Shadowrun: Dragonfall - Director's Cut

Shadowrun: Dragonfall - Director's Cut

   
Award
Favorite
Favorited
Unfavorite
Caption
"♥♥♥♥♥♥♥♥♥, I went afk after ending my turn and I came back to this"
7 Comments
DaveOfDeath 27 Dec, 2016 @ 5:30pm 
In freemove, walking to any location ends the round. If you redirect during travel, it does not... Only when you actually hit your clicked point.

Reinforcements shouldn't be timed... They should be on a round counter. Perhaps even a randomized round counter.... So you. Don't know when they're coming... Just that they are coming...
ledeir 27 Dec, 2016 @ 11:13am 
yay python! Though I'm still miffed by the changes from 2.X to 3...
The logic itself is straight forward enough... its more a matter of how extra complicated the editor makes it.
I'll have to save that for the balancing pass most likely. Or possibly just have a maximum enemy count (which would play into adding difficulty levels in the future)
Clockwork  [author] 27 Dec, 2016 @ 11:08am 
Maybe something like this ? (Python-alike syntax, yay)
if Fighting:
__if amountOfTurnLeft <= 0:
____timeOut = true
else:
__if timeLeft <= 0:
____timeOut = true
if timeOut:
__// Spawn the drone
ledeir 27 Dec, 2016 @ 9:54am 
Out of a fight, I think pretty much every movement click is a turn. I believe the cemetery is turn based so I would click aimlessly when I was trying to text the ghoul spawning logic.

I'll give some thought to the reinforcements. And look at the bright side, you confirmed it worked for me :wasted:
Clockwork  [author] 26 Dec, 2016 @ 10:40pm 
The thing is to wonder how will the turns work out of a fight.
ledeir 26 Dec, 2016 @ 9:17pm 
Perhaps I should change that...
ledeir 26 Dec, 2016 @ 9:17pm 
LOL. There is a reinforcement timer! Its time based, not turn based.