Uhh, how am I supposed to see the new modes? I shall mention beforehand I am testing this in 4.23, if thatâs an issue (I donât see anywhere a quick notice on whatâs the recommended engine version for the latest update).
The post announcing the update doesnât really address this (had to dig around the thread pages to find it, too. In a thread with 200+ pages, I insist itâs a good idea to add hyperlinks to these longer posts in your changelog where the update version is named & described, so that anyone can quickly access further descriptions for more info. I have yet to find the 2.4 post). The assets in the update dont have a description that I could see that would let me know either.
My failed attempts to make things work:
I see the BP_TurnManager_Initiative, Strategy & Hybrid TurnManager child actors. I also see for each of those, a new Game Mode was created with its respective name. I tried using these gamemodes hoping that it would turn the game style automatically:
Tested all three modes in the JungleRaid map, but enemy behaviour seemed kind of broken for all three versions, so I assume this was not the intended test area for these modes. I also tried applying these Game Modes to the Example test map. The Strategy one didnât really differ from playing the level with no game modes, other than the fact the PLAYER TURN and ENEMY TURN now appear at the beginning of each sideâs phase. I suppose this is okay, since the default game style sort of acted this way originally (first move all your units, then the enemy moves, then you, etcâŚ).
As for the Initiative mode, I assume the Initiative property in units is what would determine the initiative of all combat participants, regardless of team faction (D&D rules afaik) no? I tried assigning the units some arbitrary values, but in the end, all player units would act together, followed then by the enemy, almost as if this game mode was also Strategy. The way initiative works seems to have changed too, or was it always like this? From its description:
"The default units have initiative set to 0 for enemies and 1 for players, sorting them neatly into two separate acting teams. "
I think this statement is confusing, and wrong. Player units can have a value from 100 to 199. Enemy units from 0 to 99. Also, is this really the smart way of doing this? Clamping this value depending on team faction seemsâŚprone to errors and convoluted? Why not just have it be one integer value from 0 to whatever, without constraints? What would happen if a unit is mondcontrolled or switched teams mid-game? Iâm sure you have thought of this way more than I, so Iâm simply curious to hear your thoughts as to why you decided to do it like this.
***TLDR: ***
If there is a post somewhere explaining how to make the gamemodes work do tell. Also I think documentation, both in this thread and in the project files, could be improved and are currently confusing for someone without a strong understanding of how the kit works. Things that would help to speed version-control-checks:
-Adding hyperlinks to the changelog in this thread
-Adding recommended UE version and current downloadable ATBTT version number in the official ATBTT description in the Epic Launcher would help (or the changelog too)
Sorry if this has been discussed elsewhere; I was not able to find such a post. Point me to it if there is sth like that Cheers.