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08-01-2012, 05:31 AM
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#181 (permalink)
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User
Join Date: Jul 2011
Posts: 51
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OH and... I'm so tired of building 200 teslas and multiple rows of turrets each game >_> walls and regens don't cut it with so many meat wagons breaking blocks. Air is so deadly normal+. If you don't like us massing like this, then add more upgrades so we don't build 200 teslas to break the game. :)
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08-01-2012, 06:57 AM
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#182 (permalink)
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User
Join Date: Aug 2009
Posts: 1,950
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Played another game yesterday. This time normal difficulty. We were three players with separated bases. The first fell due to Hydra Lords being stuck on the back of that base instead of coming from the front like all other waves had done before. The Hydra Lords exploded and a huge hole exposed everything.
Meanwhile, another player and me were harvesting resources and sent some to the one being attacked. At this point already, it becomes visible that everything is slow and unflexible. Since you cannot harvest all four resources at the same time, it is a problem to balance it out and meet deadlines. Furthermore, you lose your income while constructing a structure, which takes rather long in general. In late game, we had enough mineralz but rebuilding what was destroyed each round, especially walls, became impossible. You should be able to build high-tier structures without the need of upgrading late game or have a research for speeding it up. Also, to create a more flexible atmosphere and turn your hideout livelier, allow the training of a limited amount of minion workers that can mine and help with building and repairing. Make resources exchangeable like in Settlers of Catan or feature special crystals that hold more than one resource.
Combat is also highly polarizing. I mean towers and anything not being a wall are eaten like nothing. This turns exaggerated in late game where a base is annihilated in seconds once there is an entrance. There have to be alternatives. Your main worker needs to power up, too. Expansion and movement in the dungeon should be encouraged in the long run but for this, methods are required that do not restrict you in a hideout, like boosting movement speed of worker, increasing sight, faster build times and, in general, there are things to gain. Trainable combat units could better the situation.
Our third and last base met its end when air had suddenly shown up and immediately attacked our workers instead of the towers, killing them with 2-3 shots. Unfunny.
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08-02-2012, 12:13 AM
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#183 (permalink)
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Baa!
Join Date: May 2011
Posts: 77
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Quote:
Originally Posted by Zeatherann
[Night] Lasts until all monsters are killed. This prevents 'tunneling' to just wait em out. you HAVE to kill all of them.
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i would just let the zergs attack my wall while i mine and get a lot of resources before killing them if night lasted until all zergs were dead
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08-03-2012, 05:31 AM
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#184 (permalink)
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moo moo
Join Date: Jan 2011
Posts: 1,047
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I dunno if I am going to continue to mod this. Nor may I mod warcraft 3 ever again :s I'm starting to mod steam games, like half life, and css.
I'm not entirely sure though, I may very well continue work on this map, so don't give up hope!
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08-04-2012, 01:18 AM
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#185 (permalink)
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User
Join Date: Jul 2010
Posts: 2
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Here is two replays made specially for 123HELLO showing basic principles of solo survival.
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08-05-2012, 08:12 PM
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#186 (permalink)
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Eaten by a Hippopotamus
Join Date: Oct 2011
Posts: 144
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Now do those require actual programming?
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08-05-2012, 10:02 PM
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#187 (permalink)
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moo moo
Join Date: Jan 2011
Posts: 1,047
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Quote:
Originally Posted by Tonex
Now do those require actual programming?
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Yes, I have to work with c++ and its a real pain lol.
Anyway, I plan to release another version of MineralZ soon. 1.15 is about 50% done.
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08-06-2012, 11:23 AM
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#188 (permalink)
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Eaten by a Hippopotamus
Join Date: Oct 2011
Posts: 144
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Sounds interesting, I might look into that. Btw I'm finally back from traveling.
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08-06-2012, 04:32 PM
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#189 (permalink)
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User
Join Date: Jun 2012
Posts: 101
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Quote:
Originally Posted by Tonex
Sounds interesting, I might look into that. Btw I'm finally back from traveling.
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Where did you travel?
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08-07-2012, 08:55 AM
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#190 (permalink)
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Anthro-Vixen Games
Join Date: Nov 2008
Posts: 489
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C++ is easy and fun, anyways, if you're not going to support it past 1.5 then i'd love to continue it, provided that it's cleaned of vJASS hehe, though i don't mind spending time manually compiling it.
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vJASS...
The bane of vanilla Warcraft 3 map makers and coders alike.
A plague worse than that of the Scourge.
It's army grows to match that of the Burning Legion.
They now encroach upon our fair Azeroth that is the Vanilla World Editor...
I have a dream... to trigger all unique war 3 spells and use channel as a dummy spell...
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08-07-2012, 09:14 PM
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#191 (permalink)
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moo moo
Join Date: Jan 2011
Posts: 1,047
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Quote:
Originally Posted by Zeatherann
C++ is easy and fun, anyways, if you're not going to support it past 1.5 then i'd love to continue it, provided that it's cleaned of vJASS hehe, though i don't mind spending time manually compiling it.
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I dunno, MineralZ is having a real turn around. I've been developing some really intelligent AI. And so far it has passed every test of mine with flying colors.
Everything is going great, so I really am starting to enjoy developing it again.
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08-08-2012, 02:43 PM
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#192 (permalink)
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Eaten by a Hippopotamus
Join Date: Oct 2011
Posts: 144
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C++ is very flexible and powerful... But I wouldn't say that it's fun. Mad won't remove the vJASS at any point, I've already tried asking.
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08-08-2012, 10:16 PM
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#193 (permalink)
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Testing Beta Maps
Join Date: Aug 2012
Posts: 139
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Quote:
Originally Posted by maddeem
I dunno, MineralZ is having a real turn around. I've been developing some really intelligent AI. And so far it has passed every test of mine with flying colors.
Everything is going great, so I really am starting to enjoy developing it again.
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When can we expect 1.5?
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08-08-2012, 10:21 PM
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#194 (permalink)
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moo moo
Join Date: Jan 2011
Posts: 1,047
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Really really soon. I would say, if not today then tomorrow.
Only reason why I might have trouble is because our clan bot is malfunctioning and wont allow me to download maps to it.
So its basically done, it just needs a bit more testing.
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08-08-2012, 11:34 PM
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#195 (permalink)
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Testing Beta Maps
Join Date: Aug 2012
Posts: 139
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Quote:
Originally Posted by maddeem
Really really soon. I would say, if not today then tomorrow.
Only reason why I might have trouble is because our clan bot is malfunctioning and wont allow me to download maps to it.
So its basically done, it just needs a bit more testing.
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awesome man, i love you game soo much 5thumbs! just a few things i would like to point out, they dont have to be fixed, just thought id point it out, there should be a warning for air, and/or a wave count saying which wave is next and what it will be. other than that man, flawless, love it.
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