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Ent Seed: Life of the Forest

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OK. the origin of Ent Seed: Life of the Forest is from Ent Seed. A Hive member named Ezikielth started Ent Seed. He was gone for a long time, and we disagreed on how the project should be designed in a bunch of areas.

Essentially I thought I could do better at running it.

I had done too much work to simply leave it, so I left, and took my work with me. With my work, I started this (new) project, with me as main designer.

Map Type: Altered Melee
Players: 8-10
Alliances: Undecided. Probably as Melee, maybe by ent type.

Intro

EntSeed: Life of the Forest is a map where different kinds of plants vie for control of the forest.

I. Gameplay

Base Constuction ---- You begin the game with a Unit that looks like a wisp. It does not move, it's the spark of life. with it, you decide which kind of ent you wish to create. There are four types.
attachment.php
Maple Fast but more Fragile - like Archers and Melee Scouts
OakTough and Slow - like Golems
Willow Mysterious and Wondrous - like Druids
Swamp Dark and Gloomy - Plant equivalent of undead. life drains and poisons etc.

Once you have chosen your army, the Spark of life becomes a sort of sproutling for the army you selected. Now, you find a suitable location for your main base, and set down your roots, building your tree of life.

With your tree of life comes Your hero. You only get one hero, but you can choose which of 3 types of hero you want to use, depending on which army you play as you will have a different set of 3.

Your Tree of Life can build 2 separate builder units. A Sapling, and a Wisp. The saproling is the builder for all the plant like creations, and the wisp builds the spirit things. Every army is divided into plant and spirit (the names may change but the divisions are staying)

II. Game Mechanics

Alright.
First, the resources.
Water and Minerals - Water is gathered via roots, which are structures you can build out of saplings. they provide a certain amount of water per second. Much like mining a gold mine, but you don't need a mine, and you don't run out of water. Units and buildings not only cost resources to build, they also slowly devour your resources once you have them too. So the more buildings you have, the more sources of income you need.
Hero Revival - Heroes in this map with be revived at one of the four resurrection stones, Controlling the resurection stones is beneficial both because of it's strategic location as well as the fact that it gives all of your units in the area an aura. Depending on which stone you're at you will get a different aura. If you control a stone then your hero will always respawn at that stone. A Stone is controlled when a stationary building is next to it. if there is an enemy building in that same range, neither of you get the benefits of controlling it until one of the buildings is destroyed.

Undecided Stuff.

I may go with an Idea I proposed on the project regarding all Ent units functioning on timers. so like a hero lasts 10 minutes before dying and respawning, and if he lasts the whole 10 minutes he gains a level. It may even be the only way to gain levels. this is not yet implemented, so far it's just an idea.

Some system rewarding you based on territory, or how much space you cover may be made as well. perhaps faster resource collection if your collectors aren't too congested. we shall see what happens.
 
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Well this one promises ,but personally I love Keeper.
And may I ask where did you get those pics?

WoWmodelviewer. They were a fast way for me to show what the armies should look like.

You dont mean to use WoW exports, do you?

Not planning on using WoW exports, no. just for demonstrational purposes. I mean, I wouldn't be AGAINST WoW exports, but the models lack certain needed animations and then there would be the whining factor if I put it up here, so no.
 
Ok, I know this is darkholmes post but Im VERY involved in the maps creation. Of course we thought of just "remodeling" The original ents, however... space is not out friend. Due to the massive amount of custom content needed for this map we will need to use very few models and rely heavily on skins. Also, we are just trying to make the game work with its mechanics for the time being we dont care about models because the mechanics, triggers, techtrees, and balancing are the important parts that we need to finish first. We want to make the game work before we add the nice and shiny bits.
 
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Well,couldnt you remodel the original Warcraft ent models?

As Ezikielth said, the initial plan was to use all custom models, but new models take up like 400kb each or more sometimes, sometimes a bit less, but the point is we need to come up with roughly 40 units to pull off this map.

as for the design of those 40 units, there are presently 3 people working on different designs for them.

Hawk900, Uzi8, and Ezikielth are all working on army designs. In case we use all of them, Uzi8 is working on Maple Ents, Hawk900 is working on Oak Ents.

Varsaigen is on Hero design, though we may need another person working on that.

Volvox is standing by, but has offered to do the terraining.

I intend to do Willow Ents, but that will be starting tomorrow night.

This is a generic army outline
attachment.php


Resources

The resources are water and minerals. Water is collected by roots, which are defensive structures built by the ent builders. A wisp collects minerals. presently from tree. perhaps another unit for resource gathering will be made but at present ill keep wisps collecting minerals.

Units

The Optional slots dont have to be that number, a slightly more spirit based or more ent based techtree works as long as it makes sense with the army.

The Siege unit does not have to be ranged. just the biggest damage dealing units in the army.

Between spirit and ent there needs to be at least 2 casters, with 3 spells each.

Every Ent unit upgrades twice, like trolls, from an upgrade building of some kind (which could be another defensive structure or a unit if you wish.

Heroes
1 Ent hero should be equivalent to 3 normal heroes. Cause you're only going to get to pick one.
 

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I considered implementing something similar but only in regard to heroes. I don't think the regular units should get stronger based on time like that, but I was thinking maybe heroes could have a life cycle. they would live 10 minutes. if they survive 10 minutes they instantly respawn (at your base instead of a respawn point) with a chunk of experience.

as for growing, presently hero size is based on level. as a hero gains levels they get bigger. that's already done and scripted.

so as for using your idea, sortof. lol.

and the main post has been updated.
 
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you still in for hero design? I'm gonna have you make the easiest of the heroes first, who should also be the 'staple' hero.

The Tough Oak hero. levels from 1-30.

I'm not sure what the system should be for the spells. I'm thinking either 5 as the total number and have them scale more, or 6 total with scaling.

Basically a massive tought oak tree who is as powerful as three human heroes (cause you get one and they get three)
 
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Hm, I could help with some coding and scripting, if that is needed.

A to do list would be good, for that sake and for everything._.

Edit: it just hit me that its an altered melee map, so is there much scripting involved? ::
 
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ike_ike. Ezikielth is here again, he was gone for like a month. but he left EntSeed as of yesterday.

Yeah, this is an altered melee map, and there is scripting necessary. I didn't mention it because it's mostly finished.

You're welcome to help with the stuff that isn't finished though.
To Do

Tech Trees
Heroes
Terrain

Scripts:
Life Cycle script for heroes (after 10 minutes of living they die and respawn at their base with x more exp, and the counter starts over)
Scoreboard that shows time remaining till cycle is over, shows respawn wait time when killed, and shows how much water/minerals are going in vs how much is going out per second.
Any Spells we need that require it (undecided)
Computer player AI for ents.
Drought: (if you dont have enough minerals and water to support your units then all your units start taking damage till you fix it)
Winning Conditions (not quite sure how they will work yet)
Finished

Scripts:
Heroes increase in size as they gain levels (and speed proportionately)
Resource collection (water per second from roots)
Taxes (water and minerals are removed per second based on the structures and units you have
Starting Units, as well as giving NPC players standard armies.
To Revise

Scripts:
How you get a new base when your old one has been destroyed (concept change, the script will be easy to change)
more to be posted as i think of it.
 
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Life Cycle script for heroes (after 10 minutes of living they die and respawn at their base with x more exp, and the counter starts over)
Scoreboard that shows time remaining till cycle is over, shows respawn wait time when killed, and shows how much water/minerals are going in vs how much is going out per second.

And I suppose the timer will be paused if the hero dies before right?
And about the scoreboard; Do you want a multiboard for that? You say water/minerals, but I suppose you mean water and minerals (just like gold and lumber).

And will gold and lumber still be there as resource gathering?
 
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And I suppose the timer will be paused if the hero dies before right?
And about the scoreboard; Do you want a multiboard for that? You say water/minerals, but I suppose you mean water and minerals (just like gold and lumber).

And will gold and lumber still be there as resource gathering?

If the hero dies before, the counter should be penalized. maybe start over, or be reduced by a certain amount. the idea is that the longer you keep your heroes alive and the more you kill with them, the faster they level.

water and minerals directly replace gold and lumber as far as ents are concerned. they don't collect gold at all, and presently minerals are gathered the same way nightelves gather lumber (though some soil based alternative like what I came up with with roots may be a better idea).

another idea. maybe water gathered by roots could go up if youre in a certain proximity ot actual water? just a thought.

and how do you guys figure we should deal with food? how should the unit cap go up for ents?


and Varsaigen, I can't see entangle working for a huge strength based character. maybe stomp though.

and how are 15 and 21 both square numbers? they're both divisible by 3, and 36 is a square number. i dont get whats great about the equation.
 
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water and minerals directly replace gold and lumber as far as ents are concerned. they don't collect gold at all, and presently minerals are gathered the same way nightelves gather lumber

Then, why need a multiboard showing that?
We/you (or something) could just change the icons of the gold and lumber, and the tooltip to something else.
Maybe because of the display of how much water/minerals which is lost due to the amount of buildings and units?

Maybe just change so that both buildings and units will cost upkeep? Also maybe rename the "food produced" to Plant Supplying Power or something (that was probably a bad example but you get what I mean). It could me descibed as, the ecosystem of your plant settlement cant evolve/be trained more/built more unless you have enough "power" for satisfying the whole ecosystem.

Hm, thus we could simply use the Upkeep which is already existing. Though I dont know if it's removing custom added "gold"(water)/"lumber"(minerals)
Otherwise the trick could be, (just showing in Gui form now), to do
  • Player - Divert x% of the Gold or/and lumber income of Player <player>) to Neutral Passive (or some other passive player)
The though of the roots, you mean that, if the player gets > 100 water, the player will gain x*(1+<increase factor)*(upkeep factor)
example:
x = 10 water
increase factor = 0.25 (+25%)
upkeep factor = 0.9 (-10%)
gained income = 10*1.25*0.9 ~ 11 (11.25)
If that is the idea, I think its nice :p

The hero thingy you said sounds good already, so I wont comment it more =)

Edit: Sign me up on the teams list as well please ._.
 
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umm the reason we need the multiboard is cause you don't get it.

ok. you gain your gold over time via roots. that amount of currency isn't multiplied its like this.

Total amount gained - use by units.

you can actually LOSE money by the second. The units cost resources every second, not just when you build them.

the multiboard is to show whether youre losing money or gaining, and by how much.

random example. say I have enough roots to be making 100 water per 10 seconds. as I make units and structures, that number is going to go down, because it gets eaten up by the units I bought. you pay for the cost of training/building/upgrading, but when you HAVE the units they still eat up your resources.

so if you don't have enough intake to support your forces, you start eating up your reserves, until you have no more reserves, and then your units will start to deteriorate. eventually you'll lose enough men that it will even out again and then you'll be ok again.

you have to balance what youre spending per second against what you make per second.

that's what I meant by upkeep.


my other question was referring to what method we should use to increase the maximum number of men you can have. should it be another buildable structure? maybe claimable landmarks or buildings? maybe you just buy upgrades? how should we do it?

oh. for what needs to be done. we need to make a script that gives aura bonuses based on if you control any (or all) of the 4 pillars of resurrection positioned on the map. We also need to make it so that it registers if you are in control of one of those points somehow, so the aura is possible, and so that when you get resurrected, if you control a stone you get resurrected at YOUR stone. if you control multiple stones it should have an algorithm to decide which stone to place you at. presently I just have scripts that randomly place you at one of the 4 stones upon resurrection.
 
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and how do you guys figure we should deal with food? how should the unit cap go up for ents?

Proximity to good resources?

and Varsaigen, I can't see entangle working for a huge strength based character. maybe stomp though.

Yes, but entangle could be for swamp ents. I was coming up with a quick ent like ability off the top of my head. I'll see what I can find for the oak hero.

Off topic:
and how are 15 and 21 both square numbers? they're both divisible by 3, and 36 is a square number. i dont get whats great about the equation.

666. the sign of the devil. Which makes that the equation of the devil. :infl_thumbs_up:

On topic: About the ressurection thing, I think you should have it so they ressurect at whichever stone is closest to their base.
 
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Fucking Thing Didn't Post For Me and I Lost What I Wrote!@

ok.

Var.

no, swamp yes, i only see 2 6es, res at nearest = no.

res at your claimed random else random unclaimed else res at random claimed.

Ezi.

Techtree = maybe. I lost the pic.

Var.
abilities. neat idea, but too many generic. need one to be more flashy.maybe a growth spell or something that ups strength AND armor. bottom 2 combined.
no healing on this guy. each army has 3 heroes and it could fit another hero better.

also, since ents scale to 30 and humans and such to 10, ents need more abilities. total of 6 instead of 4.

from 3 3 3 1 to 6 6 6 6 3 3
 
Looking over my notes for ent seed I have this to add:
-Consume Tree
Eats a tree heals 200,500,1000 hp instantly with a 60 sec cd
- Thorned body
Single person thorns aura deals 10,20,30 damge to attackers
- Forest Walk
Like windwalk but spawns 2 tree gaurdians on attack that have same intervals as spirit wolves
- Ent fire
Simple fireball that jumps and adds a DOT that does 10 damge a sec for 5 10 30 sec
- Call of the Ancients
Summons a permanent level 3 ent depending on your race
- Flash Growth
Puts a barrier in selected area with the aoe thing where you want it to go (like blizzard) made of bushes with 200 300 500 health
- Charge
Charges the enemy allowing the hero to charge through obstables and stun the enemy for 3 6 8 seconds
- Entangling Roots
AOE entangling roots that roots for 3 5 8 seconds
 
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Cool Ezi. those may be helpful. if nothing else, I'm sure the ideas'll help us come up with other abilities. and yeah. I dont think fireball fits plants that well.

Also, for eat tree, when I tried to make it a hero ability I found it has a cap of like 500 health gain. I suppose one could make an elaborate way around it via scripting, but as is it's got a hard cap.

and var.

Perhaps you speak good english and it's not your first language, or perhaps you're just young. Strengthen Wood sounds like a funny way to describe the effects of viagra. Cause you know, wood is slang for erection.

Hence Ezi's joke about the name, and me saying the icon should be a blue oval (viagra pills are blue)
 
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Ah. lol English is my first language. And the name came about because I couldn't think of any names at all. But im sure that we can get more abilities by implementing Ezikielth's ideas. Thanks Ezikielth for coming up with those.

Funny thing is that I can come up with swamp ent abilities with ease. :p Also, i didn't know about the other meaning of streathen wood. :p
 
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I have a cool idea for a spell for swamp ents. It would simply be named 'Ignite'. So the ents use pitch from the swamp to ignite an enemy ent. That ent would become permanently on fire and would take heavy damage over time until it dies. It would also cause any other ents that come near the target to get ignited. You should definitely use the fire somehow :p
 
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umm the reason we need the multiboard is cause you don't get it.
-..-
ok. you gain your gold over time via roots. that amount of currency isn't multiplied its like this.

Total amount gained - use by units.

you can actually LOSE money by the second. The units cost resources every second, not just when you build them.

the multiboard is to show whether youre losing money or gaining, and by how much.

random example. say I have enough roots to be making 100 water per 10 seconds. as I make units and structures, that number is going to go down, because it gets eaten up by the units I bought. you pay for the cost of training/building/upgrading, but when you HAVE the units they still eat up your resources.

so if you don't have enough intake to support your forces, you start eating up your reserves, until you have no more reserves, and then your units will start to deteriorate. eventually you'll lose enough men that it will even out again and then you'll be ok again.

you have to balance what youre spending per second against what you make per second.

that's what I meant by upkeep.

Let me see if I got it straight?
You have an amount of buildings which is keeping your water up
When you spawn some units it could actually lead to a negative resource gain? (drain) if they're too many?

my other question was referring to what method we should use to increase the maximum number of men you can have. should it be another buildable structure? maybe claimable landmarks or buildings? maybe you just buy upgrades? how should we do it?

If I understood the first thing right, perhaps we could just make the amount of buildings which is gathering water (they all do?) proportional to the amount of units you have which drains water.

Example: y = a - b*c*d
where y = total gain or loss, a = amount of water gathered/sec, b = amount of units,
c = constant multiplyer( like 0.1 or so), d = average unit level.

Reject me again^^?

oh. for what needs to be done. we need to make a script that gives aura bonuses based on if you control any (or all) of the 4 pillars of resurrection positioned on the map. We also need to make it so that it registers if you are in control of one of those points somehow, so the aura is possible, and so that when you get resurrected, if you control a stone you get resurrected at YOUR stone. if you control multiple stones it should have an algorithm to decide which stone to place you at. presently I just have scripts that randomly place you at one of the 4 stones upon resurrection.

What auras do you want? I suppose they are all different for the different "races"?
Hm, give the resurrection stone all abilities and hide them in a spellbook. Then simply disable spellbook, and disable the abilities for certain players who doesnt match the correct aura for their race.

What are you meaning with the algorithm?... and you wrote later on:
"res at your claimed random else random unclaimed else res at random claimed."
What^^?
The first thing in the sentence is exactly the same as the last thing in the sentence?
Explain please:p

Anyway I had another idea. Why not let the player chose where his hero should be resurrected? And if the player loses his current resurrection stone, which is "selected as revival stone", then count the nearest stone to your base and revive the hero there.
---
For the eat tree spell;
Hm, have you tried pressing shift before you press enter, and then type the values?
---

Oh and I can do the multiboard =)
---
Im still not added to credits ^_
 
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Let me see if I got it straight?
You have an amount of buildings which is keeping your water up
When you spawn some units it could actually lead to a negative resource gain? (drain) if they're too many?
Exactamundo. Now you follow me.


If I understood the first thing right, perhaps we could just make the amount of buildings which is gathering water (they all do?) proportional to the amount of units you have which drains water.

Example: y = a - b*c*d
where y = total gain or loss, a = amount of water gathered/sec, b = amount of units,
c = constant multiplyer( like 0.1 or so), d = average unit level.

Reject me again^^?
I wasn't planning on including a level modifier in the calculation, but yeah, thats the basic idea. except different types of units are going to drain different amounts of resources per second, so a simple unit count wouldn't quite work. but you definitely get the idea. ^-^


What auras do you want? I suppose they are all different for the different "races"?
Hm, give the resurrection stone all abilities and hide them in a spellbook. Then simply disable spellbook, and disable the abilities for certain players who doesnt match the correct aura for their race.
I was thinking just a different aura depending on the stone, no the race. giving the units the aura wouldn't be as hard then, just make it a not attackable unit and set the aura range huge enough to cover the map (can you do that? I've never tried that size) Then we just need scripts to determine who owns them based on properties we decide on (I'm thinking building withing x range that's been set down and can't move. and if there are 2 in the range (would be close) then it would count as unclaimed till one is gone.

What are you meaning with the algorithm?... and you wrote later on:
"res at your claimed random else random unclaimed else res at random claimed."
What^^?
The first thing in the sentence is exactly the same as the last thing in the sentence?
Explain please:p
first sentence is random one claimed by you, last one is if theyre all owned by other people, you spawn at a random one owned by someone ELSE. . . O.O scary huh?

Anyway I had another idea. Why not let the player chose where his hero should be resurrected? And if the player loses his current resurrection stone, which is "selected as revival stone", then count the nearest stone to your base and revive the hero there.
if you want to make a menu pop up when youre about to be resurrected so you can click on the ones you own to respawn at, that idea would be great. if you don't own any, then you shouldn't get to pick. nearest stone isn't gonna be the way it happens i dont think. If you can pose a serious reason why it NEEDS to be the nearest one besides the inconvenience of spawning elsewhere and possibly running into the enemy (that's the point) then I may be convinced to change my mind.
For the eat tree spell;
Hm, have you tried pressing shift before you press enter, and then type the values?
---
Umm. no, but I didnt know that would do anything. does shift remove max values?

Oh and I can do the multiboard =)
---
Im still not added to credits ^_^
cool. ill add you now.

And Volvox. that ability would be cool for a hero but I would definitely think its a bad idea to give to regular units. and I dont think until they die is a fair time. it would need a time limit.

As for army lists, Preliminaries (diagram, unit descriptions) would be good for sunday.
 
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One thingy first :p

"The following people are 'going' to contribute but what they will contribute in the end is undetermined.
Volvox - Terrain, ideas
Varsaigen - Heroes
Uzi8 - Units - Units he is going to do unitsunits :D?
Hawk900 - Units
Eccho - Multiboard and some scripting
Ezikielth - Units"
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

I wasn't planning on including a level modifier in the calculation, but yeah, thats the basic idea. except different types of units are going to drain different amounts of resources per second, so a simple unit count wouldn't quite work. but you definitely get the idea. ^-^
Alrighty Ill make a prototype then without the "d" factor or something, just to see.

I was thinking just a different aura depending on the stone, no the race. giving the units the aura wouldn't be as hard then, just make it a not attackable unit and set the aura range huge enough to cover the map (can you do that? I've never tried that size) Then we just need scripts to determine who owns them based on properties we decide on (I'm thinking building withing x range that's been set down and can't move. and if there are 2 in the range (would be close) then it would count as unclaimed till one is gone.

Oh yes its possible to set auras to affect whole map (simply the max value 99999 or something). Well, yea, that sounds like a good idea.

first sentence is random one claimed by you, last one is if theyre all owned by other people, you spawn at a random one owned by someone ELSE. . . O.O scary huh?
Hah nono, the first one was exactly the same as the last one with your last desciption. The middle part was indeed the last part you said now^^ Anyway Im not going to cry more on that:p
Was it scary indeed?
Eccho runs away by horror in the dark, unluckily falling on a toasted banana

if you want to make a menu pop up when youre about to be resurrected so you can click on the ones you own to respawn at, that idea would be great. if you don't own any, then you shouldn't get to pick. nearest stone isn't gonna be the way it happens i dont think. If you can pose a serious reason why it NEEDS to be the nearest one besides the inconvenience of spawning elsewhere and possibly running into the enemy (that's the point) then I may be convinced to change my mind.

so that is the reason ah... well yea I was thinking of the fact that he could get spawnraped. But ok. I wont argue more about that thing at the moment.

And yep, the dialogs could be done in the way that it pings on the minimap while the dialog is up, so that you can see what revive stones its about. otherwise I was thinking of 3 dummy spells (2 will only be displayed at once) where the first is "selected/not selected" and the second one is "show current point" (just the basic tooltip, it looks ugly now:p)

Umm. no, but I didnt know that would do anything. does shift remove max values?

Well, I tryed once to set unholy aura, which has the max value 10, by pressing shift, to a higher value. Ingame it looked like it worked, but its hard to tell. Anyway, spending max 10min on testing eat tree wont do any damage right:p?
 
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I already have scripts that calculate the amounts, but I haven't pricd all the units yet, cause you know, we have no units really. I just need them displayed in the little multiboard in the top right.

not quite right on the descriptor. its like a priority thing.

If you own a pillar, then you spawn at a pillar you own.
If you dont own a pillar you spawn randomly at one that is unowned.
If there are no unowned pillars you spawn randomly at someone else's pillar.

and the pillars are just like an N, S, E, W thing.
 
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can you have a diagram and unit list for sunday hawk?

if you make a whole army list in the we and then a whole bunch of things need changing it may be more work than if you give the plans before you actually make them.

Overload: What did you have in mind? just helping out Eccho with the scripting tasks I listed?

I don't know if we need another scripter/triggerer, but I doubt it would hurt.

Some people for skins and modeling would be nice though. I don't know just what we need yet, but we're definitely going to need stuff, and likely more than I will want to do by myself. :p
 
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I already have scripts that calculate the amounts, but I haven't pricd all the units yet, cause you know, we have no units really. I just need them displayed in the little multiboard in the top right.

not quite right on the descriptor. its like a priority thing.

If you own a pillar, then you spawn at a pillar you own.
If you dont own a pillar you spawn randomly at one that is unowned.
If there are no unowned pillars you spawn randomly at someone else's pillar.

and the pillars are just like an N, S, E, W thing.

Okay^^

Ill be working on the multiboard today. And on friday its the swedish nationalday, so I have no school :p
 
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