@cleavinghammer This is already the case in wc3 & tft; the longest tower range is 800 or 850 (i'm not 100% which one) but siege units like the mortar team, demolishers, etc. have a range of 1150
@cleavinghammer This is already the case in wc3 & tft; the longest tower range is 800 or 850 (i'm not 100% which one) but siege units like the mortar team, demolishers, etc. have a range of 1150
By reading a bunch of tutorials and making some triggers you will progress fast.I wish I was better at writing triggers...
Maybe we should start a new thread for stuff like that?Arcane Tempest: Gives every enemy in the target area a random debuff.
Shroud: Makes every unit (ally and enemy) in the target area invisible for the duration of the effect.
Blessing of Cenarius: Grows a tree at a random point in the target area every X seconds. Trees that grow out of buildings cause damage to the building.
Leafeater Curse: Destroys all trees in the target area.
That's the idea, the enemy is forced to either hide away in their quasi-infinite-gold base but can only produce basic units, or expand in order to keep their economy running, leaving their main base less defended.
Oh, I know turtling rarely happens, but an anti-tree spell could be useful for a campaign mission (take story missions where Flame Strike or Force of Nature are explicitly recommended to reveal secrets, or against an entrenched AI as an alternative victory condition) or if a tree-growing spell is also available.
You can create a new unit that is killable and the gold mine ability.Yes, it's possible, I've used this to give a player a gold mine as a reward for completing a side quest.
However what you mentioned isn't a good idea, not because this wouldn't help the player, but because of how it can be abused by someone creative;
A gold mine is invincible so the player can use this to his advantage in at least 3 ways; place the gold mine in a location which blocks one of the entrances to his base, making it more defensible, place the gold mine at an entrance of an enemy base, preventing enemy forces from coming out, or lastly place the gold mine at a strategic location other than bases creating a choke point or other circumstances advantages for him.
An alternative to your idea that has no real potential for abuse is to create an item that adds extra gold to an already existing gold mine, or just an item that gives a player x amount of gold every time he uses it, it can cost him some mana to use it if you like
Yes: at worst you have to recreate a gold mine system with triggers.After having a chat with a buddy of mine I thought of a new idea; idk if its workable within the framework of wc3 though: have a cloud or a similar object design ated with the gold mine ability, and create an airship or balloon or something that is able to use it like a goldmine but have it fly to the cloud and then make a return trip to the town hall, and have it bring like 30 gold per trip, I think this will prevent the player from running out if gold, especially if the cloud contains a very big amount. Make the player believe that the airship is harvesting some sort of energy into gold.. @noob is this idea possible in wc3 ?
Yes: at worst you have to recreate a gold mine system with triggers.
People on Bespin (Cloud City) in the Star Wars universe mine their atmosphere for a valuable gas everyone needs because it's what blasters use to fire. I think it's less that the clouds need to 'give' gold and more that they provide a resource that your town hall can sell for gold, hence why it needs to return to you to get the gold in the first place. Thematically maybe something that can be sold to your citizens, like CNG. Obviously nobody in medieval times had CNG but something like that.convincing explanation for how clouds can be mined for gold
How about giving the cloud a modified Locust Swarm with near-infinite duration and targets set to none so the drones just mill about without attacking anything? Give the drones the appropriate cloud model and it might look like a series of smaller clouds flying around near the central cloud. You'd have to order each mine to cast locust once on map init.So you would have to get some flying unit, decrease it in size, have lots of units with the cloud model around it to make it LOOK LIKE the airship is flying into the cloud then return gold to the town hall building.
How about giving the cloud a modified Locust Swarm with near-infinite duration and targets set to none so the drones just mill about without attacking anything? Give the drones the appropriate cloud model and it might look like a series of smaller clouds flying around near the central cloud. You'd have to order each mine to cast locust once on map init.
Maybe have the gold mine ability have an in-game effect using the cloud model?
It works just fine and it looks really cool. Open my testmap and cast locust swarm on the spellbreakers. It has no targets so you can run around not damaging anything.Thats a nice idea, not sure if you can do that with the locus ability though.
Why not make something simple and have a flying lump of gold?
It is flying because it is the house of a rich noble who paid for it to be enchanted because that noble valued its safety.
He did not think of a way to get out of the house and then died of starvation in it because this noble was absent minded.