Make them all do the same damage in a period of time. That would be balanced, right? Let's say the time period is 5 seconds. One weapon could be 1 times as fast (0% increase)and do 30 extra damage and another could be 2 times as fast (100% increase) and do 7.5 extra damage. If the hero does 15...
If I had to do that I would use the eye doctor method. Checking red's against blue's, then setting a variable to the higher one. I'd check the variable against teal, and so on. I've never really gotten how do do the integer A and integer B things..
Mage of Storms:
Starting Health: (no clue, whatever fits in :))
Starting Mana: (again, whatever fits in)
Gust of Wind: Moves units near the Mage of Storms away from him dealing very minor damage, damage dealt and distance units...
In your map it seems that the flag isn't heavily involved. By the time you get to the flag, the enemy is already at your complete mercy, and what's gonna stop you from just running back with the flag and winning? Nothing. Maybe you could change the design slightly, to make the flag more involved...
Tronjheim is where the Urgals came in to attack Farthen Dur. So, if he has the Isidar Mithrim, that directly implies that he will have Farthen Dur as well. I'd be glad to help with any ideas or triggering. If I knew how to change the view in gmax I might be able to learn how to model..
Hmm...I wish I knew how to model. I'm actually working on that right now. :)
A giant ruby with death animation...hmm. I hope someone can help you with these things, but I couldn't model if my life depended on it.....yet.
Go to the abilities tab in the object editor. Go to one of the defense bonus abilities for items. Change it to a unit ability. In the column for attackment points, put in two things seperately. right (or left), and hand. Then add a model in below that row (still in the attachment section) and...
The map will need to be huge, after all there are mountains surrounding Farthen Dur and a winding river leading up to a giant stone wall with a lake in front of it. Hmm...I'll try to read the parts that give a good description of Farthen Dur so I have a better idea.
I would be glad to help with what I can. :)
I did a map of Alagaesia for my book project (it was a board game), so I have a general idea of where Farthen Dur is located and what some of the place should look like.
Farthen Dur Heroes: The dwarf guy, I forget his name. Eragon, of course. Murtag, The King, I forget his name as well. Elf...lady (Havent read the book in quite a while)
Farthen Dur Units: dwarven warriors, humans, I'm not sure if there would be elves or not
1) It's imbalanced...overhosted...etc.
2) Mindless killing, who doesn't like it?
3) Hmm...I'm gonna have to say Element TD
4) Its huge variety of towers and possibilities
5) There isn't one. It depends on the game. Any genre can be done fairly well online
6) Probably a maze, but I don't...
It's Eragon...so basically it's defending the city of Farthen Dur (can't make the...thing on the u with my computer) from the Urgals and from Durza (or however you spell it) The Urgals would come from the tunnels, and Derza would try to penetrate the city defenses by himself. If you want to...
I'm not sure that will work. I think that Selected Unit will only refer to an Event or an Action [i.e., you select a unit with a trigger action]
I'm not sure how you would do it, I'm pretty sure there's a JASS code...function...thingy for it, [like smart is for right clicking], then you could...
Eh...You used picked player for the removal, all of the players have to be not playing which is impossible... You have to do it seperately for each player, and as [email protected] said, use a periodic timer.
Your loop problem is that you make the units and they appear on the map, so it makes infinite units and crashes the game.. I'm pretty sure you could do it by having the purchasing of the original unit as an event.
Sigh...Your solutions aren't creative enough. Just make a game that looks exactly like DotA, and make the imba heroes' spells kill themselves instead of doing what they did before. Heh...Maybe I'm being a bit TOO evil :twisted:
Oh well...It's worth a try. They want DotA? They can have DotA...
Figured it out. My dialogue triggers were wrong, and all I need to do now is fix my Orbit trigger, which was crashing it. Here it is.
Time - Every 0.03 seconds of game time
Unit - Move Orbiter instantly to ((Position of...
When I try to test my map, after it finishes loading, one or two seconds into the game, it closes. Do you know what it might be? If it's a trigger, I only have one on, and that is this:
Time - Elapsed game time is 1.00 seconds
Couldn't you just do a periodic event, like:
Events: Every 1 seconds of game time
Conditions: (This is an integer comparison) Number of units in Playable Map Area owned by (whatever player) equal to 0
Events: Create 1 Selector for (whatever player yet again) at the center of (the...
I'm no expert, but if one unit has both I think it will cast both spells because they have the same order ID. Going more in depth, the game uses mini triggers to get a unit to cast spells, so when they have the same order ID, it casts both. (All in theory)
I'm thinking of making a turn based combat game, and I have almost all of the triggers worked out. If anyone has questions about anything for a TBS game, feel free to ask me. I might know....or might not.