Author Topic: Mana and atacking enemy structures  (Read 653 times)

Offline zespri

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Mana and atacking enemy structures
« on: January 10, 2013, 11:19:48 PM »
Can some one explain how Mana and atacking enemy structures work? I read the help but it is not clear what is the source of mana and also not cleat how to send survivors to attack if I can't go on a tile to dispatch them to attack the tile.
« Last Edit: January 11, 2013, 01:46:41 PM by zespri »

Offline keith.lamothe

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Re: Mana and atacking enemy structures
« Reply #1 on: January 11, 2013, 12:26:40 PM »
It used to tell you how much it would cost to attack something on the mission-selection screen.  Now that those attack missions are not explicitly given I guess it doesn't really have a way for you to tell beforehand what it will cost (I believe it's 2 per impasse, 20 per evil outpost, fyi).

In general there needs to be a way of telling what an NPC will do on a tile when moved there, so perhaps it could tell you there.  Though I still suspect that attack missions need to stop costing mana now that they're implicit, but I'm not sure.

Mana is generated by working pyramid and focal tower tiles, I'll check to make sure it tells you that in the appropriate places.
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Offline zespri

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Re: Mana and atacking enemy structures
« Reply #2 on: January 11, 2013, 01:49:17 PM »
Thank you. But how do I give an order to a survivor to go to an impassable tile if I can't move onto it? Is there an interface that I overlooked for given such type of dispatches?
Usually to do a dispatch I'll go to the tile where the dispatch goal is located with my character and select dispatch mission from the menu. I can't do this with impassable tiles. So how is it done?

Offline LaughingThesaurus

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Re: Mana and atacking enemy structures
« Reply #3 on: January 11, 2013, 01:52:39 PM »
I can see a couple solutions

1. Obviously, I'd support the attack missions not costing mana because it'd make my life easier... but it also means there's never a reason to not attack. Mana doesn't mean as much in that case, either, so maybe that's more a last resort.
2. Perhaps, when you do issue a movement command, you can also explicitly order the survivor to idle there if he would otherwise automatically do something. If he can automatically do something, the game pops up a menu telling what, and in which order, and you can give an order to cancel those automatic actions in some way or another from there. It should auto-default to select whichever option is most likely for players to select. How often do players move next to impasses without wanting to destroy them?
3. Or, just stick with the above thing and don't include the ability to give an explicit 'remain idle' order. That way, the game pops up confirmation with you defaulted on 'OK' that explains what will happen on that space.
4. Or, the last alternative to plan number 2... have some kind of strategic configuration screen where you can set up behavior. So, you have 3 options for every thing that can happen. Either "Always do it", "Never do it", or "Always ask me." This is probably the most elaborate solution, or an even more last resort.

In summary, either make them more explicit or remove the cost.


Oh, and Zespri, just move adjacent to impasses. That's enough for the survivor to know to blow it up.

Offline zespri

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Re: Mana and atacking enemy structures
« Reply #4 on: January 11, 2013, 03:40:52 PM »
Oh, and Zespri, just move adjacent to impasses. That's enough for the survivor to know to blow it up.

Indeed. Thank you very much, that worked.