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Kam
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  • Something weird happened to my footmen ... the model dissapeared!
    My ally's footmen were not affected. Screenshot here, the circumstances were: I kill the Sea Giant Hunters, capture the Relic, attack the southern Consumed Gold Mine, kill it, kill a Shade, begin to attack another Shade, ally's Footmen and Riflemen come, my Footmen dissapear! Because they're in a control group, I can still select them.
    http://www.hiveworkshop.com/forums/pastebin_data/pul8ax/_files/Footman%20Glitch.tga
    The Cleansing Beams' model also didn't seem to work.
    The Lost AI was also having some trouble (following my units around but not attacking, standing still not attacking, not building on a gold mine again once the Consumed Gold Mine is destroyed)
    Retribution Wagons have an attack, but the tooltip says not.
    I also think Retribution Wagons do a bit too little damage, 7-8 isn't much at all, even if it's magic damage and the unit is a caster.
    I think 1250 health is also a bit much for the Phoenix since you can make lots of them and they're air.
    You mean there were actually people that wanted me to finish that? Wow. You know what the funny thing is? I forgot about it. xD
    Wow, that was pretty weird really, I wold hae never knew about it even if I tried.
    Why you don't use a dummy ability for the hero glow?
    But still, if they are being used equaly on both maps, It should at least work equally on them
    ...Wat? I've never seen a error like that. The only thing I see that could make problens is that the portrait is named wrong internally (The name is Tauren_portrait, while the internal name model is TaurenWarbeast) but I have no idea.
    I think it's really cool and I like it. I guess the status line can get cluttered when an upgraded unit also gets actual buffs/debuffs on it, but I don't want it to get removed.
    I also found an error (either in the tooltip or in the buff, whichever one you don't feel like changing): Ancient Jaggo of Endurance says it doesn't stack with Endurance Aura, but it does (the Endurance Aura from the Altar of Blood).
    Kam, I notice that you change lots of things every version, such as the removal of units/heroes, removal and addition of maps, stat changes to units, and lots more. I'm curious, what causes you to make these changes? I understand that it's proabably a lot of work to create a hero with triggered spells or a large terrain and I'm not sure what motivates you to delete something or make very large changes to something that you put tons of work into.
    I found a minor tooltip error: The Hulsk's ability Unburrow mentions the Pain Lord instead of the Hulsk.
    Also, the Wand of Illusion (Bolster) made another appearance. My hero wasn't even holding the Wand Of Illusion, it just dropped from a random enemy footman's corpse like three minutes after the corpse dissapeared.
    If you want the replay, here it is: http://www.hiveworkshop.com/forums/pastebin_data/uc431n/_files/LastReplay.w3g
    It appears around 18:20, south of my Hulsk and his army right at the bottom of my field of vision.
    (I know I could have killed the AI a lot earlier but I wanted to have some fun, plus, if I killed it I wouldn't have seen the Wand drop.)
    Depends - they don't put on much unless they're running often and with loops within loops, etc. but for disabiling the trigger from firing, my immediate thought is to add all the locusts into an array which each have the caster as a unit stored in an array (so that you can run a test for only "friendly" dummies thus allowing opposing/multiple heros to cross earthquake paths) then before firing quickly scanning through the variable for units which share the same caster unit which are also within range. Granted I'm not entirely sure if this is what you mean - I've assumed you meant something like this.

    Though the spellmaker in my head says there's a "better" way to make the spell, using only one dummy for each instance of it, but that'd be a complete remodelling thing and probably more hassle than it's worth given your goals.
    I'm not too sure, but I can imagine a tanky melee hero with an aoe (ministun or knockback), passive bonus (like hardened skin), active boost (attack bonus+bash for a time or something else), and some sort of channeling ultimate (maybe an earthquake at the hero's location).
    it depends - you should bundle together ones which have similar information, gather that first then if/then/else seperate them. Technically yes it would be more efficient to bundle them all together, but your trigger does become massive and then the world editor gets very slow when trying to load the trigger (and modification becomes hard too), of course, you'd need to nest all the ifs into the else clauses of the previous. In any case I'd recommend just doing it for ones which need this similar information to make it more efficient, while not making your triggers rediculously large.
    I normally build a second townhall so I can double my lumber income. This way I don't have too much gold or lumber (although I actually sometimes get too much lumber and have to make a bunch of Ignited Scourges or begin Ceding my Shades).
    I guess lifesteal would work well with their high damage, but would it work on blight too? They can already put up a significant defence due to towers having a multishot magic attack and their units having great regeneration.
    What would I like to see? I have one thing that relates to the Lost (not something I want to see, though). Do the other races have a way to get rid of blight easily? I haven't played against a human playing as Lost who used Derelicts to make blight inside my base, but I've done it against the AI. Is there a way to get the blight out?
    Redundant units? Well, I'm not one to use spellcasters very much so I'm not really too good a judge of this, but the Incursus is a unit I don't use much at all. It's fragile and dies easily off of blight and the Stygian Monarch always seemed like the better choice since it was so powerful.
    Writhing Advocates never really seemed that strong to me, although I liked the fact that they were naval. I never built them until I had an excess of lumber due to the mana regeneration of my Core structure working on both of my town halls, then they became useful.
    I never used the summon Corrus or Shambler from the Derelict's Palette, mostly because I liked Nightmares more than Shamblers and Corruses are kind of fragile and not suited to the purpose I use Derelicts for (suprise attacks on the enemy base). I'll be microing my four Derelicts into summoning blight and units that I'm not able to control the Corruses, which have no autocast spells. You shouldn't take those units out of the palette, I'm just voicing my opinion about them.
    I do use Corruses sometimes because Predictive Eye is cool, but I use Razors a lot more because they're much much more combat oriented.
    Yes, I have played the latest version.
    So what you're saying is that all Lost units will have lifesteal?

    I just thought of a thing to make the Lost want to engage enemy units and go offensive. How about an enemy unit killed gives a mana point to the Lost's town hall? The Lost normally are low on lumber and want to boost it up, so they'll natrually want to attack enemy units to get more mana to get more harvesters to get more lumber.
    Er... I still can't restore Terminus Cruxs. "Unable to harm the target." Huh?
    Also, found a really minor tooltip error. The Collateral Damage research says that increases the level of Immolation, but Ignited Scourges have the ability Scorch.
    Just battled the Humans on Crystal Lake and the Wand Of Illusion (Bolster) bug did not happen. However, I was not carrying the item Wand Of Illusion and I was Lost, so maybe that played some part in it.
    Looking at the replay, I'm not even sure if it was the enemy footmen. The item just seemed to appear in the enemy base when I killed stuff.
    http://www.hiveworkshop.com/forums/pastebin_data/b3sfye/_files/Replay_2013_12_20_2152.w3g
    Maybe it has something to do with the fact I have an actual Wand Of Illusion in my inventory?
    By the way, the research tooltip for the Hulsk's Carrion Migration is unchanged from the default tooltip Stampede. Secretion has no cooldown either. Ravager (and the Flesh Mites upgrade) require "Default String". Grimore Of Atreides's tooltip says it has ten charges, but it has five. When Scourge are summoned via Palette, they are already Ignited. The Cede tooltip mentions Fulgors, which were taken out.
    R
    Well, if you wanna have the AOE back, Just PM me for the Package and we can Play together, I have everything Packed tho.v
    R
    Really for a Decade?! o,O Well, I have the full Pack of the AoE so we can Play it again! :D
    R
    Hey Kam, I see you make Age of Empires maps, I can share you some Maps of mine I made and some Triggers to let you help, I'm also an Modder on Age of Empires 2, The Kings, The Conquerors, HD and The forgotten :)
    I'm fighting a normal computer and the item "Wand Of Illusion (Bolster)" seems to be dropping a lot. I think this is a bug, because I'm pretty sure it's dropping from enemy Footmen. It doesn't drop from all of them.
    I'm playing the Crystal Lake map.
    I'll check on them when I get some time again here. My very first moderation on your map kinda gave me some spirit to re-work my crappy Altered Melee though. :xxd:
    Derpinmg, playing too much roleplaying games, and you?

    Got for a time a bit away from modelling, when not on the table been toying on Garrys mod
    It is a Chinese editor mod. I don't know how to use jass. And the stardard editor's local variable, custom value and timer are not convenient to use
    Hi again :/ I looked everywhere and i can't find anything about the oil... :/ I don't know where to find it and you can't cheat it up too... :(
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