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A new evolution of epic space battle comes invading warcraft 3 !

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This is my first project that i will be submitting on hive, i have done other projects, but none of them ever reach a "Near-Completation" Stage.

This is my first project to ever reach "Near-Completation",
i hope i will be able to complete this project.

Back on the topic, yes, as i announce on the thread name,
"A new evolution of epic space battle comes invading warcraft 3 !"
a random image from google.
178651-albums4665-picture45881.jpg

The Day of Sagittarius
is a new kind of epic-space battle map,
The control is based on the arrow key system that is used everywhere,
Left and Right to rotate your unit, front to accelerate, back to decelerate.

Even though it uses arrow key, the game itself is unique, it still posses the essence of RTS games, which is the "Fog of War", "Real Time Command", "Constructing Armies", "Macro and Micro Management of unit groups", and "Territory Control".


Yes, Some people may have heard of "Day of Sagittarius III",
feel familiar with that name? Day of Sagittarius III is a Fictional PC game from the Anime "Melancholy of Suzumiya Haruhi", i decided to remake the game in warcraft 3, as it looks fun to play with :D, the game-play however is heavily modified and revised from the original to fit the warcraft 3 engine, yet still, preserving the elements of the original game :p

you can see the original game here


The game holds up to 10 players, each team can consist of 5 players on normal game mode. (Just like on the original game), people will be assigned on their teams based on their Default position when the game starts.
----------------------------------------------------------------

I am planning to create more fun team choosing modes to play, such as "Commander's Speech" Team mode, on where players are allowed to be on one of the both commander's team, based on their speech. its not balance, but my brother wants it to be implemented. the concept of this teaming is, commanders that have a speech like "eh, umm, what should i say guys?" will definately fail.


Deploying is the form of building units here, there are 2 type of deploying,
1. Scout deploying
178651-albums4665-picture45879.jpg

Scout deploying is used to deploy scouts, Scouts are miniature turrets, it is very hard to see Scout with naked eyes, Scouts cannot attack, nor does it have abilities, or movement, but it has the highest vision of all units that we could deploy, thus making it the primary source of sight (and removing fog of war). scout turrets has the minimum hit points, a hit from anything will definately kill it in one blow. Use the right click to Spawn Scouts, Every unit is capable of deploying scouts. they can be spawned infinitely, it uses 1 gold (which is modified into Scout AI), scout AI replenish with time, and the maximum stock can be modified in the game.

2. Combat Ship deploying
178651-albums4665-picture45853.jpg

Combat Ship are ships that will aid you in battle, the types differs depending on the ship that deploys it, as you can see from the image.
as you notice, Day of Sagittarius holds up a resource system just like any RTS game, and also unit capacity, Lumber from original wc3 game is modified into materials,

materials is only used to make combat capable ships, and food is the capacity of combat capable ship that you can hold.

be aware that materials are not replenishable. once they run out, they run out forever.

each ship has their own speciality (See the units section for more information.)



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These pictures shows how some abilities and one of the terrain effector reacts with each projectile on the game, more information can be seen on the abilities section.


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The Camera in this game are alterable to user needs,
the current modification available are the angle, rotation, and height.
the camera snaps to selected unit on micro mode.

178651-albums4665-picture45856.jpg

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As you can see, the special effects shown on the picture, the ship has been shot by multiple lasers, these special effects only appears on the spot they are shot at,
178651-albums4665-picture45895.jpg

like on the picture,
178651-albums4665-picture45856.jpg

the ship is shot on the left wing, therefore only showing the explosion on the right wing, and the ship is tilted a little to the right, if you carefully compare it to other images, as they take shot from the left, it should realistically shake to the right. (i wish i could show videos, but i can't upload any at the time).

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Groupings system allows mobile units to move together at the same time,
following the leader's movement around.
groupings has also some special skills, which can be seen below.
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Angle Shooting orders all the unit that is grouped with the leader, to follow the leader's angle, and shoot at the direction. this type of shooting will deal the least damage, but is good for damaging enemy group as a whole.

Turning rates will still apply on units when they are commanded to shoot at an angle, there will be delay while your fleets are turning into the commander's angle.
178651-albums4665-picture45861.jpg

Frontal Shooting is ordering the units within the group, to shoot at their angle, so whichever angle they are facing now, they will fire at that angle, this is good for accuracy, as units in groups will automatically aim at random unit within the group range.

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Focused Firing happens when within the group area, comes a hostile unit, if there is only one hostile on the area, the whole group will automatically focus their angle on him, dealing massive damage to the hostile unit coming in range.


The Strategical Terrain Effects spawn at random, when enough damage is inflicted on the map, the effect is permanent, Terrain effects can be spawned using T.O.R.P.I.D, however, Terrain effects spawned by T.O.R.P.I.D or Space Condensing Round is not permanent.
178651-albums4665-picture45851.jpg

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---Using Constant Gravity Well to double Mega Particle Beam Canon Damage---
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The Constant Gravity Well will always tries to bring any projectiles into the orbit of the well, no matter the direction, by its nature, the constant gravity well is harmless to heavy objects, but in case of projectiles, its a diffrent case, shooting a laser and leaving it on the gravity well will keep the laser orbitting at the orbits of the well, for some duration until the laser life span is over,
178651-albums4665-picture45857.jpg

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Mega Particle Beam Cannon will deal more damage when effected by constant gravity well.
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The Constant Gravity Well brings nuisance when shooting at straight target, but the Constant Gravity Well can be a great asset when the ability to change projectile direction is used properly.

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The Black holes similarly absorbs objects like the constant gravity well, the pull gets stronger the nearer the missile is to the black hole, the blackhole absorbs both projectiles and units,
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when units are absorbed, it is then transported into a random blackhole within the map, while dealing heavy damage, the blackhole negates all projectiles coming into it, dispersing it into nothingness, normal projectiles will not deal any damage to the blackhole,

178651-albums4665-picture45847.jpg


however, Mega Particle Beam Canon is able to destroy black holes, when you are too near to a black hole, escaping is impossible, try using the knockback momentum of torpid launchers, to escape the pull. combined with weaponaries (Will be explained in the Abilities Section), black hole is a great asset to deal damage, when you know its position.


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The Variable Gravity Well acts as a weaker blackhole, with weaker absorbing action. when units came to the center, the Variable Gravity Well does not transport the unit, it will only deal small damage to the units within.


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Macro Mode !, in the game, player could freely switch between Micro and Macro Mode !, Micro is the original arrow-key control, and macro is to switch places control between units far away, the camera will be unlocked, allowing player to move around freely, swiftly looking at the situations within other places.

Deploying will be disabled within Macro Mode, but you gain advantage of controlling a whole group of fleet like RTS Games !, you could strategically plan your movement within Macro Mode, deciding places to ambush, or guard.

Macro Mode allows player to command multiple units at a time, easily grouping multiple units, and control their directions. However, in Macro Mode, your main command ship will be paused until micro mode is applied.

Turn rates will still apply even in Macro Mode !. (The same turning rates as on Micro Mode.)


178651-albums4665-picture45868.jpg

The game mode can be heavily modified, i have the concept of worms modification, on where you could modify your own game mode as you like on custom game.

Nebula Sky
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Space Sky
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Blank Sky
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Sky modifications is the whole terrain change, as the terrain only consist of Sky-Sphere, The purpose is, to let the player enjoy other backgrounds, as they will be bored from time to time as they play the same background each game, more will be added. you can select None too to provide an entirely black Sky-Sphere.

Speaking of it, this maybe one of the first wc3 project to ever use a Sky-Sphere !


more information will be added.


I am only showing the Mothership Skills Right now, more will come, when i had the time to show other ships.
The Mothership is the ship that will be used by the commanders of each team, it has a slightly diffrent abilities than other player's main ship.
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T.O.R.P.I.D is a powerful weapon developed by the human race, it is the root of warp technology for the human race, it is capable of distorting the time and space itself, the explosion opens a dimension rip, creating a constant gravity well at the location, while absorbing all nearby units into the center. the container takes a form of a rocket, fired with a strong electro magnetic proppelant, firing it at a high speed.
178651-albums4665-picture45875.jpg

the weapon itself is banned at law of inter-galactic federation, production is a taboo, as its destructive nature is dangerous to the universe. firing T.O.R.P.I.D gives a slight knockback momentum to the ship firing.

Notice that T.O.R.P.I.D is shootable, destroying it will make its explode sooner.

T.O.R.P.I.D can be used when enemy ship are near blackhole, or in the verge of escaping !, it pulls all unit around to the center of the explosion, therefore, shooting it to the center of the blackhole will pull all nearby units into it. Constant torpid firing within the universe will create more black holes at random position.

T.O.R.P.I.D is very usefull for scattering enemy Groupings, or catching them in one position, and destroy them in one blow, combining T.O.R.P.I.D, Condensed Sphere, and Mega Particle could lead an enemy to its defeat in a single combo !

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You should notice how the laser is slower within the sphere
178651-albums4665-picture45863.jpg

Condensed Space Shells is a shell that will explode within a small distance, the explosion will condense the space around it, making both unit and projectiles passing through the space slower (even backslide effects). The duration is noticeable, from the number of waves rippling out, it starts from 3 waves, degrading to 1, and it dies when there are no more waves.

Firing it to a blackhole will make escaping impossible, as both backslide and movement effect is decreased on its effectiveness.

Condensed spheres could be your best bet on escape mechanics, slowing both incoming projectiles and units for a long duration, while it can be your tool to turn back situation when enemy is trapped within the sphere.

notice that units within a group, will fall behind from the group if they are caught in it, as their movement is slower, this could also be usefull for a group - dissambler tool.

Condensed sphere could also help in "Effect Magnifying", as you see, the laser moves slower within condensed sphere, so the effect of the "Constant Gravity Well" is well magnified, as it effects more during that interval of time, the same goes for the rest of the projectiles.
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Create a group for the units within range.


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-----Charging Sequence of Mega Particle Beam Canon------
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-----New Mega Particle Beam Canon Animation-----
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This weapon consumes high amount of energy, it requires a high charging time,
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dealing damage each second for the units within the line of the laser,
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this massive particle still takes the effect of Strategic Terrain Effects, even though it is slightly weaker on it, deals more damage when effected by constant gravity well and condensed sphere, can be made so that the laser hits the enemy twice, resulting more damage with the bending effects of constant gravity well, the user cannot move, but he can still turn his facing even though its slower than usual.


Mega Particle Beam Canon is more effective to wipe out a platoon in a single blow, if they are close together enough, rather than killing a single player unit, unless it is combined with other effects, we can't hope to hit a moving target due to its slow turning rate while firing Mega Particle Beam Canon.
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Reflecting Shield in Action
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Capable of Refracting Mega Particle Beam Canon in a low chance.
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The Shield Breaks when it receives more than 450 damage.
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This shield is slightly diffrent from the other player battleships, the commander protects its own ships 8 ways, his ship cannot move, nor it can shoot when in the duration, the HP of the shield is slightly greater than other ship's reflective shield.
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it is able to reflect incoming projectiles,
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not including T.O.R.P.I.D and Condensed Sphere, it could refract Mega Particle Beam Canon, Refracting it into multiple smaller and weaker lasers (it deals damage to both foe and allies).
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I cut around 7/8 parts of the song.
The Music :
Shostakovich: Symphony #7 In C, Op. 60, "Leningrad" - 1. Allegretto
Though i cut almost 7/8 of the music, as the file size is ridiculously large for wc3 map.

Music History :
"Composer Dmitry Shostakovich, who witnessed the horrific Siege of Leningrad by the nazi germans, wrote his legendary 7th Symphony in the first year of the war. The symphony has become a symbol of resistance and the will for victory. More than 600,000 people died? of hunger in the blockade of city of Leningrad now known as St. Petersburg. Shostakovichs music was written to inspire the city under siege."
-As quoted from youtube written by Cheguevara831



Special Thanks to all helping members of
  • Wc3campaigns.net
  • Hiveworkshop.com

    Imports Credits :
  • jk2pach for his Heavy Frigate, AA Turret, Assault Frigate, Assault Cruiser, Cruiser, Fast Cruiser, Frigate, Onslought, Heavy Cruiser, Light Cruiser, Ion Turret, and Scout Shuttle.
  • WILLTHEALMIGHTY for his Air Explosion, Black Hole, Cruise Missile, Artilery Strike, Ground Explosion, Massive Explosion, Nuclear Explosion, Plasma Grenade, Cruise Missile, Rocket, Super Big Explosion, and Ancient Explosion.
  • Champara Bros for his Red Laser Ray.
  • Vestras for his Slow Time Model.
  • Judash137 for his Shield and Shield Breaker effects.
  • Ergius for his Laser Ray.
  • Mc! for his Black Hole Spell Model, and his Sky Sphere Model (Heavily modified by me, skin by rynst11 and ikillforeyou)
  • Illidan(Evil)X for his Green, Blue and Red Laser.
  • unwirklich for his Terran UI.
  • Carrington2k for his Black Hole (Wide Galactic).
  • redscores for his Missile System (Heavily modified by me).

    Sounds & Music :
  • Valve for their fvox sounds !
  • Shostakovich for his grand Orchestra !
  • Mobile Suit Gundam series for the sound effects.


I Actually need someone to help me in triggering, ( Converting it to a more efficient form of JASS )
and Testers for map balance,
I wanted to make a trailer video, but its too complicated +__+
beleive me, the bending laser don't look that choppy as in the screenshot, its perfectly smooth xD

anyways, please feel free to leave a comment,
it would be helpfull if it was a critique, since i can improve the map a lot more ~

i can't really help in what you requested, what can i do to help this project?
Ans : You can help by advertising this project ! :D

simply copy and paste this into your siggy and voila!~, that will help the project boost its performance by a lot !

HTML:
[URL="http://www.hiveworkshop.com/forums/map-development-202/new-evolution-epic-space-battle-comes-invading-warcraft-3-a-194030/"][IMG]http://www.hiveworkshop.com/forums/members/178651-albums4665-picture45885.jpg[/IMG][/URL]
 
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well, its only temporary, until the beta release is ready :D
(so that i can decide, wether to use custom icons or not, since it takes up space, i hope it won't reach the 8mb limit.)

and anyways, it doesn't really do anything to the gameplay, so i leave it for the last. xP
 
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Aww...D:

thx for the Nebula Sky Sphere Skin :p
it looks nice isn't it? xD
thats the 256x256rose.blp skin that you resize xD

thx for the support guys, i appreciate it :D

Changed the Mega Particle effect, since revive's light doesn't bend. (when the missile is effected by any terrain effected.)

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Updated New Refraction Formula.

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178651-albums4665-picture45871.jpg
 
Last edited:
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umm, it is almost the last phase i guess,

like i did above, i am removing much bugs,
and things that aren't smooth yet, ( like you see, the laser splitting system (shield refraction) , it looks a lot smoother and better don't it? )

right now,
i am trying to remove the unknown lags.
the map goes laggy after a while, i don't really know what cause it,

after i am finished fixing all bugs,i am planning to ask someone that knows jass or vjass to improve the triggers, converting everything to something more efficient xD.

the spells are complete already, :p

after i am done with all that, i would go make a macro-management control system.

lastly, testing phase - debug, and re-balance the map, and voila !
beta - release~ xD
 
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i am pretty much sure there isn't any leak.
i removed every single one.

i guess too many units on a map, since the missile is a dummy, and too much trigger processing for every single unit.

but with a more efficient JASS triggering, i guess things will work fine.

i am searching for one who is great at it :p
 
Level 17
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Jan 21, 2010
Messages
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umm, it is almost the last phase i guess,

like i did above, i am removing much bugs,
and things that aren't smooth yet, ( like you see, the laser splitting system (shield refraction) , it looks a lot smoother and better don't it? )

right now,
i am trying to remove the unknown lags.
the map goes laggy after a while, i don't really know what cause it,

after i am finished fixing all bugs,i am planning to ask someone that knows jass or vjass to improve the triggers, converting everything to something more efficient xD.

the spells are complete already, :p

after i am done with all that, i would go make a macro-management control system.

lastly, testing phase - debug, and re-balance the map, and voila !
beta - release~ xD
habe you add the preload all the effect used in every triggered spell and custom spell?
I has the same problem with my 18 mb map, and when i preload all the special effect, the lag is vanished like dust
Haha~
If no, the you have a prob with some trigger..
 
Preload(object path) but preloading only removes the lag that happens when you use something for the first time since rather than the game preloading it in-game during the first use, it preloads it during loading (which means longer load time)

@defskull - I won't really call that preloading, as preloading is done during map loading... for DotA, they just do that rather than actual preloading, because invoker uses a bit many resources, which could really lengthen load time, so rather than preloading it everytime, they did it in-game so that its only run if invoker is used...
 
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@defskull, no, its an AoS, it's still in development by me, alone, and when its ready to launched, i'll tell you, (of course i'll remove many imported files to decrease the map size),
@razor21, it's very ease, i have use this method to reduce long-game lag, use map initialization as event, then create 1 dummy, hide it (in case you aren't useing the dummy.mdx) then add 7 skill that need triggering, after that remove that dummy, c8 as much as needed, since 1 dummy can hold up to 7 hero skill, you must use it wise ly
And also add all the special effect used in the triggered and custom ability to dummY, and dont add more than 10 special effect to a dummy, it may cause lag
 
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Shostakovich's music, laser beams, physics... this projects has everything! You know, the whole thing with black holes and all the abilities, that's just amaisingly awesome, all the abilities can be countered not just so they would cause less damage, but would also backfire back at enemy! This is currently the most awesome space map from all Warcraft 3 maps made... can't wait for it to get released!
 
Level 17
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@defskull: i dind't remeber relase an aos here?
:p
It's called ancient war if you want to know, seems like dota if you first play it, but with different play style
I'm still thinking about new hero, medusa the gorgon, and i still waiting your spell..
Hha~
 
you dont need to attach the effects to a dummy to preload... just destroy(create) the special effects... and how does units can have 7 hero skills? anyway, no need for lots of dummies... one dummy can suffice... just add then remove the abilities...

I think what defskull means is that ur doing another AoS when there's so many out there already...

but seriously, reducing it by more than 10MB before you release it will kinda be hard...
 
Level 17
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you dont need to attach the effects to a dummy to preload... just destroy(create) the special effects... and how does units can have 7 hero skills? anyway, no need for lots of dummies... one dummy can suffice... just add then remove the abilities...

I think what defskull means is that ur doing another AoS when there's so many out there already...

but seriously, reducing it by more than 10MB before you release it will kinda be hard...

that not too hard to reduce the map size to 7,56mb
Haha~
Since this is my primal idea when i first see dota
I want to make a new game play aos, not like normal aos, where you buy eq for your hero, use skill and destroy enemies's Base, in this map you'll need team work, Tactic, item doesn't matter here, since this map is item - less..
Haha
@defsKull: great, keep up the good work!
 

DotA has teamwork and tactics (at least they would matter if you're on at least near level as your opponent, by level I mean your real-life skill level, not level of hero or anything)

but an AoS with no items... hmmm... but seriously, why did it even reached 18MB?


anyway, this map would definitely be a cool map... ^_^ (wishing that an AI will be implemented)
 
Level 16
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lol, don't worry about the off-topic, people enjoy reading those :D

yes, its mostly first-time cast lags,
i guess i will try rynst11's way.

@tleno
Shostakovich's music, laser beams, physics... this projects has everything! You know, the whole thing with black holes and all the abilities, that's just amaisingly awesome, all the abilities can be countered not just so they would cause less damage, but would also backfire back at enemy! This is currently the most awesome space map from all Warcraft 3 maps made... can't wait for it to get released!

xD i really hope so it will get released, yes, i love Shostakovich, he is EPIC!, and ofcourse Laser beams, and Physics ! xP, thx for the comment, it really brings me motivation !, i haven't really written all the information yet, there are more of the things, but the basics are all written.

i do hope you get the meaning of each screenshot, as they show some game-play aspects.

i played this with my friend sometimes, to help me debug things, what we really enjoy was the orbital well (Constant Grav Well), we played a lot with it xD.

i do hope you guys enjoys it when it came out :p

its strategical, but its more like a mini-game where you had fun with your friends xP (look at the first video lol).

@defskull
You're using the Sky Sphere, not Sky Box right ?
Box looks... LOL

yes, its a sky"Sphere", i asked many request about that.

i ended up modifying Mc!'s doodad though. lol. (even though it had a big dimensional rip on it lol, i still end up using that one. it took me hours to fix the damn model o.o)

this one sphere model that i modify has the ability to change skin. :p.

you could use blizzard skybox texture on it. so you can expect more backgrounds later on :p. pretty amazing eh? xD.

if you guys got any suggestion on what to add, feel free, i really hope it would be a game everyone would enjoy playing on.

Well, one thing I hope is this game doesn't get lag

i am asking garfield for help, i hope he could find the thing causing the lag +__+, and i hope he is willing to help me xD. i trust him a lot. if he didn't,

maybe you guys could help ? xP

@ Adiktuz & rynst11
Let razor do the initial release version first
After that, he can consider AI to be implemented in that game
AI is cool !
@razor21:are you planning to implement an ai?

actually it already has one AI. (its purpose is testing.)
the ones i took the screenshot with was me fighting an AI.

its very dumb though.. i don't know how to make him calculate the angles when there is a Terrain-Effect,
such as the orbital thing.

so i guess i won't be using it on the release.

but an AoS with no items... hmmm...

you know what? lol, i think that would be great, if there was an Item, it would be like "the team who is winning will always has the advantage" kind of thing.
i played fate another II arena, on that map, they only had "useable" items, and we all has the same gold, no matter which team is winning,

and its really a great experience, you will experience the thrill till the end of the game xD

thx for posting in this thread guys..!~
 
potions are still items... haha... and you can only obtain items when ur good... so even if an AoS has items or not, its still a matter of the player's skill... or at least if you won't have equips, then you should at least make the unit's stats, proportional to its apperance (like units clad in armor has higher defense value, while units in low-weight clothes are faster)


I hope you get to improve that AI... ^_^
 
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Micro-Macro Mode is Ready !!
Introducing Macro Mode !~

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178651-albums4665-picture45923.jpg


Macro Mode !, in the game, player could freely switch between Micro and Macro Mode !, Micro is the original arrow-key control, and macro is to switch places control between units far away, the camera will be unlocked, allowing player to move around freely, swiftly looking at the situations within other places.

Deploying will be disabled within Macro Mode, but you gain advantage of controlling a whole group of fleet like RTS Games !, you could strategically plan your movement within Macro Mode, deciding places to ambush, or guard.

Macro Mode allows player to command multiple units at a time, easily grouping multiple units, and control their directions. However, in Macro Mode, your main command ship will be paused until micro mode is applied.

Turn rates will still apply even in Macro Mode !. (The same turning rates as on Micro Mode.)


i can't really get a good screenshot to explain it though..

@Chewii

Thx for stopping by & the support Chewii xP
i will stop by too when your project is introduced ! :D

@rysnt11

Any time you had the time to extract it would be fine xD
thx for the help !
 
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uh oh, xD, just imagine those are the pilots defskull. lol.

@Chewii i am sure with 66% terrain and 31 % triggers and 23% units you could make an introduction :D

and updating the intro every upodates would be good too :p (to keep your project development thread alive)
 
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