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Farmvill for Wc3

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Deleted member 177737

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Deleted member 177737

Farmville for Wc3

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Will this game can be played continuously?
I mean all the units will be saved and can be loaded if you want even when you're with different players.
Ex. I play solo, then I save my advancement. Then I played with a friend and load my advancement.
If it is, then this is a good one!
 
Nice idea. Since its the no.1 game at Facebook. And you might change the title. People might think that you just stole the idea. Maybe put more diseases like Swine Flu or Bird Flu.

lol really nice idea you can also add weather change like typhoon,turnido,animal attack,earthquake and bandits with that you can add defences and upgrades and upgrade technology to protect your farm from danger..and every time you able to succeed from each crisis you gain more exp which will make your plants or hero farmer make jobs faster and gain boost energy and money..ive come up with this idea from the game simcity :grin::grin:!!

with +upgrade technology this will make things easier like you can buy machines and state of the art defences and plant boosters where you buy plant chemicals that will make growing faster but will lower there quality so lower gold cost when you sale it...hope you like my idea hope to play this map soon..

+ you can add hiring jobs..those will make players help each other adds better gameplay..:thumbs_up:
 
Good ideas \(^w^)/

ATM im just working on the basic stuff, planting, building, upgrading, selling.
I have the planting system as a basic build a plot of land then choose what type to fruit/veggy to plant there, then it just upgrades. I'm also thinking about making it so when you decide to plant something else on a plot of carrots for example you would use another upgrade button costing 5 gold which will destroy the carrots or w/e is planted there and then turning it into an un-usable plot of soil. Then you'd halfto go buy fertilizer from the store to fix it so you can plant something there again.

I'm also thinking of mixing the game up with player-bought diseases and stuff that they can put on other peoples farms, and things like that.

A save/load system might work, but I'll half to get someone else to make it since it would half to save a lot of buildings and units.


Hmm what else... Well for the season system, I did see something like it in a random RTS game I played on battlenet a few yrs ago. I'm not 100% sure how I'd make it.
 
I'll make a new one is a few days, there's still not much more than the 1 image to show.
I've only made 2 more farm tiles and 5-6 more unit's.

~Revising above post now.
 
Yeah, just to get some more models & ideas.
 
Hmm that might work somehow. Anyways Updating the top again with some stuff.


Edit------

The game is coming along quite well, I'm planning on releasing an early fairly playable BETA in the next few days.

I have just made the game even more challenging by making the vegetable/fruit item spawns, spawn every 15 seconds to only 1 (ONE) random tile of that type of veggy/fruit. For example say each player has 4 tiles of cabbage, only 1 of those tiles will have a cabbage item spawn on top of it (the tile is picked randomly.) After 15 min another trigger will activate which will spawn 2 additional cabbage items.

When animal's are killed (cows, chickens, pig's) they drop an item [name Meat] which can be sold to the meat shop.

These systems may seem fairly basic but I believe that they will work from now until a time after the full map is released when I can get a better system made.
 
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I wanted to suggest more things but I decided to wait for the beta version before asking it, so I will post only once with many suggestions. LOL
 
If what im about to try works the BETA will have season's in it.

(If everything works this is what will happen)

Summer:

-Trees are all green
-Sunlight & effect's all over the map and some other stuff
-Crops (the item) will appear faster

Fall:

-Trees are all red/orange/etc colors
-wind and rain effect's
-Crops (the item) start to appear slower

Winter:

-Trees are all covered in snow
-Wind and snow all over the map (gonna try tile changing somehow to)
-Crops (the item) will have an insane spawn time but you can still kill animals for your money then
-You will be unable to build plot's of soil thus preventing you from making more corn/cabbage/tomatoe/etc farm tiles



Update:
Just finished the basic terrain/doodad/effect triggers, testing now to see if they work. Gonna work on the slowing down spawn and stuff next.

Update 2:
We have working season's, with small glitches in between but not much to worry about. The basic stores have been made along with a small area where they are placed. I added some smaller triggers that fix up a few problems, and I set the basic gold/lumber cost for everything (the costs will def change).

Update 3:
Very early BETA is attached to the main post, It is recommended to play with a minimum of 3 players (for testing purposes, any lower might mess with the spawn rate's)
There may not be many "exciting" things to do as of yet, but they will come soon =)



Comment: I'm going to go request some sort of seeding/harvesting system to replace the current one later on, It would be more of an inconvenience if I added it in now (for triggering reasons.)
 
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It was ok, but I think I'll just make my own version of that.
 
~Update:

1.) I've just finished the new farming system for crops & animals. The base idea was taken from (Farming System) and remade entirely by me. All crops & slaughter-able animals now have a spell [Harvest <name>] [Kill <name>], for the Harvest spell the plant must have 100/100 mana which is regained at a moderate rate. For the Kill spell it's basically like the Harvest spell except the animal's die after casting. When both spells are cast they create a food or meat item near themselves.

2.) Changed around where certain units are trained & bought.

3.) Adding more buildings (srry no new crops just yet, there coming in the next update), and one decoration item just to test how they'er going to work. Adding a new animal to.

4.) Added some commands to turn off certain triggers, and adding signs to direct you to the merchants.

5.) Chickens can now lay eggs which can be raised into new chickens, new unit (sheep) can be used to produce wool.

6.) Added the first sabotage item. [Locust Swarm] It summons 3 Locust Swarms in a random area of the farms region, theirs only one side effect.. It could appear on your farm =)


--------------------BETA version 2.0 with the above changes will be released in the top post momentarily--------------------------------





Note: I'm gonna need a lot of feedback on this new test version because I cant host on Bnet anymore.
 
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Ok im finally back and working to finish this map so I have a decent version to upload into the map's section.
 
Which level of fence and in what player color area?
(The Green icon's are from me saving map space for other models, I didn't bother putting in the DISBTN's for them xP)


Mini Update~
Remaking the shop's area so we actually have shops instead of 2 dudes by a campfire.
I'm also working on a few more sabotage items like:

1.) A mortar that can fire a maximum of 2 shots anywhere on the farm area of the map, it has the ability to completely wipe out entire sections of your competitors farm's. But their is a great cost for such destruction.
2.) A unit named "Planter" that lays mines on your competitors farm.
3.) Some sort of unit with an ability that turns the area around it into an un-farm able plot of land.
4.) You can see more when their done.



The new BETA map file should be ready by the end of the week at the latest.
 
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Last update before BETA V2.0 is released.

Currently working on/finishing up:

-Finishing up work on the mortar (sabotage weapon)
-Checking over trigger's for bugs and such
-Attempting to work with the "seasons" triggers to make it a little easier to terrain with
-Putting icon's on units/spells/items (Not all of them have icons yet ...)
-Adding a few new items, challenges, and things like that.

What has been added in V2.0?:

-Lumber harvesting is now possible!
-A new town, and three (3) shops have been added
-The old shop's area has been removed
-New icon's have been added to certain units and items (they may look a bit wacky when put together but at least it's something to look at)
-The trigger that changed the terrain type when the season's changed is/has been changed to only change the terrain of the farm able area
-A few new items have been added
-More sabotage items & units have been added
-Certain models have been changed

What will not be included in V2.0?:

-More crop types
-Farm decorations
-Difficulty settings
-Save/Lode codes
-A better looking town, lol (it looks pretty ugly atm, it will change later on)

(These are a few things which I hoped to have in V2., but were withheld for certain reasons)


I still need suggestions for:

-Sabotage units,spells, and items
-Crops
-An easy to use save/load system


Why don't you use this models crops ? http://www.wc3c.net/showthread.php?t=103030
they are really with good quality :)

Thx for the suggestion but I'm trying to stay with models that have the farm tileset for a base. I wouldn't want to go editing someone else's models just to update them.
 
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Suggestions
Crops: turnips, potatoes, lettace.

Sabotage unit: fake farmhand, give it to a competetor, every time he pcks up an item, it is moved to your farm, and every time he builds a patch of soil, the area built on becomes unusable(for however long), however after 6 times of sabotaging he dissapears
 
Suggestions
Crops: turnips, potatoes, lettace.

Sabotage unit: fake farmhand, give it to a competetor, every time he pcks up an item, it is moved to your farm, and every time he builds a patch of soil, the area built on becomes unusable(for however long), however after 6 times of sabotaging he dissapears

The crops suggestions will most definitely be used, and as for the fake farmhand it's a great suggestion. I'll see if it's possible to make something like that, I do have a few systems in mind already for getting the fake farmhand to work...
+rep:thumbs_up:
 
Maybe prepared gorund, for like apple trees, banana trees(only gain mana in summer)

EDIT: moar :D blueberry bush, strawberry bush, near any kind of berry bush

EDIT2: maybe add a unit calle d?courier" grabs any items in your base and then goes and sells them.
 
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V2.0 Released in the top post.

I added around 30 triggers at the last second so I'm not sure if they work, they were the triggers that spawned the item's after u harvested the crops.
Just tell me if their broken and ill go fix them right away.
 
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But why the sallesman land is moving ? make the movement to 0

Hmm, what do you mean? The command buttons on the salesman unit?


And to mouseman, I'm fixing that bug as we speak i'll post the updated version in a few.
 
The glitch has been (hopefully) fixed and the updated map has been attached to the top post.
 
Yep that is exactly what is supposed to happen. The first few times my anti-glitching into new areas triggers teled u back to your farm, and the last time you just walked into the shop's area.
 
Yeah that's because there are 2-3 small gaps between some of the regions and their boundary's so even if you got in you would still be teled out quickly.
 
First of all, I do like maps like these because they're different from the regular hack 'n' slash of Warcraft 3. But...

There are so many location leaks within the triggers (use the Leak Check tool to check for them), and there are so many triggers that can be grouped together (mainly the harvest triggers) for better game flow and structure. I highly suggest getting on top of those triggers now so you don't have to worry about fixing too many later on.

As far as the actual gameplay goes, it seems alright. The crop harvesting system is a nice idea. What I don't like is having to travel to town. How about adding a bus or taxi system that costs a very low amount of gold and takes you to town instantly? Using some custom sounds would make the game more interesting.

Sometimes crops spawn for other players and myself when I harvest them. I'm guessing that's not supposed to happen... Land Salesmen shouldn't be able to move, especially since they have no collision and can move out of their designated areas.
 
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