ATLANTISv2 atl-design-digest #60 From: csd@microplex.com (Christian Daudt) Date: Wed, 22 Nov 1995 00:00:00 +0000 Errors to csd@microplex.com Now there should be a digest whenever (a) there are 10 emails or (b) whenever there is an email waiting for more than 48 hours for a digest to be completed. So don't get worried if the digest has only 1 or 2 emails, that just means the list has been slow. (I hope it works) If you want previous versions, they are available via WWW at http://www.microplex.com/~csd/atlantisv2/ ---------------------------------------------------------- Date: Mon, 20 Nov 1995 09:58:48 +0100 From: mickey@anacad.fr (Laurent ROCHETTE) Subject: Re: Atlantis: Turn template >> I hope you will be happy to hear that the A3 checker _will_ >> check item types and spell names, just to make sure they're >> valid. This has been one of the main complaints of the A2 >> checker. So, that will be a bit better. >> For people aplying in ATL2 and having problem with item and spells names, I would again say that my checker check the item and the spell names. It do it too for races, research areas, ... It checks also for the number of month long orders, ... I can send it to you by mail. The only problem is that is working only on Unix System (Sun, Solaris, HP, IBM RS6000) because I have no PC or Mac to port it. Mickey ---------------------------------------------------------- Date: Mon, 20 Nov 1995 08:28:06 -0500 From: jobollin@iumsc4.chem.indiana.edu (John Bollinger) Subject: Moving and guarding Disclaimer: This message contains spell information. Any wishing to avoid spell spoilers should stop reading now. I don't know how many people have noticed, but the Portal Jump spell has an interesting quirk: units on guard can be Portal Jumped without having their guard flag cleared. This means that if I can sneak a portal into an area where a non-friendly is guarding, I can set up my own guards there without defeating the existing unit. In fact, I think units retain their guard flag if they move normally, too. I think both of the above are inappropriate, although they may allow for interesting tactics. If by any means a unit leaves the region it is guarding, it ought to have its guard flag cleared. John Bollinger Melvin's Marauders (105) ---------------------------------------------------------- Date: 20 Nov 95 08:02:11 -0800 From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Re: Moving and guarding --Boundary-1868459-0-0 ]I don't know how many people have noticed, but the Portal Jump spell has an ]interesting quirk: units on guard can be Portal Jumped without having their ]guard flag cleared. This means that if I can sneak a portal into an area ]where a non-friendly is guarding, I can set up my own guards there without ]defeating the existing unit. In fact, I think units retain their guard ]flag if they move normally, too. Actually, normal movement clears the guard flag (as it should). I just didn't think of the portal case. I'll fix that. Geoff --Boundary-1868459-0-0 Content-Type: message/rfc822 Date: 20 Nov 95 05:28:43 From:"John Bollinger" <jobollin@iumsc4.chem.indiana.edu> To: atl-design@tango.rahul.net Subject: Moving and guarding Disclaimer: This message contains spell information. Any wishing to avoid spell spoilers should stop reading now. I don't know how many people have noticed, but the Portal Jump spell has an interesting quirk: units on guard can be Portal Jumped without having their guard flag cleared. This means that if I can sneak a portal into an area where a non-friendly is guarding, I can set up my own guards there without defeating the existing unit. In fact, I think units retain their guard flag if they move normally, too. I think both of the above are inappropriate, although they may allow for interesting tactics. If by any means a unit leaves the region it is guarding, it ought to have its guard flag cleared. John Bollinger Melvin's Marauders (105) --Boundary-1868459-0-0-- ---------------------------------------------------------- Date: 20 Nov 95 08:09:15 -0800 From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Atlantis Design: Forward Someone sent this to me alone; not sure if it was meant to be anonymous or what (seems doubtful), but here it is: ]Geoff- ] Not being able to redistribute items before an attack is a big ]hang-up with the game. While it does foster a need for better ]organization, the concept that an army preparing for battle doesn't ]have the time to redistribute weapons and other small possessions ]is a little silly. With the type of warfare being represented here, ]there really is no such thing as a surprise attack - armies ]assemble, encamp, form battle formations and then attack. This is ]largely because putting the men together into a battle-worthy formation ]is not easy, so it is done with time and care. I think it would ]make the players a lot less frustrated without changing the game much ]if you put give orders before attack orders. Geoff ---------------------------------------------------------- Date: 22 Nov 95 08:59:12 -0800 From: "GDUNBAR.US.ORACLE.COM" <GDUNBAR@us.oracle.com> Subject: Atlantis 2.0 Design: GIVE before ATTACK I just thought of another reason that GIVE should not go before ATTACK (please excuse my slow brain; there are a lot of thoughts about Atlantis up there, it just takes them awhile to come to the surface.) GIVE being _before_ ATTACK would have the unfortunate effect that, if you were expecting to lose a battle, you could simply drop all of your items, not allowing the attacker to pick any of the loot up. And while most attacking is not especially for the loot, I think it is an important ability, to be able to attack and take away the enemy's possesstions. Geoff Up