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LurchBrick Space Crusade PC game

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Re: Space Crusade PC game

Postby Goblin-King » January 7th, 2015, 9:53 am

LurchBrick wrote:however, if you roll 2 zeros on it's red dice, you can't fire it at anything.

Excuse me?!?

Where do you get this from?


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Re: Space Crusade PC game

Postby LurchBrick » January 7th, 2015, 10:52 am

From the rulebook describing the way the Assault Cannon fires.

If you roll the 2 heavy weapon's dice and get zero on both, you can't overcome the Armour value of any alien and therefore it's a miss. In my PC game, rather than show the bullets firing and missing the target, I just made the weapon jam instead.


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Re: Space Crusade PC game

Postby Goblin-King » January 7th, 2015, 1:37 pm

Sorry I misread what you wrote before... Somehow I got it to if you roll a double you can't fire. That would be insane!!! :D

But yeah, hitting nothing at all or jamming... same same

Carry on


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Re: Space Crusade PC game

Postby Anderas » January 7th, 2015, 5:01 pm

I think it is well done!
Much better, of course, than the first versions i was testing for you some years ago.

Today, i had the following problems:
I couldn't fire the rocket launcher on a free field. I wanted to hit both adjacent monsters. Maybe this is intended?
I couldn't fire the conversion beam at all.
An Android was appearing on top of a dreadnought.
All the Space Marines had quite long movement ranges.

The overall impression is very good, though!


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Re: Space Crusade PC game

Postby LurchBrick » January 8th, 2015, 2:03 am

To fire a missile at an empty square, you need to press and hold down the "Ctrl" button. Any squares that can be targetted will have a target icon on them.

To fire the Conversion beamer, press and hold down the "Ctrl" button. A number of target icons will appear around the marine in the directions he can shoot. Click one of these icons to fire the beam in that direction.

Did the Android appear on top of a Dreadnaught from a reinforcement square? Or did the android walk into a square occupied by the Dreadnaught?

Space marines all have a range of 6 squares unless carrying heavy weapons, when they have 4 range. Except for the Suspensors that allows the IFIST marines with heavy weapons to walk 6 squares also.

Glad you are liking it.


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Re: Space Crusade PC game

Postby Anderas » January 8th, 2015, 3:06 am

They had six or eight fields movement depending on their weapons. Heavy weapons had eight fields.

The Android was appearing on a reinforcement field on top of the dreadnought.

Ctr is the key, ok thanks. The laser has Symbols to use with the mouse. Maybe taking into Account a future touch screen or Android deployment, it might be a good idea to have screen-reachable symbols for the rocket launcher and the conversion beam as well?


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Re: Space Crusade PC game

Postby LurchBrick » January 8th, 2015, 3:42 am

The extra movement squares, was this when the marines were still on the docking claws? This is because the game doesn't count any movement while the marines are on the docking claws. If you count the number of squares from the point in front of the docking claws, you should find that the movement amount is correct. This stops marines who are at the back of the docking claw from not being able to move much distance into the vessel.

Thanks for clarifying when the android appeared. I should be able to fix this in the next update.

Good idea for the extra buttons, I'll be sure to add them in.


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Re: Space Crusade PC game

Postby Gold Bearer » January 8th, 2015, 11:30 am

LurchBrick wrote:I agree, the Bolters thematically should be similar to machine guns. However, I made them fire single bullets to differentiate them from the assault cannon.
Hmm, doesn't fell right.

LurchBrick wrote:The assault cannon doesn't jam in the board game, however, if you roll 2 zeros on it's red dice, you can't fire it at anything. To replicate this in the PC game, I made it jam, otherwise it looks strange that you can't fire this gun after pressing the "Fire Cannon" button.
Oh it's just [can’t think of the word], not an actual rule change. Gotcha. It seems like an additional rule in the instructions.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


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Re: Space Crusade PC game

Postby Anderas » January 9th, 2015, 2:33 pm

I had an game-ending exception at the start of mission 3 today:

___________________________________________
############################################################################################
ERROR in
action number 1
of Other Event: User Defined 0
for object commandroom:

File is not opened for reading.
at gml_Script_loadboardwallanddoor
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_loadboardwallanddoor (line 0)
gml_Object_commandroom_Other_10



And a second one:
This one appeared when I tried to attack a Dreadnought (three weapon Dreadnought). The Dreadnought had already lost 2 of its three Body Points; therefore only 1 BP was left.

The same appeared yesterday when I was attacking a 5-weapon-Dready who had 1 BP left

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Right Pressed
for object alien:

Unable to find any instance for object index '100945'
at gml_Script_canmeleeattackalien
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_canmeleeattackalien (line 0)
gml_Object_alien_Mouse_5



And a third failure from today; again it is mission 3:
Killing the last gretchin on Board, the Autocannon provided me with a dicing result of 4.

The game said:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 3
for object acammoextra:

Unable to find any instance for object index '131815'
at gml_Object_acammoextra_Alarm_3
############################################################################################



Apart from that, i don't know if it is intended or not:

Standing in front of a door, i have one movement square left, i can go straight through the door, but not diagonally.
After i opened the door, i can cross it diagonally.


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Re: Space Crusade PC game

Postby LurchBrick » January 10th, 2015, 12:41 am

Thanks for reporting those bugs, I'll look into them.

With regards to the door issue, this is intentional. The movement code only allows movement through doors by adjacent squares. Once the door has been opened, the movement code lets you move diagonally.


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