Updated to 1.2
Most notable changes are an experience bonus when playing on Friday, Saturday or Sunday (yep, it can detect the real world date now!) a -clear command to get rid of text on the screen, ally level/race information, 4 new mutators and 4 new neutral items.
There was a line missing in the Template:
Check to see if that line is in your template in the Program.cs file for the Launcher. Without that, it also doesn't import any custom imports. I think Arxos already updated this on the download page for the template though.
Although I don't use these for aura spells, they make really good persistent ground effects. Despite the "star" shape design, they have a clearly defined circular inner region which is clear enough for said use.
So it works mainly like a melee game, but with no resource gathering - you can capture extra gold mines to get more resources.
There's no special objectives (yet), but I might add them in future. The main objective is just to destroy Frostmourne, but there's many optional bases you can destroy...
Assault The Throne
Based on Starcraft II's "Co-Op Commanders" mode.
Up to 4 players unite against the Scourge in this classic Strategy map.
The game automatically saves your experience, unlocking new units, upgrades and abilities as you play the map again in future. No save code required...
Trying to play this on the latest patch on Battle.net (Reforged / Classic graphics both) no longer works. The paint is invisible, and all the icons in the bottom right corner are missing (displaying the green square)
There seems to be a bug at least with the standard model (the Scarlet Inquisitor Skin).
If you assign her a Voice / Soundset, she will not play any of the lines except her "Ready" line when created. Maybe it's something to do with the talk animations not being set properly?
Honestly, the ones that seem actually useful are:
UnitAlive (already added)
The first one technically isn't required, as that can be done by the standard natives, but things like GetUnitGoldCost or UnitInvis cannot...
Hello again Drake.
So I remember you added the hidden function UnitAlive(...) and was wondering if you could perhaps add some of the other hidden functions in too. For example, GetUnitGoldCost(...) and all the other hidden things that are typically only used in the common.ai file...
What I would like to know, is exactly how this "Prioritize" toggle skill works for Gargoyles.
Presumably, it doesn't disable their ground attack (as it says - they can still attack ground units), but it does make them prefer to use their air attack.
Does the ability make the gargoyle...
I think in the case of the Crystalline Barricade, it's the only time it majorly changes function when upgrading with "Q". Pretty much everything else just gets stronger, but with higher upkeep or cost to repair.
Generally speaking "Q" makes it stronger, but more expensive.
W / E upgrades change...
There's counters to everything.
Assault Crafts require Tier 4 - if you're teching to that, then your opponents are not being aggressive enough.
You can also counter Assault Craft by building an Eerie Statue which can shoot down the Assault Craft immediately.
Crystalline barricades also have...
So as of a couple of days ago, it's no longer creating the map file (the .w3x) nor running when set to Debug mode.
Really not sure what's going on here.
It might be on our side, so I'm gonna check it over and see what's going on.
Okay, so after some checking, we think we've found the...
You can just launch the game with computers - they don't do anything and just sit there with their core.
True, you can't really build many towers though, as they'd die pretty fast, but you can practise your teching and APM.
Thanks so much for your review!
I'm planning to add a major update in the next coming weeks - it will increase the player count to 6 people, as well as adding 2v2v2, 3v3 and 6-player free-for-all Arenas. There's also a TON of new towers / weapons coming too.
Stay tuned :D
From the creator of Desert Smite 2 and Desert Smite
Fort Wars (v 2.01a)
Fort Wars is a tactical base-building competitive game for up to 6 players based on the popular Steam RTS game "Forts".
Build your base up quickly, and spend resources to fire projectiles at your opponent's base. Things...
Though I really like that solution, it also creates 2 Listeners - One for the building starting construction, one for when it finishes.
I'm beginning to think that my method is only one that uses a single listener...
Lua only garbage collects if the table is no longer referenced or accessible. Assuming somewhere later, the Repair bay is going to check the Array for index (unit handle) I'm guessing it would not clear it out.
Wouldn't this create an ever expanding array that eats up more and more memory as buildings are placed? Or am I wrong here?
Assuming you set the index back to false again later, you've now created 2 listeners (Building starts constructing, building cancels / dies) - so you've actually made it...