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Need help with wave units hp

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Moin moin =)

Hmm handicap is a way to do this but this this hard to handle because if he use normal/hard/immune/air-waves, and so on, maybe he need a better configuration for it and so I got another option for you:

The item ability: Item Life Bonus (Greater). You can change the level of this ability and set the hitpoints, you want to give each unit.

== How to add this ability correctly ==

First we need an INTEGER-variable that counts every wave level. ( So if a new level of the wave starts you always set this variable +1 )

Now if you create a waveunit ( I think you spawn more at once so you use loops ) you can use the triggeraction:
  • Unit - Add Item Life Bonus (Greater) to (Last created unit)
Now you increase the level of the ability to the wave level like this:
  • Unit - Set level of Item Life Bonus (Greater) for (Last created unit) to (Your wave level variable)
And this is all ^^

Greetings
~ The Bomb King > Dr. Boom
 
Ok, thank you guys, really, but that's not exactly what I need. I meant something like this: Level 1 unit hp = 100, level 2 unit hp = 200 . . . (how to set by the object editor their hp) But I don't know how to make it to be balanced if you understand me.
 
You can make between 2 unit-type there are 100 health points, 1 armor point and 10 damage points of difference.
If you don't the same improvement each time you can do like 90 health points, 2 armor points and 15 damage points of difference for 2 unit-type and 110 health points, 0 armor points and 20 damage points of difference.I hope you know what i mean
Or you can do every unit have the same armor type and weapon type. Anyway, i think the better way to balance is to test if it's not too difficult between two levels, it's just a feeling question.
 
The hp scale has to be proportional to the tower scale which must relate to the gold.

Generally the hitpoints are parobla, meaning they do not increase exponentially but are related to a polynomal of some form.
Like wise this means that tower cost and damage are polynomials of some form.
Additionally to stop tower spam, upgrading is usually encoruaged by yielding an increasing cost to damage output efficency.

Additionally not all rounds need more hitpoints than the last. A wave might have special properties to make up for the lack in health like extra speed or higher armor.

Also remember armor multiplies HP to a degree as far as taking damage is concerned. Under standard gameplay constant conditions, a unit with 100 armor and 100 hitpoints will survive 700 upto damage. Armor damage reduction is capped to 1 meaning that having 999999999 armor and 10 hitpoints will mean you can only survive 10 damages no mater their quantity (if they deal damage). Armor reduction reduces magic damage from attacks but not spell damage from abilities. Armor type then reduces the armor reduced damage further to sub 1 units. For example a 10 hitpoint unit with virtually infinite armor and having a 50% damage reduction due to armor type will survive 20 hits.

As you can see there is no easy formula for waves in WC3 TDs.

The general rule of ballence is each consexutive wave should be harder (more likly / easy to leak) than the previous. Additionally the toughness should scale with towers so that the players ability to kill them and their toughness can stay at equilibrium or near one (all tower defenses should be winable thus the leakage has to be able to be kept low).
 
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