To fix the imported sound datas you need to delete all meta datas from the sound datas (also the preview picture of the sound datas). In order to do that you need a program to open the sound datas and remove the meta datas and the picture. In the forum thread about bugs in the patch 1.30 (you can find it with google) a user posted the links for the required program to remove the metadatas from the sound datas. He posted two links for two programs that can be used for that. You can download the programs for free. I just looked up what the programs names are...: It's "Audacity" and "Mp3tag". You can simply use google to download them free. The other game intern sound datas of Blizzard are mostly broken now and don't work in many cases. They even don't work in their own campaign. But they will fix this bug in the next patch. I wish you much success, greetings!
Hi Darwin, I see you are from Australia. We have got a group of older people who play war3 every night (our bot is based in australia for ping/delay related reasons). We normally play 10pm-11 pm weekdays and weekends. (Eastern AUS time, not WA time). If you are interested, whisper me on my account [email protected]
If you do not have battlenet, you can still connect to our bot via eurobattle (the free one), it would just be more complicated to contact us unless you have our discord, which we use to post game names and number of people (we normally play dota1 semi competitively + other custom maps, but since we got a lot of people with families who don't have time to play new custom maps, dota1 is normally what we play the most). If you want to come along and play with us, let me know. There are not many AUS players left in war3 since boredaussie shutdown.
Reputation (+1): (Bundle) Been a fan of this for many years, and love the new stuff you put in it, and bug fixes, just sad you cut short some missions, wish instead you made possible for other side to enter the quest after it started like the Broken Star Destroyer one. Still gj.
You mean, you've used a a Game Cache that triggers when players Save and Load the game? I thought of that too but it seems harder to do than what came up to my mind this morning which is using invisible unis that cast either life/mana drain on them or finger of death/chain lightning. I'll see if I can do it my way first. Your way is the best I think but this trigger I'm working on has so many conditions. For instance if some items are in a said place the lightning activates between them and if they are not in said place some parts of the lightning must fall.
Thanks for letting me know of your idea, anyways!
Well, i don't know any other solutions than increasing extents, though there are more kinds of extends used by the model than just the global ones. For instance, you can go to window>geoset manager, open each geoset one by one and give them huge extents aswell. At window>sequence manager, you can also give each animation sequence extents. Can't tell if it's gonna work, i'm kinda grasping at straws here. You can also look and see if there are any options related to rendering in the "art" field of units in the object editor (propably not).
I think the concept sounds fine, having a space map does not necessarily mean that it will have to be empty. In the event that you add collision for asteroids, asteroid fields will provide natural obstractles which have to be cleared up before you can pass them with capital ships. Just be wary that depending on how you check collision, having too many asteroids could be heavy on performance. As for other space doodads, i can probably provide some, if you have something particular in mind. The way i usually make my space maps is that i use alpha tile for the ground, and then just use either a space skybox, or some different doodads which i have "sunk" through the ground to make them appear beneath the ships. It can provide some pretty cool effects. Perhaps the planet you are fighting over can be seen in the distant, underneath the battlefield?
As for gameplay, these are my advice:
- Have a map that is symmetrical in the existence of bases and objectives. Three stations per team would make it easy to keep track of a teams progress, by seeing how many stations you've killed. It could look nice to have a diagonal battlefield.
- If you are to have both RTS and TPS elements, make sure that the RTS is not too micro intensive, and that it can be left unattended for some periods without losing you the game. Basically, you could narrow it down to placing target points for individual squadrons, and have them manage the fighting themselves through AI. Perhaps the largest ships would spawn fighters, to add some strategic importance.
- Use hyperspace sparsely. Perhaps have it as a special ability wich you can unlock through points, or give it a long cooldown and only allow capital ships to use it. Having too many units hyperspacing around will be confusing and frustrating for players.
- Make sure the gameplay is very goal oriented, but also somewhat casual. If every player needs to have a lot of background knowledge, or do things in a very specific way, the game will not be very fun for new players. One of the issues i noticed with Battle for Tatooine was, that whenever you went off to do side missions (which weren't very fun), you would lose too much ground in the battle to win the game.