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(Closed) v2.0 Mapwide Update

Discussion in 'Project Infomation' started by TheSpoon, Aug 29, 2010.

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  1. TheSpoon

    TheSpoon

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    The 2-Player Campaign
    Mapwide Update

    A mapwide update is planned to be applied to all maps!
    This update will occur within the next couple of days, after that I will begin work on U9.

    This is what the update will include:

    - Revise Upkeep System: The old upkeep system was slightly unfair against the player due to the rounding values.
    upkeeps
    Old upkeep levels:
    - No Upkeep - 0-29 food - 0% reduction of gold (+5)
    - Low Upkeep - 30-47 food - 40% reduction of gold (+3)
    - High Upkeep - 48-60 food - 60% reduction of gold (+2)
    New upkeep levels:
    - No Upkeep - 0-19 food - 0% reduction of gold (+5)
    - Low Upkeep - 20-37 food - 20% reduction of gold (+4)
    - High Upkeep - 38-49 food - 40% reduction of gold (+3)
    - Max Upkeep - 50-60 food - 60% reduction of gold (+2)

    - Shared Resource Drop-Off: You will be able to drop off gold and lumber at allied buildings.

    - Send Resources Command: Two new commands "-gold X" and "-wood X" will be added which will allow you to send resources to your ally. I will also disable manual gold sending. This system is to avoid people accidently losing resources to upkeep!

    - Revised Exchange System: The exchange system can occassionally bug, causing you select and exchange unwanted units. I aim to fix/reduce this. You will also no longer be able to exchange worker units such as peasants or acolytes. (Normally you cannot exchange; Heroes, Summons, Altars or Town Halls)

    - Item Drop on Hero Change: In some of the older maps, when the 2nd player changes hero their items would drop on the floor at the start of the next mission. Now they will appear directly in the new hero's inventory.

    - Save/Load Code Update: The save/load system will record your rank that you recieve after each mission, and will give you an overall rank at the end of the campaign. This update will make all codes obselete except those that are given at the end of H9 and U8.

    - Some Minor Base Redesign: I may be inclined to redesign some bases in older chapters, due to the introduction of these new shared systems.

    - Shared Queue Information: This idea comes from McQvaBlood, you will be able to view what units/researches you ally is getting at a building by clicking the building.

    - Link to Forum on Loading: This idea comes from McQvaBlood & Amauta, in every loading screen a link to these forums will be added. To allow more people who enjoy our campaign to find us here! 2pcampaign.tk

    - Map Version: All maps will have their file name updated to v2.0, so that they can be managed more easily.

    - Player Check: At the begining of the map the game will detect if there are 2 players in the game. If there is not then you will be unable to load your code.

    - Scorescreen Icon: The sub-hero in the scorescreen now has a custom made '2' icon instead of an Arthas icon.

    - Bug Fixes: There will also be a couple of bug fixes to some of the 'forgotten bugs'. These include:
    fixes
    - In the Human Campaign, Town Halls cannot Call to Arms.
    - On H2, the Mortar Dwarf does not enter the blacksmith when 'forging'.
    - On H2, Uther's attack is disabled when he leaves the base, this is to stop him chasing retreating orcs.
    - On H4, Priests use the TFT priest mode.
    - On H03/07, Falric's inventory is removed when he becomes an NPC.
     
    Last edited: Jun 12, 2011
  2. McQvaBlood

    McQvaBlood

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    I will complete a test map for my other idea today or tomorrow, perhaps. (Shared unit upkeeps.)
    I will post it here and then you can decide if you'd like to include it.
    That would also modify the upkeep values you suggested a bit. (Effectively double them.)

    EDIT: Are you using 'Custom value' for anything? If not, the test map is complete and the triggers can be put to use. If yes, than I will need to find a way to work around an issue with dying structures.
    EDIT2: The system works smoothly... Only sometimes is bugs randomly, but I'll eradicate this issue.
    EDIT3: I was able to identify what causes the bug, but I don't know how I'll fix it yet. If I come up with a solution, this should be ready.
     
    Last edited: Aug 29, 2010
  3. TheSpoon

    TheSpoon

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    As I said, I would like to add your system,
    Its just that I see no way around the potential problems of it.
    *gasp* I have an idea that might work. I'll confirm whether its possible this afternoon.
    Although.. it is nice that the players are entitled to half the food each. Hurm.
     
  4. McQvaBlood

    McQvaBlood

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    I've already worked around nearly all the previously supposed mistakes of this system.
    Have a look yourself.
    This is an incomplete version though, as there is still one bug when canceling unit production.
    (When you queue up 4 Footmans and then cancel the last Footman, for example, you get -2 food, because the system thinks that unit has been payed for with food already. I'm still thinking about it.)

    Btw, don't let yourself be confused by the delay when updating team resources, there is no wait in the system. You can test it yourself by simply producing units with the gray player. Your own statistics will update immediately.

    Sorry if the wording on this post is strange, I just woke up from my afternoon sleep and I'm still dizzy.
     

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  5. TheSpoon

    TheSpoon

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    I've just tested it and it looks promising, so we might be able to add it afterall.
    I noticed however that when player one builds units, it doesn't update for player 2?
    But you should be able to fix this right?
     
  6. McQvaBlood

    McQvaBlood

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    You mean it does not update immediately?
    It's because of team resources. The team resources multiboard only updates every 2 seconds or so.
    Simply build a gray footman. You will see that your own food levels update immediately. This is what happens to gray as well, but team resources won't change until the next 2 seconds or so have passed.

    You won't be able to notice this when playing it properly. (Without full shared unit control and with two players.)
     
  7. TheSpoon

    TheSpoon

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    No I mean it doesn't at all
     
  8. McQvaBlood

    McQvaBlood

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    Lol, I don't know what might have happened. It works properly for me. o0
    Can you send me a replay of this?
     
  9. TheSpoon

    TheSpoon

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    I'm not sure what I did, but the system goes out of sync for me quite often.
    (As in both players don't have the same food)
    Particularly when i'm cancelling and killing units
     
  10. McQvaBlood

    McQvaBlood

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    Oh, right, I already knew about the cancel issue.
    I thought nothing happened for you at all.
     
  11. TheSpoon

    TheSpoon

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    Nah, that only started after a while
     
  12. McQvaBlood

    McQvaBlood

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    I'm clueless how to solve the cancel issue. I will just say that it cannot be done for now. I don't want to delay you further from implenting the other changes.
     
  13. TheSpoon

    TheSpoon

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    Alright then~


    One other thing added to the list!

    - Loading Screen Link: I will be adding a link to these forums on the loading screen of all the maps. (Just need the redirecting thing Amauta mentioned to be resolved)
     
  14. McQvaBlood

    McQvaBlood

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    Perhaps you could also add a version note to the file and map names?
    For example, Trudging through the Ashes is at version 1.7.
    You could rename the map from 2P Undead 01 to 2P Undead 01 v1.7
    You could rename the file name the same way.
    This would be especially useful when a replay of a bug, which cannot be reproduced very easily is on an outdated version.
     
  15. TheSpoon

    TheSpoon

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    I think I'll put them all to 2.0, as I should've done with the last mapwide update.
     
  16. McQvaBlood

    McQvaBlood

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    A version note would still be useful, because they won't stay at 2.0 forever. Not that I wish that new bugs show up, but you know what I mean.
     
  17. TheSpoon

    TheSpoon

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    Yeah I'll update them from then on, 2.1 2.2 etc.

    EDIT: Unfortunately, the length of adding version to the map name is impossible, as it is too many characters.
    However, the map version is still the file's name, and the version can also be seen on the map's description. (Seen by the host when selecting the map)

    EDIT2: Another addition I have decided to add is that 2 players must be present in the game in order for you to load your code.

    EDIT3: McQva might not like this, but ANOTHER addition I have planned to add is to disable the abilty to -exchange worker units such as acolytes or peasants.
     
    Last edited: Sep 3, 2010
  18. McQvaBlood

    McQvaBlood

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    Why would you do that?
     
  19. TheSpoon

    TheSpoon

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    'Cus I tend to see unsummoning one of them and exchanging the workers from only one of them more of a cheat then a tactic x3
    Among other things.
     
  20. McQvaBlood

    McQvaBlood

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    Well, this will not solve this supposed cheat.
    We will just train those first three Acolytes from our respective Town Halls and then still unsummon one of the Town Halls.
    The only way you could do this is by undoing the shared upgrade system.
     
    Last edited: Sep 5, 2010
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