- Joined
- May 27, 2007
- Messages
- 186
Ants Wars
If you're part of the helper.net, you might have seen my small project.
Style: Strategy, logistics
(yes, I know Ants Wars isn't grammerly correct, but it sounds alot better than "ant's wars" or "ant war"
Summary: Some people have played the custom game 'Sim Ant'. The game will be loosely based on the general theme of that game. In the orignal Sim Ant, there were 2 teams. Each player on those teams would have a specific goal, such as gathering or building.
But in Ants Wars, each player controls their own colony, instead of 1 team controlling an ant colony.
Features:
~Random Events
~Automated feeding system
~New and powerful strategies
~Interesting and frantic Combat
~Easily manageable tunnel system
~Fully Automated Gathering System
~Decisional (is that a word?) upgrades
~Slight Rock-Paper-Scissors style of units
~Complex, yet easy to understand food system
~Random Insects wandering around both above and below ground
~Tunneling events that promote many individual rooms instead of 1 large room
~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)
Team:
Solo
Progress:
Working out how gathering system will work (looking for ways of debugging right now)
Thinking of what upgrades/unit names will be used
Working how new terrain will look (too many complaints about it being too difficult to see)
The Features: Explained [Rated PG]
~Random Events
Random events, depending on what kind, can effect both the above ground and below ground, or only 1. An example is rain: While dealing light damage where the rain hits, after a short while the water will 'seep' into the ground, causing fortified soil to become weaker (allowing an easier underground attack) along with causing large rooms to collapse.
~Automated feeding system
Large amount of text in hidden about how it works. I took it from my older thread on thehelper.net, so it's alittle outdated.
~New and powerful strategies
Underground attacks, surprise attacks through a tunnel from the outside and into your enemies base, to parasite ants that can control random insects; giving you a mighty advantage on the battlefield.
~Interesting and frantic Combat
In normal wc3 melee (and most wc3 custom game dealing with large fights) battles will tend to form a long line. It's difficult to explain how it's different in Ants Wars, so I'll include the trigger (the actual trigger that I will use in the final game will be more advance, this is just the simple form)
code is in hidden/spoiler tags.
~Easily manageable tunnel system
For creating tunnels, simply pick point A and Point B, and the tunneling system will do all the rest. Want the tunnel to be fortified with soil or rock? You can choose it to do that (extra cost of food and speed of course) when it starts tunneling. When you want to create a room for a new building, there's an option to do that (and it automatically creates a doorway to the closest tunnel/room)
~Fully Automated Gathering System
Once you build the main harvester building, your queen starts popping ants out of her at breakneck speeds, and once those gatherer ants hatch; they will start harvesting and doing everything on their own. No questions or orders asked, you will NEVER have to give them a single order in the game. Food sources aren't set either; they have a limited amount and after that amount is gone; the food is gone. This means that you'll constantly run into enemy gatherers that are looking and getting food, and so will your enemy. And if you want to win, their food is a great way to weaken your enemy.
~Decisional (is that a word?) upgrades
Sometimes you'll have a choice between upgrades, though you can only choose 1 of these upgrades. An example will be to either increase the amount of gatherers you have, or increase the stats on the amount you already have (increased speed, ect)
~Slight Rock-Paper-Scissors style of units
Large amount of test (once again taken from my old thread) in the hidden tags.
~Complex, yet easy to understand food system
See above.
~Random Insects wandering around both above and below ground
Providing easy to tough fights, insects will occasionally roam across the ant battlefield, with the correct ant you can control their minds, or use as a useful food source.
~Tunneling events that promote many individual rooms instead of 1 large room
Pretty much a trigger that checks how large rooms are randomly, if a room is too large it has a small chance chance to collapse; destroying and damaging under the collapse (and filling it with soil). After it has rained, there is an increased chance for a collapse and smaller rooms can collapse.
~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)
Pending, it's easy enough (unit group variables) I don't know if I can find a good, easy, and slick method for showing it off.
Comments? Critism? Suggestions? I need them!
If you're part of the helper.net, you might have seen my small project.
Ants Wars
Players: 8 (possibly more, depending on how much room there is)Style: Strategy, logistics
(yes, I know Ants Wars isn't grammerly correct, but it sounds alot better than "ant's wars" or "ant war"
Summary: Some people have played the custom game 'Sim Ant'. The game will be loosely based on the general theme of that game. In the orignal Sim Ant, there were 2 teams. Each player on those teams would have a specific goal, such as gathering or building.
But in Ants Wars, each player controls their own colony, instead of 1 team controlling an ant colony.
Features:
~Random Events
~Automated feeding system
~New and powerful strategies
~Interesting and frantic Combat
~Easily manageable tunnel system
~Fully Automated Gathering System
~Decisional (is that a word?) upgrades
~Slight Rock-Paper-Scissors style of units
~Complex, yet easy to understand food system
~Random Insects wandering around both above and below ground
~Tunneling events that promote many individual rooms instead of 1 large room
~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)
Team:
Solo
Progress:
Working out how gathering system will work (looking for ways of debugging right now)
Thinking of what upgrades/unit names will be used
Working how new terrain will look (too many complaints about it being too difficult to see)
The Features: Explained [Rated PG]
~Random Events
Random events, depending on what kind, can effect both the above ground and below ground, or only 1. An example is rain: While dealing light damage where the rain hits, after a short while the water will 'seep' into the ground, causing fortified soil to become weaker (allowing an easier underground attack) along with causing large rooms to collapse.
~Automated feeding system
to describe the factors
-What unit you are making
-What food types you currently have
-How much of that food type you currently have
Those are the main factors for when you make a new unit.
Let’s say you have 50 grass points, and 30 pine-nut points
Depending on what you have available gives it a bonus that will effect it for the rest of it’s life.
Now, it isn’t you standard ‘This ant costs 10 food points. Since you have 50 grass points and 30 pine-nut points, it will take 7 grass points and 3 pine nut points
It won’t be like that at, instead it will be like this.
A red ant accepts both Grass and pine nut points. It prefers grass over pine-nut and gives bonus depending no how much grass you have.
Grass also is used as a major food source for your red ants.
So because grass is a major source that is used in both the ants birth and life, it’s divided by a greater factor.
So out of 50 grass, the game actually splits into very small blocks depending on how many ants you currently have. Let’s say for every ant you have, the game divides that 50 grass into smaller blocks.
Your ants will eat their food source every often. Depending on how much of that food source you have, gives them a bonus that changes depending on how much food you have.
So you have 70 ants. And you have a total of 50 grass.
NumberOfUnits X .Food Source /3
In this case; 70 multiply .50 /3 = 11.66
11.66 is the total amount of grass that 70 ants eat in grand total.
Invidually, each ant ate .16 grass
So now your total grass is 38 (rounded, every 2 mean periods it removes extra food point)
Let’s do another meal time.
70 X .38 /3 = 8.8
So in total all your ants eat a grand total of 8.8 food points.
Invidually, each ant eats .12 grass
As you see, it slowly gets smaller. But as your food gets smaller, the changes become less and less noticeable.
When each ant gets an invidual piece of .8 grass points, it will become slower and easier to defeat. While on the opposite, having more food makes it faster and harder to kill.
Though if you have 3 ants and 300 grass points instead of each ant getting more than 50 grass each at each meal, it’s capped at .20 grass for each invidual ant.
When you choose to make a new unit, the food system applies something similar to that (actually taking a little more grass) and gives it a permanent bonus or defect depending on how much you have.
-What unit you are making
-What food types you currently have
-How much of that food type you currently have
Those are the main factors for when you make a new unit.
Let’s say you have 50 grass points, and 30 pine-nut points
Depending on what you have available gives it a bonus that will effect it for the rest of it’s life.
Now, it isn’t you standard ‘This ant costs 10 food points. Since you have 50 grass points and 30 pine-nut points, it will take 7 grass points and 3 pine nut points
It won’t be like that at, instead it will be like this.
A red ant accepts both Grass and pine nut points. It prefers grass over pine-nut and gives bonus depending no how much grass you have.
Grass also is used as a major food source for your red ants.
So because grass is a major source that is used in both the ants birth and life, it’s divided by a greater factor.
So out of 50 grass, the game actually splits into very small blocks depending on how many ants you currently have. Let’s say for every ant you have, the game divides that 50 grass into smaller blocks.
Your ants will eat their food source every often. Depending on how much of that food source you have, gives them a bonus that changes depending on how much food you have.
So you have 70 ants. And you have a total of 50 grass.
NumberOfUnits X .Food Source /3
In this case; 70 multiply .50 /3 = 11.66
11.66 is the total amount of grass that 70 ants eat in grand total.
Invidually, each ant ate .16 grass
So now your total grass is 38 (rounded, every 2 mean periods it removes extra food point)
Let’s do another meal time.
70 X .38 /3 = 8.8
So in total all your ants eat a grand total of 8.8 food points.
Invidually, each ant eats .12 grass
As you see, it slowly gets smaller. But as your food gets smaller, the changes become less and less noticeable.
When each ant gets an invidual piece of .8 grass points, it will become slower and easier to defeat. While on the opposite, having more food makes it faster and harder to kill.
Though if you have 3 ants and 300 grass points instead of each ant getting more than 50 grass each at each meal, it’s capped at .20 grass for each invidual ant.
When you choose to make a new unit, the food system applies something similar to that (actually taking a little more grass) and gives it a permanent bonus or defect depending on how much you have.
Large amount of text in hidden about how it works. I took it from my older thread on thehelper.net, so it's alittle outdated.
~New and powerful strategies
Underground attacks, surprise attacks through a tunnel from the outside and into your enemies base, to parasite ants that can control random insects; giving you a mighty advantage on the battlefield.
~Interesting and frantic Combat
In normal wc3 melee (and most wc3 custom game dealing with large fights) battles will tend to form a long line. It's difficult to explain how it's different in Ants Wars, so I'll include the trigger (the actual trigger that I will use in the final game will be more advance, this is just the simple form)
Code:
ScatterKiller
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to False
(Destructible-type of (Dying destructible)) Not equal to (Destructible-type of (Dying destructible))
Actions
Set KillingAnt = (Position of (Killing unit))
Set AntKillDirection = ((Facing of (Killing unit)) + 0.00)
Set L = (KillingAnt offset by (Random real number between 300.00 and 500.00) towards AntKillDirection degrees)
Unit - Order (Killing unit) to Move To L
Custom script: call RemoveLocation(udg_L)
Set AltUnit = (Random unit from (Units within 300.00 of KillingAnt))
Set KillingAnt = (Position of AltUnit)
Set AntKillDirection = ((Facing of AltUnit) + 0.00)
Set L = (KillingAnt offset by (Random real number between 300.00 and 500.00) towards AntKillDirection degrees)
Unit - Order AltUnit to Move To L
Custom script: call RemoveLocation(udg_L)
Custom script: call RemoveLocation(udg_KillingAnt)
~Easily manageable tunnel system
For creating tunnels, simply pick point A and Point B, and the tunneling system will do all the rest. Want the tunnel to be fortified with soil or rock? You can choose it to do that (extra cost of food and speed of course) when it starts tunneling. When you want to create a room for a new building, there's an option to do that (and it automatically creates a doorway to the closest tunnel/room)
~Fully Automated Gathering System
Once you build the main harvester building, your queen starts popping ants out of her at breakneck speeds, and once those gatherer ants hatch; they will start harvesting and doing everything on their own. No questions or orders asked, you will NEVER have to give them a single order in the game. Food sources aren't set either; they have a limited amount and after that amount is gone; the food is gone. This means that you'll constantly run into enemy gatherers that are looking and getting food, and so will your enemy. And if you want to win, their food is a great way to weaken your enemy.
~Decisional (is that a word?) upgrades
Sometimes you'll have a choice between upgrades, though you can only choose 1 of these upgrades. An example will be to either increase the amount of gatherers you have, or increase the stats on the amount you already have (increased speed, ect)
~Slight Rock-Paper-Scissors style of units
3 ant types
Close Range: High health, medium attack, fast speed
Ranged: Medium Health, medium attack, medium speed. Have small minimum attack range (1/6 range can’t attack)
Long Range: Low health, medium attack, slow speed. Has medium minimum attack range (¼ range can’t attack) Isn’t effected by combat trigger if attacking. Effected by combat trigger if attacked.
Strength: Takes less damage from ants, and deals more damage to them.
Weakness: Takes more damage from those ants, and deals less damage to them.
Neutral: Takes average damage from those ants, and deals average damage to them.
Each group is broken down into 4 different ant types
Ant A: Good against B and C, bad against D, A
Ant B: Good against C and D, Bad against A, B
Ant C: Good against D and A, Bad against B, C
Ant D: Good against A and B, Bad against C, D
Each unit has 2 strengths, and 2 weaknesses. While it’s strengths don’t’ give it 1hit kills against a unit that’s weak to it, it gives you a large advantage.
Guard Ants are also powerful. They come in 4 types.
GantA: Good against AntB, Bad against C, Neutral to D and A
GantB Good against AntC, Bad against ant D, neutral to A, B
GantC Good against ant D, bad against A, neutral to B, C
GantD Good against ant A, bad against B, neautral to C, D
Each unit has 1 strength and 1 weakness, along with 2 neutrals.
Guard ants are incredibly strong when underground and near the hole, though above ground they are very easy to kill.
When the game starts, each player is given an option for a slight increase in a spefic food type. The food type you pick will be given 200% more food points in this area, and get 15% more points for food of that spefic type.
There are 6 food types. Each food type is distributed evenly (on an average) around the map. The food types are often mixed together, so when your worker comes back, it might get you some points of multiple groups.
There are 4 staple foods, which are used to feed your already alive ants. The staple foods also act as a booster for hatching ants; giving them a permanent bonus.
There are 2 hatching food types. These are required if you want to hatch ants, though if fed to already-alive ants, they give them a small (not permanent) boost.
In short: staple foods = keeps alive units alive, boosts baby units
Hatching foods = hatches baby units, boosts alive units
Obviously (hopefully you know this) these aren’t the names I’m going to use, I simply used those terms to describe the basic feeling. Feeding system is fully automated (while workers are automatic, you have some control over them. Such as find new food, find certain food type, ect)
Close Range: High health, medium attack, fast speed
Ranged: Medium Health, medium attack, medium speed. Have small minimum attack range (1/6 range can’t attack)
Long Range: Low health, medium attack, slow speed. Has medium minimum attack range (¼ range can’t attack) Isn’t effected by combat trigger if attacking. Effected by combat trigger if attacked.
Strength: Takes less damage from ants, and deals more damage to them.
Weakness: Takes more damage from those ants, and deals less damage to them.
Neutral: Takes average damage from those ants, and deals average damage to them.
Each group is broken down into 4 different ant types
Ant A: Good against B and C, bad against D, A
Ant B: Good against C and D, Bad against A, B
Ant C: Good against D and A, Bad against B, C
Ant D: Good against A and B, Bad against C, D
Each unit has 2 strengths, and 2 weaknesses. While it’s strengths don’t’ give it 1hit kills against a unit that’s weak to it, it gives you a large advantage.
Guard Ants are also powerful. They come in 4 types.
GantA: Good against AntB, Bad against C, Neutral to D and A
GantB Good against AntC, Bad against ant D, neutral to A, B
GantC Good against ant D, bad against A, neutral to B, C
GantD Good against ant A, bad against B, neautral to C, D
Each unit has 1 strength and 1 weakness, along with 2 neutrals.
Guard ants are incredibly strong when underground and near the hole, though above ground they are very easy to kill.
When the game starts, each player is given an option for a slight increase in a spefic food type. The food type you pick will be given 200% more food points in this area, and get 15% more points for food of that spefic type.
There are 6 food types. Each food type is distributed evenly (on an average) around the map. The food types are often mixed together, so when your worker comes back, it might get you some points of multiple groups.
There are 4 staple foods, which are used to feed your already alive ants. The staple foods also act as a booster for hatching ants; giving them a permanent bonus.
There are 2 hatching food types. These are required if you want to hatch ants, though if fed to already-alive ants, they give them a small (not permanent) boost.
In short: staple foods = keeps alive units alive, boosts baby units
Hatching foods = hatches baby units, boosts alive units
Obviously (hopefully you know this) these aren’t the names I’m going to use, I simply used those terms to describe the basic feeling. Feeding system is fully automated (while workers are automatic, you have some control over them. Such as find new food, find certain food type, ect)
Large amount of test (once again taken from my old thread) in the hidden tags.
~Complex, yet easy to understand food system
See above.
~Random Insects wandering around both above and below ground
Providing easy to tough fights, insects will occasionally roam across the ant battlefield, with the correct ant you can control their minds, or use as a useful food source.
~Tunneling events that promote many individual rooms instead of 1 large room
Pretty much a trigger that checks how large rooms are randomly, if a room is too large it has a small chance chance to collapse; destroying and damaging under the collapse (and filling it with soil). After it has rained, there is an increased chance for a collapse and smaller rooms can collapse.
~Possible custom-group system that allows you to control more than 12 units at a time (not selected units)
Pending, it's easy enough (unit group variables) I don't know if I can find a good, easy, and slick method for showing it off.
Comments? Critism? Suggestions? I need them!
Last edited: