[Defense / Survival] Insanity Attack

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by blancfaye7

You find yourselves, the Normalizens, in the middle of nowhere.
An apocalypse broke out for reasons unknown, rendering all people to become insane and cause trouble everywhere.
Cults have sprung, other species are evolving, the mighty have fallen...
These are now called the Insanes.
People who still have their sanity are officially called the Normalizens.

You, the Normalizens, must defend yourself from becoming one of the Insanes.
The Insanes will attack you anytime soon. Use your skills to build a base and train sane people to fend off the Insanes! Anything is possible!
You never know, you might kill the source of this apocalypse sometime soon...


Gameplay
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First off, the players can choose what mode they want to play in. There are 5 modes:
Tutorial, Easy, Normal, Hard, Insane.
The Insanes adjust for the Normalizens. Isn't that nice of them?
The tutorial mode however only gives the player basic knowledge of how the game can be played.

The Normalizens consist of Builders, Military, Resource Structures, Research Structures, Towers, Garrison Structures, Shops and Walls.
Builders are units that build structures vital for progression.
Military are units that are combat-able and experts on the battlefield.
Resource Structures are buildings that give Lumber and Gold resources which play an important role for spending in research, building structures and training units.
Research Structures are buildings whose purpose is to research upgrades. Upgrades include the improvement of each part of the Normalizens.
Towers are basically defensive structures to safeguard the base.
Garrison Structures are buildings that train Military units.
Shops are buildings that sells items for unit (Builder, Military and Tower) improvement.
Walls are structures that serve as a barrier, literally. They are mostly used to cover your camp from the Insanes.

Being a Normalizen, of course there is pride.
Whenever there comes rivalry or dispute between them, or when they feel like they want a contest, then there always is a PvP system.
Normalizens can declare war on each other, as well as redeclare alliance.

Being a Normalizen, there is also friendship.
Each Normalizen is a friend of the other. They can give resources to those who are in need. They can also give their own units under the command of another leader.

In the middle of chaos, the Insanes love to bring a trouble party with them just to make a Normalizen to be one with themselves. Random Events will definitely occur, and it must be expected by the Normalizens in order to survive their chaotic acts.

Even with that said, there is still one goal that the Normalizens have: To survive and defeat the Final Boss, whoever the boss is.
It is the end if All the Normalizens' Main Builders died, as it is their leader.
Also, the Final Boss seem to have an aura that makes any person insane... Whatever.
The Normalizens must survive no matter what!

To give a summary:
Normalizens can discuss which mode fits them.
Normalizens must get rid of Insane Fools out there who try to attack them.
Normalizens can declare war on one another.
Normalizens can reforge alliance.
Normalizens can give units to others, except to the Insane Folks.
Insane Fools are random because they want to be random, so Normalizens must expect for the worst.
Normalizens will win if the Insanes give up because they got bored of it or when the Final Boss is killed.
Normalizens will lose if their Main Builders die.


General Screenshots
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When the map starts...
gTVbE.jpg


A sample camp that a player can make...
gTVcm.jpg


The Insanes have started invading.
gTVc2.jpg


The Insanes have successfully destroyed the player's camp.
gTVcE.jpg


When all of the players' Main Builders die...
gTVcN.jpg


Features
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Different Difficulty Modes
PvP System
Unit Sharing System
Camera Manipulation
Random Events (More to come!)


Game Tips
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General
• Don't be insane.
• Be coopreative.
• Don't lose hope.
• Be respectful.
• Be a fun person.

Early Game
Check for a good area. Trees play a vital role in the game. They blind you from vision, and that's not good especially for towers. Any unit whose vision is blurred cannot attack on that spot, even if enemies are in combat range of the unit. These trees also block your view, especially those large ones! In the PvP world, you can use these trees to your advantage .
Start small, Think fast. Start your camp as a small and nice place to live. 3 by 3 Walls are enough to fill your camp with a Hall, 6 Lumber Mills and 2 Towers. This is a very good starting set up.
Be efficient (Decision-making). Walls take too long to build. Well, then leave them unfinished! Place your unfinished Walls first then build them later. Your first priority is to get resources quick and fast, and have at least 1 offensive/defensive unit, in which it is just a Tower in early game. Power Build it if you must, since Pests are a problem.
Be efficient (Base architecture). All structures you can build have the same size, except walls. You must place your buildings well to maximize the small space that you have, and to also have pathways for your builders to travel to easily. Just 1 space gap is fine; all units except the mechanical ones fit through that gap. In late game, there will come Insane Freaks that are ranged. You must place buildings that are least used near the walls so that you lose only a little speck of progression. Take note also of each unit's sight range. Offensive units won't be able to attack on blind spots. Some structures have good sight range on day or night.
Do not rush. Though some things are good to be rushed, there are also some that aren't. This includes Upgrading fast to an Advanced Hall. There are times that Advanced Hall is needed fast, but not all the time. There are other factors, but you must discover them yourselves.
Assign Control Groups. Throughout the game, Control Groups will be very much important. You'll need this and you know you'll need this and abuse it to the maximum extent.

Mid Game
Get Assistants. These group of workers are a must to have! Assistant Builders are your heroes! They have inferior Fast Repairs and Power Builds, but that's something! Helpers can also help auto-repair the walls. Not only that, but only Helpers can build Tunnels, which makes travelling a lot easier especially if your camp is getting bigger.
Expand when needed. You heard me: Only expand when it is needed! Expanding needlessly can lead to your deaths. Expansions are needed for extra space. There are two kinds of expansions: the 1st one and the 2nd one. Hey, don't complain! I don't know what to name them. Anyway, the 1st one is an expansion which is extending your base from a direction. For example, you could either build walls outside of your camp which is just connected from your camp. The 2nd one is an expansion that is building a completely new camp in some place. This one is better, but harder to manage. You need some kind of defense to even pull through building a new camp.
Upgrade when there is a chance. Research those upgrades when you can! Researches take time to finish, and you wouldn't want the Insane Freaks to continuously get stronger without you getting stronger as well! Towers can get outdated, etc...

Late Game
Produce an army. At this point, you should be mass producing units to kill the Final Boss, and to reduce stress from your camp/s. This can be done in mid-game. You need to reserve a space for these, since this can become cloggy.
Research only what you have researched with a progress of 70% and up. Starting to research new upgrades can become futile. It can help, but it's better to focus what you have maximized by now.
• Get a Bank. Yep. With this, Lumber and Gold can all become as 1 type of currency. There is unity and serenity within the hearts of Wood and Money!
Always check your camp and builders. With the Insane Fools getting more insane each second, you have to check your camp regularly. Anything bad can happen, you know!

This is addressed to all the Players in cooperation. Good Luck out there, Normalizens!


Credits
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World Editor by Blizzard is used for this project.

Insane BGM is made by beatdock.
Peaceful BGM is made by craigaustin.
Alarm sound effects are made by fongcheng4 and audiomicro.
(www.freesfx.co.uk)

Pickaxe sounds are made by Benboncan and an unknown artist.
(www.freesound.org and www.audioblocks.com)

Touhou Models came from THDotS.

Etrian Odyssey Models are made by harin.
(chaosrealm.info)

Dwarf Cavalry Model is made by Radagast.
Arthas Rider Model is made by Kuhneghetz.
Basic House Model is made by Ergius.
Beautiful Gate Model is made by s4nji.
Hero Glow is made by assassin_lord.
Better House and Generator Models are made by Kitabatake.
Gold Mine Model is made by Mike.
Nebula is made by WILL THE ALMIGHTY.
Destroy Button is made by CRAZYRUSSIAN.
Map Description Generator by Vengeancekael is used.
Game Logo is made by Ardenian.
Technical Support are given by Dat-C3, Shadow Flux, sentrywiz, Wietlol, BPower, edo494, WaterKnight, Death_Adder, spasorc, morgos14, MyTearsYourWeapon, IcemanBo, rulerofiron99 and andreasaspenberg.
Map is tested by Yugata, kino, Mech_Warrior with his friends, Orcnet with his friends, Mammamia and Shadow Flux.
(www.hiveworkshop.com)

Infection Attack by Asiliuxas map gave me inspiration!

Thanks to my friends, namely Oblige, Oracle, Cross, CipheR, Jevichrono, eggertime, PusheenTheCat, nutellaboy, doge, Cerbus, Jamaja, MikuMikuRin, RM, thereoninguy, Transcendence, illyas and hayahay for testing the map and giving suggestions. I needed the support you gave me!


Changelog
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v0.1
- This is the first version.
- Expect this map to be buggy.
- First release: Alpha Version.

v0.5
- Second version of the map development.
- Fixed several leaks that causes lag.
- Removed Blancii C.I.W.U.N.
- Changed the central area of its terrain layout.
- Made the central area to be unbuildable.
- Fixed Tunnel Burrow.
- Reedited the buildings that the Technician can construct.
- The next version (v1.0) will have Enemy AI fixed.

v0.7
- Third version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed. Some updates were made.
- Rebalanced difficulty.
- Easy mode now available.
- Added regeneration rates of Advanced Wall and Gates.
- Decreased Imbued Wall regeneration.
- Increased Imbued Gate regeneration.

v0.8a (1st)
- Fourth alpha version of the map development.
- Fixed more leaks.
- The next version (v1.0) will have Enemy AI fixed.
- Opening and Closing Gates no longer makes a selection with other players.
- Fixed some bad unit references.
- Removed profanity on Easy Mode. All profanity will be eradicated soon.
- Hard mode is buggy due to Immolation skills of Flandre and Koishi. Thus it is disabled.
- Fixed wrong flags of the Spawn System.
- Updated Enemy Stats and Upgrades over time.

v0.8a (2nd)
- Fourth alpha version of the map development.
- Fixed more leaks.
- Fixed Gate Bug.
- Fixed some bad unit references.
- Removed some profanity. All profanity will be eradicated soon.
- Hard mode is buggy. Thus disabled.
- Fixed wrong flags of the Spawn System.
- Updated Unit Stats, Upgrades and Spawn Times.
- Upgrades for enemies are updated on Easy Mode for testing.
- Updated AI, but not completely perfect yet.
- Added a new track.
- Set a maximum cap for gold and lumber.
- Fixed upgrading system to actually upgrade affected units.
- Added Fast Repair for Assistants.

v0.8b
- Fourth beta version of the map development.
- Added Chen and her Champions as bosses.
- Extended Survive Time.
- Updates only available on Easy mode for testing.
- Disabled Normal Mode temporarily.
- Added Pests.
- Normalized game economy (Ongoing).
- Fixed Assitant Builder Upgrade bug.
- Major Update on Military Units.
- Added Vertical Gates.
- Changed Burrow Mechanics.
- Will implement Spacebar Points.

v1.0 (Alpha)
- Stable Version of the map (Alpha Testing).
- Added a Tutorial Mode.
- Unimplemented Spacebar Points.
- Soon to implement Normal and Hard Modes.
- Technician and Manager are downgraded upon the death of Imbued Town Hall.
- Fixed Mining Sound Set.
- Readjusted Enemy stats for a reasonable difficulty increase.
- Added a PvP system.
- Changed all Background Music.
- Added a Shop entity.
- Creator now officially named as blancfaye7!

v1.0 (Beta)
- Stable Version of the map (Beta Testing).
- Map now open to public for beta testing.
- Readjusted enemy health and variable upgrading.
- Readjusted Military and Tower variable upgrading.
- Fixed Unit Sharing to avoid giving units to enemy players.
- Updated Tutorial.

v1.1 (Beta)
- Stable Version of the map (2nd Beta Testing).
- Major Model Updates (Added Team Color and Unit Glows).
- Enemy A.I. updated.
- Increased Map Size.
- Added in-game Tips.
- Sight Range decreased for most units.

v1.2 (Beta)
- Quick Update of the Map (2nd Beta).
- Decreased Map Size and Playable Area Bounds.
- Fixed Sight Range absurdity.
- Updated Reveal Skill.
- Fixed careless AI bug.
- Added camera reset chat command.
- Added new structure: Scout Beacon.
- Replaced Battleship with Locomotive.
- Changed and added Camera Chat Commands.
- Single Player Modes now get more resources to at least survive.

v1.3
- First Official Release of the Map.
- Adjusted pitch of "-cam far".
- Fixed A.I. of Chen.
- Fixed the freeze bug of the Champions.
- Fixed Immolation of Koishi and Flandre.
- Decreased Dice Damage of Advanced Military Units.
- Increased Tower Damage.
- Updated Upgrade Tooltips to a more specific description.
- Increased Normal and Hard difficulty.
- Decreased 2nd-Tier Resource structures' costs.
- Fixed Sound Sets of Ranger and Marines.
- Quitters will not have some of their units to be removed and their resources are now divided among User Players.
- Fixed Player List Multiboard.

v2.0
- Second Official Release of the Map.
- Increased Pulverize chance of Bull that became intelligent.
- Decreased Advanced Hall and Imbued Town Hall's HP and armor.
- Decorated Terrain on the edges.
- Reduced Decay Time.
- Added 2 new Random Events; 2 Insane units added.
- Changed Healing Wave of Nurse to Slow.
- Changed name of Nurse to Witch; corresponding upgrades and tooltips also updated.
- Changed name of Priest to Cleric; corresponding upgrades and tooltips also updated.
- Fixed Hostile Sound Effect from looping.
- Fixed registration of units even when in PvP mode.

v2.1
- Third Official Release of the Map.
- Removed Tutorial as it is pointless.
- Added Spawn Limit.
- Updated the Blink Spell; 150 to 1000 range, 200 second cooldown, 5 second cast time.
- Will implement Sanity System if supported by many.

v2.2
- Fourth Official Release of the Map.
- Fixed Death of Main Builders condition for defeat.
- Removed Single Player Limiter.
- Will implement Sanity System if supported by many.
- Changed Destroy button.
- Fixed Quitter's unit removal.
- Fixed Multiboard disappearance bug.

v2.3
- Fifth Official Release of the Map.
- Nothing major changed.
- Updated Tooltips with information of Tech Upgrades.
- Refactored some Triggers.

v2.4
- Sixth Official Release of the Map.
- Removed Casting Time of Blink. Cooldown is now 220 seconds, and the minimum range is now at 250.
- Increased resource production of Advanced Lumber Mill, Gold Mine, Excavation Site and Underground Green House.
- Decreased building time of some buildings, from small scale change to large scale change.
- Increased repair rate of all buildings with variations, from small scale to large scale change.
- Added a Very Easy Mode.
- Refactored some triggers again.

v3.0
- Seventh Official Release of the Map.
- v3.x series will be the final versions.
- Fixed Hard Mode Enemy Scaling over time System.
- Increased immolation interval of Koishi and Flandre to reduce lag, but the rate of damage per second reimains unchanged.
- Units cannot no longer transport to another unfinished burrow.
- Increased Final Boss's Tentacle Spawn cooldown.
- Worker movement speed on Final Stage (until boss is defeated) will now retain the decrease effect even when downgraded or upgraded.
- Melee Military Units' acquisition range slightly increased.
- Marines are nerfed in terms of damage, attack rate, HP and food cost.
- Added tooltips on Blueprints for Mechanical-only items to work correctly.
- Decreased Military Expedite's upgrade to 15% Attack Rate.
- Changed Military Expedite's Movement Speed Increase to 15.
- Fixed Quest Logs for long texts being unreadable.

v3.0a
- Seventh Official Release of the Map. This is a quick update.
- v3.x series will be the final versions.
- Reverted Shop Client Acquisition range to default (350).
- Fixed Final Rush completion bug that makes it repeat.
- Added a Damage System to Emergency C4 for PvP purposes.
- Increased Chen and her Champions' HP and regeneration.
- Decreased production time for Life Orb.
- Decreased item cost of Critical Necklace to 350.
- Decreased Golden Bracelet Damage Output to 10.
- Slightly decreased production time for Golden Bracelet.
- Changed Hall upgrade sequence requirements from Gate to Walls.
- Reduced Battle Golem's Taunt to 45 seconds.

v3.1
- Eighth Official Release of the Map.
- v3.x series will be the final versions.
- Reworked on Chen and her Champions.
- Chen has less Evasion now.
- Chii and Faye both have less base HP now.
- Decreased damage output of Chii and Faye.
- Reworked on Chen's attack speed so that it is dependent on Chii's buff.
- Increased Crazed Pickpocket's HP.
- Decreased upgrade time of all Mines and Mills.


Needed Resources / Problems
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- [SOLVED] Game Logo (Click)
- [SOLVED] Inventory (Hero) (Click)
- [CANCELLED] Shop System (Click)
- [SOLVED] Team Color Models (Click)
- [SOLVED] Computer AI (Click)
- [SOLVED] Order Checking (Click)
- [SOLVED] Movement Speed Bug (Click)


Map Download
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The map is ready for Testing! Get the map now which is attached to this post. Alternatively, you can get the map here in this section.

Latest Map: Insanity Attack v3.1
Map Section: Insanity Attack

Old Versions:
[All versions with versions below v3.0 are removed.]
Insanity Attack v3.0
Insanity Attack v3.0a


► Map Description Generator 「By Vengeancekael」

Old Post:
I am developing a survival map where the player has to build a camp while insane beings attack them.

Victory: To survive and defeat the Final Boss.
Defeat: When the all Main Builders (The starting unit) of all players die, or when the timer runs out and the Final Boss still exists on the field.

The map was made out of past time and curiosity over the Warcraft World Editor.

Here is the map's introduction, but I am afraid not too many people will like it. The map is near to completion. About 98%.

I just need to add a Normal Mode and Hard Mode for it to be complete.
The current modes available only are: Tutorial and Easy mode just for testing anyway and balancing.

So... I have announced the map now, but I have exactly no idea what to do next. It is my first time to be able to even complete something and post about it... Any tips? I am having doubts whether or not I should post the map even.
 

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Last edited:

Ardenian

A

Ardenian

Although some games with similar gameplay exist, it would be great to have one on Hive/ have a newer one.

Don't rush it and take your time to make this awesome! ^^
 
Level 9
Joined
May 21, 2014
Messages
580
Ah. I hope I can make it unique than the others. Could you enumerate their features which this project doesn't have? I need to have it covered if necessary. My internet connection is limited today so i can't upload screenies for now. I will have to put up the logo soon too when you made your decision on the other thread. Thanks again.
 

Ardenian

A

Ardenian

Could you enumerate their features which this project doesn't have? I need to have it covered if necessary.

Well, that is a complicated although simple looking question. I will try to give you some examples.

Map: Survival:
After the game initialises you can choose different builder types based on experience you gain from playing/winning. Adding a Player Experience could be a good idea to give a motivation to play again, but can also be frustrating if player either cannot win with low level builders or win easily with overpowered builders.
Another feature of 'Survival' is the unique share of tasks. Instead of building military, economic or other sectors, the player is limited to a selectable sector, like Alchemy, Crafting Weapons and Military Stuff or Building Defences. Adding limitation on Build and Gameplay can be wise as it forces team play, but can be also frustrating when a player desyncs, drops, leaves, or is afk.

Map: Goblin Survival: I recommend you to play/ take a look on this 'RPG'. It features basically all you need in a hero survival, I know yours is rather a base survival, but many features can added to your map as well. Builders can build buildings that offers abilities to the using unit, like a Forge or a Transporter. Adding the opportunity of sharing buildings/ institutions could be a good way to make gameplay more valuable as players profit from each other.

Map: Eternal Fall:
My own project features a lot of yours as well. I suggest you to add random events to your gameplay, like an invading army, bandits, pirates, Undead, whatever. Offering variation each time you play improves gameplay a lot. If you just add waves of enemies it gets fast boring.

I could give you a lot more examples, but I rather tend to give feedback after you release the map to Beta-Test as I don't know what you already added. Just one last thing: Do not add only waves to kill or luring enemies. Add atmosphere ( I saw you already added custom music, good !), give emotion, let the play want to play more !
 
Level 9
Joined
May 21, 2014
Messages
580
Well, that is a complicated although simple looking question. I will try to give you some examples.

Map: Survival:
After the game initialises you can choose different builder types based on experience you gain from playing/winning. Adding a Player Experience could be a good idea to give a motivation to play again, but can also be frustrating if player either cannot win with low level builders or win easily with overpowered builders.
Another feature of 'Survival' is the unique share of tasks. Instead of building military, economic or other sectors, the player is limited to a selectable sector, like Alchemy, Crafting Weapons and Military Stuff or Building Defences. Adding limitation on Build and Gameplay can be wise as it forces team play, but can be also frustrating when a player desyncs, drops, leaves, or is afk.

Map: Goblin Survival: I recommend you to play/ take a look on this 'RPG'. It features basically all you need in a hero survival, I know yours is rather a base survival, but many features can added to your map as well. Builders can build buildings that offers abilities to the using unit, like a Forge or a Transporter. Adding the opportunity of sharing buildings/ institutions could be a good way to make gameplay more valuable as players profit from each other.

Map: Eternal Fall:
My own project features a lot of yours as well. I suggest you to add random events to your gameplay, like an invading army, bandits, pirates, Undead, whatever. Offering variation each time you play improves gameplay a lot. If you just add waves of enemies it gets fast boring.

I could give you a lot more examples, but I rather tend to give feedback after you release the map to Beta-Test as I don't know what you already added. Just one last thing: Do not add only waves to kill or luring enemies. Add atmosphere ( I saw you already added custom music, good !), give emotion, let the play want to play more !

Thank you for taking your time to enumerate these for me.
1. Player Experience
I have already thought of this, but I got frustrated about this because I cannot properly make generated codes work. In the end, I ignored it first and moved on to other things to work on the map; eventually forgetting it completely. I'd think about this: Maybe at 98% progress of the map.
2. Team Play
Though not stated clearly by the game, this is enforced. I wouldn't say any further about this since I want the players to learn of what they're doing wrong when they repeatedly fail. This can lead to frustration though as you have said...
3. Sharing
Sharing is also vague here. The only literal things that can show sharing here are the shops and Tunnels. Repairer units and structures can repair allied structures as well. But then that's about it. Resource trading is a common way of being helpful.
4. Randomness
I like this idea. I should do this after I implement all the basic stuff needed. There are only boss spawns and waves in this game. I guess I could use being random.

This is great! I have to improve this further, but at least for now make it playable.(Woopsies... screenies... I need to get a better internet.)
 

Ardenian

A

Ardenian

There are only boss spawns and waves in this game.

Be careful, as a game that is based on a simple system like yours can become boring fast. Although some players like simplicity, I suggest you think about additional features, too :)
 
Level 9
Joined
May 21, 2014
Messages
580

Ardenian

A

Ardenian

The project will go slow because of my OJT, and my Internet is going derpy, but I'll get back here as much as possible for updates.

Currently, I have created items for Shop structures.
I also have come across a problem in Inventory (Hero) Levels. (I'll post World Editor Help Zone)

Edit: The problem: http://www.hiveworkshop.com/forums/world-editor-help-zone-98/inventory-hero-level-bug-263983/#post2667082

Oh good luck then :)
Rather slow and good than fast and bad !
( am bad in WEHZ so I don't think I can help you with that sadly :/)
 
Level 9
Joined
May 21, 2014
Messages
580
Oh good luck then :)
Rather slow and good than fast and bad !
( am bad in WEHZ so I don't think I can help you with that sadly :/)

Don't worry. :) You've helped me so much already :p

Anyway, I am having a problem regarding the "ease of use" in Shops.
The shops are working fine, but it doesn't seem to be user-friendly at all.

Military Units have an Inventory upgrade that can make them use items to aid them in battle. Since they're military, they are many. Moreover, the shop can be shared to other players. I don't think that the user will be very happy selecting the unit one by one of his units with the Select User ability available in the Shop.

Is there an alternative for this? I have tried making the item spawn automatically in front of the shop so that the user will just let his troops pick it up, but since this system will use Units Sold to sell the items, everybody will be able to buy from the shop (even when they are enemies/allies).

I also tried using skills to sell these, but its awkward not to be able to see the gold/lumber price. I can hard code it, but then I wont be able to make use of stock replenishments and stock maximum.

:ogre_rage: I've been here all the time thinking about it to no avail and progress.
 

Ardenian

A

Ardenian

Beside the fact I have hardly a clue what you mean with Inventory Upgrade, you could basically work with tech skills, could't you ? For example, for a unit get an item that improves health, you could instead research a skill that improves health. But, with this it is more problematic to make a single unit having an improvement and not all. Maybe try a bit with transfer researched tech or not transfer.

Another method could be with Unit Groups. Give each military unit an ability that add it to the unit group and if you buy an item, it is bought for all units in the unit group. Additionally, you could add an option to add new trained units automatically to the Unit Group.

Or, even more simple, create a system that makes new trained units buy items yo bought with a dummy /special unit. For example, if this special unit has a wood armor, a new trained unit is ordered to buy a wood armor, if the player has the money.

Edit: about your Unit Sold problem, you could add a condition for your trigger that the unit is allied to the owner. Or, modify Select Unit so it is only able to selcet allied units.
 
Level 9
Joined
May 21, 2014
Messages
580
Beside the fact I have hardly a clue what you mean with Inventory Upgrade, you could basically work with tech skills, could't you ? For example, for a unit get an item that improves health, you could instead research a skill that improves health. But, with this it is more problematic to make a single unit having an improvement and not all. Maybe try a bit with transfer researched tech or not transfer.

Another method could be with Unit Groups. Give each military unit an ability that add it to the unit group and if you buy an item, it is bought for all units in the unit group. Additionally, you could add an option to add new trained units automatically to the Unit Group.

Or, even more simple, create a system that makes new trained units buy items yo bought with a dummy /special unit. For example, if this special unit has a wood armor, a new trained unit is ordered to buy a wood armor, if the player has the money.

Edit: about your Unit Sold problem, you could add a condition for your trigger that the unit is allied to the owner. Or, modify Select Unit so it is only able to selcet allied units.

I'm confused. I'll see what I can do.
I kind of get what you mean there, but this can be abused somehow. If the unit group gets separated from one another (even without deselecting them) the ability can still be cast and they will be stored to the group.

Making the dummy unit have a limited range means that the item "can" be stuck on this dummy unit I can check the range, before buying, but is there such a way to do it?

Some people have suggested that they want it to manually buy the items for each unit, but I am assuming these are hard core players. :ogre_icwydt:
 

Ardenian

A

Ardenian

Well, now I am confused, too...

To give my favoured way, just separate an area on the map, like make it totally separated and not enterable nor in range of any unit and create an invincible unit that is the same unit-type as the military unit you want to train, You have shops in that area where only your invincible unit can buy from. Bought items will be added to new trained units of the same type, with discount on players money and wood. If he has no money/wood, no item will be given the new trained unit.
Also, not training the invincible unit means a player has to buy items himself, like some wanted it manually.
 
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For example, for a unit get an item that improves health, you could instead research a skill that improves health.

I already have tech upgrades which upgrades all units. This is already enough if you want to survive the game with others, but for players who are PvP-inclined, and if they want to conquer someone, the items can be a big help to actually give them a nice boost to survive attacks from others/conquer others with it. (Though the PvP world is still messed up as heck, currently.)

about your Unit Sold problem, you could add a condition for your trigger that the unit is allied to the owner. Or, modify Select Unit so it is only able to selcet allied units.

All I can see is the Select User in UI, but there is no skill for Select User...
Am I even doing this correctly?

Well, now I am confused, too...

To give my favoured way, just separate an area on the map, like make it totally separated and not enterable nor in range of any unit and create an invincible unit that is the same unit-type as the military unit you want to train, You have shops in that area where only your invincible unit can buy from. Bought items will be added to new trained units of the same type, with discount on players money and wood. If he has no money/wood, no item will be given the new trained unit.
Also, not training the invincible unit means a player has to buy items himself, like some wanted it manually.

I can do this, well since my terrain is just simple, and flat. ( :goblin_cry: ... )
But I don't think reserving 10 empty spaces would all fit into the map...
And now that I remember it, there is a Reveal skill which reveals the entire map...
I was just thinking if there was a way to just simply have an active toggle button, and that when it is on, it distributes the item to units with inventory around the shop AoE.

With this method you have given, it might be great if the items are cheaper. I wanted to lower the scale to just around the shop AoE to avoid players from getting a sudden drain of resources.

Tell me if there is something I don't understand :O.

I will also update the screenies once I'm done with completing the basic stuff. This Shop is just a new feature that I added.
 

Ardenian

A

Ardenian

I think you should create a new thread in WEHZ as it gets really big right now in your map development thread. Could be good to get more ideas and also another perspective on your problem :)
 
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It feels like it's in a post-apocalyptic era but anyway this maps looks dark to me (sorry if it might offended you) but it made me interested with your map. Yeah just stopping by to say that your maps will be great. :)
 
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It feels like it's in a post-apocalyptic era but anyway this maps looks dark to me (sorry if it might offended you) but it made me interested with your map. Yeah just stopping by to say that your maps will be great. :)

Don't worry. ^_^ I'm glad that people like you are coming by!

The map is now available. (Beta Test)

I have also uploaded the basic screenies of the game and added more information on the first post.

I hope you guys to stress out all the bugs you can get and report it here. I hope there are none though.
You can also comment about the map, give suggestions, and complain about something that is uncomfortable to the player.

Enjoy!

For now, the only modes that are playable are Easy and Tutorial.

Edit: Reuploaded map. Removed that +2 armor bug.
 
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I'm going to give this a try and give you some critique, see if I can notice any glitches / bugs or possible fixes that need to be made.

If you want me to I can also give suggestions for new features once I test the map out.
 
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I'm going to give this a try and give you some critique, see if I can notice any glitches / bugs or possible fixes that need to be made.

If you want me to I can also give suggestions for new features once I test the map out.

Please do! I am very happy to hear the harshest comments for this project's improvement.

(Though I don't know if I can do anything about the flat terrain.)
 
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Please do! I am very happy to hear the harshest comments for this project's improvement.

(Though I don't know if I can do anything about the flat terrain.)

If you want I can perhaps work on it a bit for you, terraining was always one of my strong points. (Not the best at triggering though, everything I put in usually has to be checked for leaks)
 
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If you want I can perhaps work on it a bit for you, terraining was always one of my strong points. (Not the best at triggering though, everything I put in usually has to be checked for leaks)

Perhaps you could. There could be a problem since Trees are randomly placed for every game start.

We'll discuss it via PMs if you are ready to work on it. ^^
 
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Okay, so I went ahead and tried this purely because it has an interesting idea (crazy people attacking not crazy people, lol). I got utterly smashed! I'm not sure if this is meant for single or not, but I was playing on the easy difficulty.

I've tried playing this a few times so far, and made all the way to the 2nd boss(?)
There are a few things I have problems with.

1) Some buildings take way too long to finish building (cough walls cough)! It was somewhat frustrating to see my building finally finished, only to have it destroyed a few seconds later. The instant build ability helps to cushion this a little bit, especially once you get that second worker. But early game it is sooooo hard to build a decent defense. Try to build a single tower? Several pests wanna bite my ass while I build.
Wanna build a strong wall around my base? Have to go small because I can't make them quick enough.

2) Repairing is way too slow. In games like this, I like to set my worker to auto-repair so he can fix things I overlook, and when I'm not using him. But it's sort of annoying that he repairs at a rate of maybe 1-2 HP per every 3 seconds? Takes forever to fully repair a wall that has 500+ HP!

3) Some buildings could be built pretty early, even though they can't do anything! A good example would be the shop thing. I could spend time building it, and then realize that I can't buy anything from it, and the upgrades on it are completely locked off. Of course... it doesn't help that I tried to build a shop with no inventory in the first place! (For the record, I do know you can get inventory space, but I was stupid enough to try and build a shop without any)

Edit: Ok, so I found that there were at least 2 buildings that #3 is true for (at most too maybe?). That would be the Bazaar Weaponry I and Vacant Lot. They both have upgrades that need advanced hall, so maybe it would be better to only let a player build them when they have an advanced hall?
The Research Center is REALLY CLOSE to the above also. It has only 1 available upgrade before advanced hall. Maybe you could toss that upgrade into the main building instead? Oh, and the Research Center has a weird typo on it. Right next to where it says "Type: Research" there are a bunch of random letters.
 
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Okay, so I went ahead and tried this purely because it has an interesting idea (crazy people attacking not crazy people, lol). I got utterly smashed! I'm not sure if this is meant for single or not, but I was playing on the easy difficulty.

I've tried playing this a few times so far, and made all the way to the 2nd boss(?)
There are a few things I have problems with.

1) Some buildings take way too long to finish building (cough walls cough)! It was somewhat frustrating to see my building finally finished, only to have it destroyed a few seconds later. The instant build ability helps to cushion this a little bit, especially once you get that second worker. But early game it is sooooo hard to build a decent defense. Try to build a single tower? Several pests wanna bite my ass while I build.
Wanna build a strong wall around my base? Have to go small because I can't make them quick enough.

2) Repairing is way too slow. In games like this, I like to set my worker to auto-repair so he can fix things I overlook, and when I'm not using him. But it's sort of annoying that he repairs at a rate of maybe 1-2 HP per every 3 seconds? Takes forever to fully repair a wall that has 500+ HP!

3) Some buildings could be built pretty early, even though they can't do anything! A good example would be the shop thing. I could spend time building it, and then realize that I can't buy anything from it, and the upgrades on it are completely locked off. Of course... it doesn't help that I tried to build a shop with no inventory in the first place! (For the record, I do know you can get inventory space, but I was stupid enough to try and build a shop without any)

Edit: Ok, so I found that there were at least 2 buildings that #3 is true for (at most too maybe?). That would be the Bazaar Weaponry I and Vacant Lot. They both have upgrades that need advanced hall, so maybe it would be better to only let a player build them when they have an advanced hall?
The Research Center is REALLY CLOSE to the above also. It has only 1 available upgrade before advanced hall. Maybe you could toss that upgrade into the main building instead? Oh, and the Research Center has a weird typo on it. Right next to where it says "Type: Research" there are a bunch of random letters.

Thank you very much for this review!
To answer some questions and how I will resolve them:

1. The game in Easy Mode is meant to be played on at least 2 players. 2 players must be in cooperation in a single base to make upgrading easier, by separating jobs. Though there is a technique to build a decent defense if you want to be solo, I must totally add that to the Tips section of the first post as well as in Quest Logs in-game. One technique is to set up walls (but not finish them yet). Get a quick research of Hire Lumbers to gain more Lumber over time. The use your first Power Build on your first tower. Don't forget your Granary as well. The base is meant to start small. You have to make an expansion by destroying part of the walls later in the game, or you could make a separate base just to lure away some stress from your main base.

2. The Repair is meant to function this way, though I may need to reduce the repair time of important structures such as walls, but build time will stay the same. The game was very easy back then when it had that +1% ratio time.

3. Positioning your buildings can be quite troublesome especially if Research Centers start to get far from the Main Hall. Though, I have to agree with you that Vacant Lots and Bazaars should be available later when there exists an Advanced Hall. It's more troublesome to find out if there is not an actual research even available, or upgrade. :p I shall see to it that I change these! The same shall apply to Shops.

4. Research Center will stay the same. I want the player to get that Lumber Mill upgrade fast, and so that they can actually see what upgrades they must get and prepare for it. The random Letters are an intention (lol) I just forgot to add a newline character.

Let me edit the first post and add a Tips section now P:

Thanks so much!

EDIT: Updated the First Post. The next version of the game will have Game Tips as well.
@Yugata: I'll make sure to add you to credits once I finished organizing the new models that I downloaded :)
 
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Thank you very much for this review!
To answer some questions and how I will resolve them:

1. The game in Easy Mode is meant to be played on at least 2 players. 2 players must be in cooperation in a single base to make upgrading easier, by separating jobs. Though there is a technique to build a decent defense if you want to be solo, I must totally add that to the Tips section of the first post as well as in Quest Logs in-game. One technique is to set up walls (but not finish them yet). Get a quick research of Hire Lumbers to gain more Lumber over time. The use your first Power Build on your first tower. Don't forget your Granary as well. The base is meant to start small. You have to make an expansion by destroying part of the walls later in the game, or you could make a separate base just to lure away some stress from your main base.

2. The Repair is meant to function this way, though I may need to reduce the repair time of important structures such as walls, but build time will stay the same. The game was very easy back then when it had that +1% ratio time.

3. Positioning your buildings can be quite troublesome especially if Research Centers start to get far from the Main Hall. Though, I have to agree with you that Vacant Lots and Bazaars should be available later when there exists an Advanced Hall. It's more troublesome to find out if there is not an actual research even available, or upgrade. :p I shall see to it that I change these! The same shall apply to Shops.

4. Research Center will stay the same. I want the player to get that Lumber Mill upgrade fast, and so that they can actually see what upgrades they must get and prepare for it. The random Letters are an intention (lol) I just forgot to add a newline character.

Let me edit the first post and add a Tips section now P:

Thanks so much!

EDIT: Updated the First Post. The next version of the game will have Game Tips as well.
@Yugata: I'll make sure to add you to credits once I finished organizing the new models that I downloaded :)

Well.... Getting added to credits for failing at a game is a good thing... I guess? LOL

Anyway, considering how you explained how to expand, it was actually somewhat hard to do. I tried to expand a little bit, but whenever I started building, those insane guys had the urge to suddenly ignore my towers and start attacking me or the building I was working on (This was actually how I beat the 1st boss, by making him walk back and forth in my base). That is a pretty sneaky trick though. The urge to build complete buildings is strong. Definitely a point there for uniqueness. :goblin_good_job:

Oh, and you might want to consider tower range. I didn't throw this in my last post because it was long enough, but I sort of treated this game like Kodo Tag (not the X-treme versions). In any other kodo tag game, you can force kodos to agro towards towers attacking them, ignoring any walls they were planning to attack. So then it creates a maze that they have to waltz through to reach towers that will kill them before they even get close. In your map, this trick worked fairly well, and is the only reason I even reached the second boss xD. If this was your plan all along, then I say well played.
 
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Well.... Getting added to credits for failing at a game is a good thing... I guess? LOL

Anyway, considering how you explained how to expand, it was actually somewhat hard to do. I tried to expand a little bit, but whenever I started building, those insane guys had the urge to suddenly ignore my towers and start attacking me or the building I was working on (This was actually how I beat the 1st boss, by making him walk back and forth in my base). That is a pretty sneaky trick though. The urge to build complete buildings is strong. Definitely a point there for uniqueness. :goblin_good_job:
This is definitely a trick though that's doable on the first boss. :ogre_haosis:
But these AI... I thought I had that fixed. I need to look into it.

Oh, and you might want to consider tower range. I didn't throw this in my last post because it was long enough, but I sort of treated this game like Kodo Tag (not the X-treme versions). In any other kodo tag game, you can force kodos to agro towards towers attacking them, ignoring any walls they were planning to attack. So then it creates a maze that they have to waltz through to reach towers that will kill them before they even get close. In your map, this trick worked fairly well, and is the only reason I even reached the second boss xD. If this was your plan all along, then I say well played.

This isn't supposed to happen though :vw_sad: It really has something to do with AI :O. Thanks for the report.
 
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I have just finished putting team colors in all used structures and units.
I also have updated the Credits part as well.

Now, I just need to find a way to make the A.I. smarter...

EDIT:
I will soon upload version 1.1 (Beta still).
Changelogs though are in the first post already.

Instead of forcing myself to change the AI, I just welcomed that maze tactic; but created a Sight Range System.

I don't know if it is a system though...
 
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Insanity Attack v1.1 (beta) is now available. A lot of changes were made, including the meta itself from the former version (v1.0 beta).

Game Tips updated which includes Sight Range information. (Minimal though, only on Early Game Section. I will have to update most since Sight Range has become that important in the game, and needed.)

All Player owned units have team color OR unit glow now to avoid confusion.
Some models have changed, but functionalities remain the same.

Randomness events have been implemented. Only two of them only for now.
I have not updated the Quest Log information about Random Event System yet since the random event is not anything major yet. Not also added to Changelogs yet.

Map Size increased to actually fit all 10 players. (lol I should have thought of this earlier, really.)

Please test the new version! It needs extensive testing since it has a new meta.

EDIT: Reuploaded the map. Fixed the Loading Screen Description.
I also forgot to announce that Normal and Hard Modes are now supported!
 
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I feel like I have to post this on another post.

Version 1.2 Beta will come soon.
v1.1 Beta is probably the most annoying version of the map.
Since the map is big, mid-game the unit movements start to lag because they pile up too much before they can reach the player's destination. I will have to fix this.

Sight Range reduction is also absurd. The walls can't even see themselves anymore.
I will have to fix this. I did some tests about this, but I never thought it would be that absurd even in multiplayer.

I am truly sorry about this stupid version of the map. I will upload v1.2 Beta as soon as possible. I also haven't updated the Map Description in-game...

I should stop being careless.
Nonetheless, v1.0 and v1.1 is still up for testing if there are any bugs out there in the map. Thanks for those who test this!
 
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I feel like I have to post this on another post.

Version 1.2 Beta will come soon.
v1.1 Beta is probably the most annoying version of the map.
Since the map is big, mid-game the unit movements start to lag because they pile up too much before they can reach the player's destination. I will have to fix this.


Sight Range reduction is also absurd. The walls can't even see themselves anymore.
I will have to fix this. I did some tests about this, but I never thought it would be that absurd even in multiplayer.

I am truly sorry about this stupid version of the map. I will upload v1.2 Beta as soon as possible. I also haven't updated the Map Description in-game...

I should stop being careless.
Nonetheless, v1.0 and v1.1 is still up for testing if there are any bugs out there in the map. Thanks for those who test this!

Have you made sure that your locations / unit spawns don't leak in the triggers? That can cause lag.
 
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Hey, I just tried out the 1.1 version. The walls do barely have any vision, but I didn't have much problems with it. Of course, I didn't get to expand, so I can't say much. I was fighting with my baby cousin while she tried to utterly smash my laptop, so I was pretty distracted :vw_death:

Through this run, I had a huge laugh. I think you should see it. I put the 1.1 map in my downloads folder btw. :goblin_good_job:

Oh, and I really like the changes to some buildings. They look nice now :)
 

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Have you made sure that your locations / unit spawns don't leak in the triggers? That can cause lag.

I did. I was pretty sure the map had no leaks. Since the pest count is higher, that must be the one causing it. The AI also had a bug in attacking only the Main Builder, which also causes unit movement lag since for every unit, the AI decides what to attack. I had it fixed already in 1.2

Hey, I just tried out the 1.1 version. The walls do barely have any vision, but I didn't have much problems with it. Of course, I didn't get to expand, so I can't say much. I was fighting with my baby cousin while she tried to utterly smash my laptop, so I was pretty distracted :vw_death:

Through this run, I had a huge laugh. I think you should see it. I put the 1.1 map in my downloads folder btw. :goblin_good_job:

Oh, and I really like the changes to some buildings. They look nice now :)

That was a good run. Violet can really destruct anything, doesn't she? (Yes. Violet is a she.) The AI in that version is bugged, but in this replay I was surprised of how the AI is doing it. I could (ab)use that information.

Thanks again :grin:

EDIT:
I will soon upload the v1.2 when my Internet stops being an ass; I can't even upload a map.
 
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v1.2 Beta is out!

I made some tests with friends and it seems that v1.3 will become the official version.
I have observed that Towers are way too expensive, and they are not even that good at late game. I will try to update this.

(Actually the v1.2 version was out hours ago, just that my Internet went stupid again.)

Please post your comments or reviews here in this thread. Thank you.
 
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I am happy to announce that v1.3, the official version, is out! Check out the first post of this thread.
Changelogs are on the first post as well. Extensive testing was done on EASY Mode by me and some beta testers (my friends lol, luckily...), and no bugs have been detected. Please. If there are some that you can find though, please post them here.

I am now also welcoming suggestions for improvement of what to nerf or buff, or suggestions for improving gameplay so that it could be funner.
I could use suggestions on Random Events and see if I can add it.

The Shop System will be implemented soon when I sort this out with deathismyfriend.

Thanks so much!
 
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Today I have added a new random event. It will be long time that I will release the next version. I will gather all information I will have to add.

Also waiting on a certain system for a fix/help.
Of course, I will also grant suggestions from the Hive.

I also am working on terrain on the non-playable area only for now. Currently practicing it. Seems like I'll be a noob forever when it comes to designing graphically `-`

Thanks once again! :)
 
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In this current version, should I upload the map here on Hive? :O

I'm not rather sure about this. It IS an official version after all.

EDIT: Reread rules. It must be the final version and it is good to go. No WIPs.

Random Events are still in WIP.
 
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I am going to release the version 2.0 in this situation and submit it as a final version.
Changelogs will soon be updated.

EDIT: First post updated and v2.0 is ready. Have fun.
Map also submitted to Maps Section.
 
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I feel like there is a need for this post. Unless suggestions and bugs are found and are e-mailed to me (PM Messages are acceptable), then I would still work on the map and release the next version with the implemented suggestion / removed bug.

Now, I won't be looking over this map anymore. I have decided to move on to a next project. Though I would still check the map in the Maps Section from time to time since it's worth a shot to see for reviews, commonly treated as suggestions and bug reports.
 
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