver/gold, but all it really means is a reduction of health on most player units. This is probably not strongly significant for our general strength, though I suspect it may hit early Alex decks the hardest (Diana was already using suicidal/invisible units).
Robo-Ant: I haven't gotten around to abusing it, but clearly this is powerful with Optimization - you can have a 6 Attack unit with double attack. The reason this doesn't worry us too much is that Robo-Ant requires 2 Energy to play, so you can't overrun the board with these.
Grenadier Unit: Powerful, and not too expensive. These guys will be used a lot, and are easily abusable with the Recruit card, since their cost becomes 0.
Assault Infantry: Notable for being 4/2 at the Gold upgrade. With Charge, they will almost always get their 4 damage somewhere. They're balanced by requiring 2 Personnel resources, making them much harder to abuse.
Missile Turret: Any card that requires 3 of the same resource needs to be insane to get a deck spot. This one doesn't cut it. It's not wise to invest 3 Material in a Wall with a starting maximum of 6 health, especially when its bonus is against flyers, which don't have to attack it. It would be too harsh to call it unplayable, but I certainly don't want it in my decks. If it cost 2 Material, it might be worth a shot, but I'd still take my 2 Cannon Turrets first. (It's better than Laser Turret though, which I will call unplayable.)
I think all these turrets should be similarly costed, at some combination of 2/1/1. If tests then reveal them to be too powerful, they can be adjusted. Right now they're not getting tested, because they're too expensive to play.