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I have replayed this and find that in Chapter 1, if you clean the spider after completing the optional, the game will crash. I think the reason may be the enemy in the west. They belong to the enemy outpost.
And I think there is a thing that I want to mention, it is the VOLUME of the soldier. For example, you have 50 mages and you will see it is hard to control the team. In this campaign, an important combo is Heigan-Q & Vella-W, which means limitless skeleton and ghoul, then it will make the troop foolish.
So, it is a good idea to make the volume of your soldiers smaller, so the troop will be easy to control.(Example: Blood elf campaign by Sevenblood, in this campaign you will never see your troop jammed together)
I have replayed this and find that in Chapter 1, if you clean the spider after completing the optional, the game will crash. I think the reason may be the enemy in the west. They belong to the enemy outpost.
And I think there is a thing that I want to mention, it is the VOLUME of the soldier. For example, you have 50 mages and you will see it is hard to control the team. In this campaign, an important combo is Heigan-Q & Vella-W, which means limitless skeleton and ghoul, then it will make the troop foolish.
So, it is a good idea to make the volume of your soldiers smaller, so the troop will be easy to control.(Example: Blood elf campaign by Sevenblood, in this campaign you will never see your troop jammed together)
Thanks for report, I'll rewrite all AI script in chapter 01.
Was there any problem in the other chapter?
I don't understand what is that exactly meaning of for I have not played SevenBlood's BE Campaign yet, I'll take the time to play it.
If you're pointing out a whole unit command issue that included the normal, I can consider a compromise by lowering the total food cap from 200 to 150.
This direction will also help improve the optimization of the maps. The only downside is that my workload increases significantly. (At the highest difficulty, in current AIs' attackwave increase up to 180~200 foods, so I need to adjust it accordingly.)
Or if you're pointing out too many summoned units, umm, honestly, I'm not sure what point of view to approach with it.
As for Black Arrow, that might be a big problem. If we succeed in summoning a level 2 or higher dark minion, it has a possibility of the potential to multiply indefinitely without additional costs or risk.
If this is what you pointed out, I think I'll have to adjust the black arrow greatly.
(It's powerful even when I test it myself, but I felt uncomfortable in terms of control)
Necromancer is going to be the worst in this, but I don't think it's going to make a very big adjustment (probably). That's because it was like that in the official campaign, and I think that's the identity of the Necromancer.
I understand that summoned Skeleton Warriors are restricted to only handle up to 24 skeletal warriors in hard-coded but Skeletal Mages have no limit. That's why I removed the restrictions of summoned Skeleton Warriors.
This means that a unit costs less space, so they won't be stuck, and unable to move.
And I think summoned units do not need to adjust because it is a very enjoyable gameplay style. If necessary, you can make the time of the skeleton shorter.
In my opinion, It is not necessary to control the maxfood. By the way, The Necromancer is indeed a terrible design (in this campaign), but I think there is no need to make any adjustments.
I could understand what you mentioned a little bit for I am playing BE Revamp.
I guess this reduced collision size of units greatly, for especially the cheaper and weakling minions.
Reducing collision size of the summoned and Cult's tier 0 units, is certainly expected to reduce inconvenience in terms of micro-control.
While that sort of unit cluttering is nice for some type of maps, for regular RTS, it's annoying since you can't properly target single units when they are swarmed like that.
While that sort of unit cluttering is nice for some type of maps, for regular RTS, it's annoying since you can't properly target single units when they are swarmed like that.
May I ask if you can update the latest progress on your first page?
Changing the volume of a skeleton may lead to a drastic change in difficulty. When guiding other campaigns, I noticed that reducing the size would greatly reduce the difficulty of the attack.
Of course, I am not sure how this adjustment will perform in this battle. Because the enemy has a large number of AOE skills, this may cause this modification to have the opposite effect.
Additionally, in the new attempt, I tried using Tier 1 units from Crypt, but they were too weak.
Assassin's health and damage are not as good as Headhunter's, and their range and attack speed are also very poor (even when choosing two buffs from the talent tree).
The other unit is even worse, with 655 HP unable to resist the enemy's massive AOE skills.(I cannot win chapter 6 if I use crypt troops. Blood Mage and Alchemist are my nightmare. )
Essentially, during the process of attacking enemy bases, soldiers other than Meat Wagon are unable to cause much damage. Their biggest role is to quickly create Dark minions, making them endless. The most capable person for this task is the Skeleton Mage, as the enemy's tank units are all heavy armor. So, this led to the dominance of the Skeleton Mage.
Due to the huge gap in the strength of the enemy and our own troops, the choice of troops is not as important. In battles, the continuous advance of ghouls, Dark minions, and Meat Wagons is the source of over 90% of damage in team battles. If you choose to weaken the duration of Dark minions, I think it is necessary to strengthen the current troops in terms of data. For example, adjusting the troop data in Crypt to be consistent with Grunt and Berserker, and it will also avoid imbalance.
By the way, zombies can be directly deleted because this unit has no meaning in existence and can not reborn. If you want to save this unit, you can use it as a skill for certain buildings by summoning some temporary zombies.
Additionally, regarding necromancer, I have a great suggestion to change Unholy Frenze to automatic. I'm not sure if the current technology can achieve this, but it's a good direction for change.
Finally, slightly increasing the number of items on the map is also a good idea. Collecting all the items is a great pleasure in battles, but too strong equipment can affect balance. The current equipment strength is acceptable, but make more items is better. After the end of Chapter 7, my two heroes didn't even have 6 items.
The last question, are the two diaries and notes in Chapter 1 and Chapter 2 Easter eggs or hidden item?
Thanks for reading.
I finished development of chapter 11 and I wrote it on the main post.
First of all I have to apologize. The development is delayed and derailed a lot because I started playing WoW Cataclysm Classic.
But now that I've achieved part of goal in it, I can invest a lot of time developing map again.
Assassin's health and damage are not as good as Headhunter's, and their range and attack speed are also very poor (even when choosing two buffs from the talent tree).
The other unit is even worse, with 655 HP unable to resist the enemy's massive AOE skills.(I cannot win chapter 6 if I use crypt troops. Blood Mage and Alchemist are my nightmare. )
I downgraded their stats for considering the battle on the blight - in the case of the assassins, its concept is dragging the enemy's RDPS down to the level of the assassins with poisons. - I admit it was too much.
By the way, zombies can be directly deleted because this unit has no meaning in existence and can not reborn. If you want to save this unit, you can use it as a skill for certain buildings by summoning some temporary zombies.
I also acknowledge that there is no reason for zombies to exist to pre-place corpses even while spending resources.
Let me combine the ideas you mentioned with the ones I just came up with.
It is about adding the new ability to create a few temporary zombies to cultists and confessors. But all cultists and confessors - even the units that are trained new - share the cooldown of that ability.
(It'll be easier to understand if you have the experience with StarCraft 2, Latest multiplay version of Protoss, Nexus and Battery Overcharge.)
However, It's my first time trying this type, I may have a hard time during in development.
Finally, slightly increasing the number of items on the map is also a good idea. Collecting all the items is a great pleasure in battles, but too strong equipment can affect balance. The current equipment strength is acceptable, but make more items is better. After the end of Chapter 7, my two heroes didn't even have 6 items.
The last question, are the two diaries and notes in Chapter 1 and Chapter 2 Easter eggs or hidden item?
The reason I didn't place many items on one map was to prevent the heroes from becoming overly strong.
In campaign design and plan, heroes can achieve up to 25 levels, with up to 3 levels of Ultimate, 5 levels of general abilities, and 5 levels of bonus stats.
Also, the rough storyboard I written is planning up to at least Chapter 18.
I thought it was necessary to adjust the hero to do not become too strong.
Letters from the early chapter were written to supplement LoA's background story.
These explain why Scourge manipulate some living human as a peasants and servants instead of killing them all, and why Sylvanas has living human bandits and rogues under her wing too.
But this storytelling method is abandoned. (But it might be used again later.)
Actually, I really like this campaign, and it's enough that you are still working on it.
Have you already modified the collision volume of tier 0 units? I really want to play the version after modification, because it will be a new enjoyable play for me.
Actually, I really like this campaign, and it's enough that you are still working on it.
Have you already modified the collision volume of tier 0 units? I really want to play the version after modification, because it will be a new enjoyable play for me.
Common:
Skeletal Mages
- Base Damage is decreased to 9 from 10.
Skeletal Warriors, Archer, Mages, Zombie
- Collision size is decreased to 16 from 31.
Cult
Zombie
- Zombie is no longer trained at Warehouse
Assassin:
In Switching Stance, attack damage penalty is increased to 40% from 33%.
In Switching Stance, Poison's attack speed reduction is increased to 71% from 61%.
HP is increased to 360 from 355.
Damage Base is increased to 25 from 23.
Fanatic:
HP is increased to 665 from 655.
In Switching Stance, attack damage bonus rate is increased to 26% from 17%
In Switching Stance, armor penalty is increaed to 3 from 2.
Cultist and Confessor:
- New ability; can summon zombies in the target area. it costs corpses, or caster's hp. Cooldown for 180s.
It has global cooldown, so all Cultists and Confessors shares its cooldown same - even that trained afterwards -.
Talent
Cult
- Defensive Structures A, Abandoned Guard Tower's attack speed reduction rate is increased to 49% from 44%
CPUs
Retribution Paladin(Crusader)
- Cooldown and mana cost of its smash ability is increased.
Already played all 11 maps.
I think it is necessary for adding a tip when bosses used high damage abilities in Chapter 10.
I think abomination buff is not useful as their attack speed is too low. My advice is: "produce 4 zombies when die"-4points or "Double the speed of eating corpses"-3points
Delete dark minions‘ abilities is not a good idea, because it will make her X inuseful. So, I think Z-C is a good strategy for dark ranger.
Lower collision for tier 0 units is very good. Consider enemies' AoE will cause more damage, the difficulty about c6 is even harder, but the troop is easier to control.
The nurf of mage don't have a big influence, as it is still the best option for killing heavy armor units.
Allies AI in C8 can have a modification, because now it's too silly.
I think a victory point permantly belonging to naga can add to C9, because now it's too easy.
I think in chapter 11, when time is 2 mins left, can add a huge troop using triggers to make the condition more crazy. Now if you play good, there is no pressure in C11.
My video about this campaign: 懒懒莫Tomato的个人空间-懒懒莫Tomato个人主页-哔哩哔哩视频
I think abomination buff is not useful as their attack speed is too low. My advice is: "produce 4 zombies when die"-4points or "Double the speed of eating corpses"-3points
Abomination's talent build is purely based on my taste.
What I felt when I watched the multiplayer games of Undead before was that there were no top tier unit rosters to use as a mainline. Guo Zixiang "120" and Dmitry Kostin "Happy" also used only Ghoul, Statue, and Destroyer as the main.
So I gave Abomination talents that could be powerful without losing power even if we train them a lot.
I remember I weakened their proliferation but improved Black Arrow's further attack damage. Of course, this proliferation is directly related to the efficiency of Black Arrow's Talent, so if other players conclude that the Black Arrow Talent are very weak in the future, I will promote it.
Allies AI in C8 can have a modification, because now it's too silly.
I think a victory point permantly belonging to naga can add to C9, because now it's too easy.
I think in chapter 11, when time is 2 mins left, can add a huge troop using triggers to make the condition more crazy. Now if you play good, there is no pressure in C11.
In Ch08, it is true that Ally AI needs so many our help. Even so when I tested it, it used Town Portal Scroll to support defense while I was away from base, etc. It was a solid ally when it came to dealing with purple.
I'm cautious about Difficulty level in C09. I was exhausted to deal with it.
In Ch11, I thought they have enough attackers in final wave, but it seems they weren't.
I will have to refer to the trigger of Official Original Undead 08 in its entirety... I haven't found anything special function on its AI script other than SuicideUnits(), but I must to find a way to amplify enemy AIs productivity very much.
Rather than creating and deploying additional units with triggers, Improving AI's production capability would not be incongruous.
I'm cautious about Difficulty level in C09. I was exhausted to deal with it.
In Ch11, I thought they have enough attackers in final wave, but it seems they weren't.
I will have to refer to the trigger of Official Original Undead 08 in its entirety... I haven't found anything special function on its AI script other than SuicideUnits(), but I must to find a way to amplify enemy AIs productivity very much.
Rather than creating and deploying additional units with triggers, Improving AI's production capability would not be incongruous.
Actually in CH11, If players have a clear strategy, we can destroy two enemies in the right at least in 45 mins. If give me more time, it will be easy to destroy all 4 enemies. 魔兽争霸3自定义战役 艾泽拉斯的哀歌 C9 压制式流程_魔兽_剧情 shows my strategy against CH9. inferno will be a reliable ally with heroes to kill enemy heros, and other troops can deal with small groups of enemies.
Actually in CH11, If players have a clear strategy, we can destroy two enemies in the right at least in 45 mins. If give me more time, it will be easy to destroy all 4 enemies. 魔兽争霸3自定义战役 艾泽拉斯的哀歌 C9 压制式流程魔兽剧情 shows my strategy against CH9. inferno will be a reliable ally with heroes to kill enemy heros, and other troops can deal with small groups of enemies.
Easily to defeat enemies on the right is intended. However, the following cases will be my planning mistakes and failures.
The optional quest is aimed at destroying teal base, to make blue fight ice giants. If you felt it easier to deal with blue than teal, it is my mistake.
In the case of the left team, it would be difficult to annihilate them in time in normal ways. - (except Light Blue's expanding base) - This is because I put a device for mutual defense cooperation.
However, as you mentioned in advance, the attackwave at the endgame is not threatening, so if the player has sufficient mechanics, it will be able to eliminate them. But it should be impossible to eliminate them in terms of direction and storyboard.
Hi all, I apologize for the delayed update. I made another new attempt in Chapter 12, and a lot of time was spent addressing the issues that arose.
I have completed Chapter 12 and started Chapter 13.
The main themes of Chapter 12 are capturing beacons on high ground to escape the encirclement, and actively deploying gargoyles to continually harass enemy workers, thereby delaying the enemy's tech tree progression.
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