(16 ratings)
Version 3.6 - Project Breakdown | Percentage Finished |
---|---|
Building System Rewrite | ~10% |
Gamemode Rewrite | ~5% |
Mode Selection Rewrite | 100% |
Hero Pick Rewrite | ~90% |
Unit Balancing | Not Yet Started |
Item System Rewrite | ~5% |
Team Member | Role |
---|---|
@Midnighters | Systems | Unit Balancing | Ideas |
@Mr. Paupiette | Model | Effects |
@Eldrazor | Terrain | Triggers | Ideas |
This is Goblin Exploration Squad, version 3.56. It was originally created by rulerofiron99, then turned over to Hero_Lief, but he gave me permission to take it over. The goal of the game can be many things; it usually involves killing enemy heroes or surviving the wilderness as you constantly explore. As of 3.35, there is even a new Conquest mode which lets you do quests. Unfortunately, though it's running, it isn't complete yet, so it's short. Expect updates to it sometime! For once, F9 isn't useless. Even pros use it. It contains building recipes, credits, the COMPLETE change log, item recipes, and a starting guide, so check it out! Version 3.56 is live! |
That's the building bug. And it happens for all buildings. And I just figured out how to fix it, so I am.
Which building bug? Having it not build when you're too close to a ledge?
If so, I JUST figured out a way when typing this for the game to detect if the building was built, and if it wasn't, then you get your items back. And it was blatantly obvious.
Events:
A unit finishes casting a spell
Conditions:
(spell being cast) equal to Build
Actions:
Run <buildingcount>
Do item removal and building spawn [haha I will not tell you how I build]
Run <buildingcount2>
If <buildingcount2> is greater than <buildingcount>
Then spawn [items] at udg_tempPoint3
Else do nothing
EDIT!
Hey guys, we've got a new member joining the team soon. First person to guess the username of said person gets to join our official testers for 3.6 and beyond!
Is it Rulerofiron99?
i always loved rping in this game, sadly you can't find many rpers who play this![]()
If I may take this...Mmkay... Some other suggestions:
- Make the build/salvage/pave unit abilities instead of hero ones, they are very important abilities, so making them choosable, especially the build one, just seems odd...
Balance. See above. A player playing Tinker can be one heck of a powerful warrior, due to his army of Shredders. An active combat ability isn't needed. Likewise, a Alchemist can already create any material out of common stone (except ironwood). Adding a combat ability will just make this unit level up quicker. The teamwork aspects and weak combat ability make up for strength in other areas, as you would know if you've ever run into me once I have a full base up and going. Fighting armies of war zeppelins loaded with Goblin Shredders isn't fun, but a deep mine becomes a perfect producer for a Alchemist, and such things become easy when I play one and reach level 9ish.- Make sure ALL heroes have at least 1 active combat ability. For the grenadier it could be bombard (aka rocket barrage of tinker), builders could have some temporary tower, etc.
These materials are already very rare. If you ever play a map with 3 or so tribes on the starting island, you'll find it almost impossible to get gold or silver when you need it, and forget about mythril, I believe there is only 8 pieces of mythril on the starting island, and most of that in the east side guarded by level 8 Gnolls.- Make mythril, gold and silver more rare. After a short while you've found enough of everything to do what you want, and after that you don't need them. I would like to see these minerals get more rare, so exploring is much more important in competitive battles.
/Signed.- Don't make new heroes (I see you're planning on doing that in your progress-log), but improve the current ones. Give them more abilities (use spellbook if you run out of UI slots). The current heroes are meh and their gameplay doesn't differ a lot from each other. It's better to have less, but more original, than more of the same.
Hmm, as if I couldn't have thought of that answer myself -_-
Anyways, I've got some suggestions!
- The exploring isn't rewarding enough, maybe make some unique bosses also drop unique items? (flesh golem could drop some kewl permanent flesh minion item?)
- 12 players is usually way too messy... Maybe make a mode where you're scattered over all the continents?
- The start can be tedious and slow, maybe put in a mode that everyone gets a wooden hut-spawn item, war mill-spawn item and a forge-spawn item?
- The screws, bolts, springs and gears and what other things there are feel really messy. I think you should just exchange them for 2 item types instead of 4...
- Another item could be the resource-killer, an item that gives you huge bonus dmg against resources (wood and stones), it's annoying when you're exploring that all those trees and rocks get in the way, and that you have to hit them a couple of times to get them gone. I know this can be solved by weapons, but not all classes have them...
- The warrior class doesn't have any active ability, making him boring to play... I think you should add more abilities in general to every class.
- The pyromaniac's fire stun is imba, it deals huge dmg and stuns... I think a damage over time spell would be better, as fire isn't supposed to deal massive dmg when you touch it for a tiny while, right?
Ultimate_MapCreator said:Mmkay... Some other suggestions:
- Make the build/salvage/pave unit abilities instead of hero ones, they are very important abilities, so making them choosable, especially the build one, just seems odd...
- Maybe make it so that a campfire can be used to create hot coal as well? It seems to me that if you put wood in fire you get hot coal as well... Would also reduce the time to build a decent base (which is the most repetitive overall...).
- Suggestion for ability warrior: Encumbering Slash: Active: Reduces the move and attack speed of the target.
- Improve the descriptions of the abilities. I want to know how much damage everything does, how much chance for critical strike, etc.
- Make sure ALL heroes have at least 1 active combat ability. For the grenadier it could be bombard (aka rocket barrage of tinker), builders could have some temporary tower, etc.
- Make mythril, gold and silver more rare. After a short while you've found enough of everything to do what you want, and after that you don't need them. I would like to see these minerals get more rare, so exploring is much more important in competitive battles.
- Make it so that if you type -neutral to ally (not share vision) everyone, everyone doesn't neutral you as well... Can make for some really cheep get-in-base tactics, because you just say -neutral, so their towers don't attack you anymore, you walk inside their base, type -war, and go kill everything...
- Don't make new heroes (I see you're planning on doing that in your progress-log), but improve the current ones. Give them more abilities (use spellbook if you run out of UI slots). The current heroes are meh and their gameplay doesn't differ a lot from each other. It's better to have less, but more original, than more of the same.
radsun said:It's realy nice map
But it have some bugs:
-- sometimes corpse picking not working, two times while playing i can't pick any corpse for ten minutes, but later it start working
-- items spawn to close to bulding and player cant pick them
-- one time when i put wrong materials for building they all diseapear
Thing that will be great if you add them:
-- armor and weapons, when player click on it in equipment it will be equiped and don't use free space in equipment, to take off some command meayby (-armor off)
-- armor and weapons for all classes (for example club )
Overall: 5-/5
Ummmm, try playing against Hero and his robot army....
Skill has to do with it too.