, you don't have to say sorryOh right, ill send you the un OPT one, sorry.
, it wasn't suggested before, I had thought of it though. I think I'll add it in the next update. Thanks for the input, +rep.I don't know if it's been suggested, but if you're going to use Clockwerk Goblins as a worker unit, you should use:
Clockworker by Rizz_Boomer
Because, unlike what you're currently using, these are designed to be specifically worker units.![]()
, how large was the ui actually, 250kb (after optimized)? Well you can have more races and still with AI, but than you have to do it Creeps Rebellion style; using handicap (lowers hp of all the units/buildings the player has) and use a trigger which sets the handicap for that AI player to normal (so no decrease in hp) and through the detection of the handicap you can let that ai player start with e.g. the 5th race's units, buildings and ai.[K40$]-Spectre you are right for AIs sake, I'm redoing Modular Combat to be AI friendly. As long as you don't have more than 4 races, than you are fine. I deleted the UI for now and I'm working hard to get all the systems complete for the alpha.
, I completely agree with you here, 3 or 4 races is best in my opnion. Many mods which adds like 6 races are often imbalanced and badly done.It was 700kb 50% jpeg quality, but i had 2 UIs. One about 200kb and the other 500kb. I'm only going to have 4 races because more are harder to balance
, looks good, but you do need to copy it 8 times for the AI right? Or can you use 'picked player' instead 'player 1'?Hey [K40$]-Spectre, i just made the best race selection ever, and its way shorter and allows AI:
The Trigger
It works on every player so you don't have to copy and paste the trigger 8 times.
, so I only need this trigger for all 8 players? Nice work, +rep if I can.You can use picked player with any player. Trigger updated!
, I kindy forget to add your new race trigger btw, will add that in v1.3Yep it simplifies the trigger greatly. I'm only gonna use this from now on.
I'm reworking the item system right now...
, the old one this map has is fine, but thanks for the input.Edit: New Item System Found! http://www.hiveworkshop.com/forums/...ugmentation-warfare-171000/t...8/#post1523209
, it's very nice, you should only make the purple text more readable and removes some of the useless lines like "targeted as" (if you already say that in the white description by not writing "flying" in it. Atm I like the one in my map also since you can you just quickly read about 3-5 words and get an idea how to use the unit (less reading, more playing).And here's is a normal tool-tip in my map : )
Attachment 85821
, everytime I base something of the tesla I make that fault :\, thanks for saying will fix itThe Stealth Generator Tooltip says its a Telsa Tower.
,nice work dude, +rep if I can. Now I won't have the use holy bolt ability icon for the PrismTower anymoreSorry for the long wait, but I got the icons done.
You may send me another updated map so I can do the icons of those WITH a list!![]()
, I already used the optimizer and widgetizer makes filesize bigger I think (but faster loading times, am not sure). I also heavily squashed models and resized skins, so I actually already optimized it alot (even AI) but I may can do it a bit more.I'd suggest Vexorian's Optimizer combined with the Widgetizer.
, UTC buildings and icons maybe. UTC buildings are only squashed one time and take about the most filesize relative per import (~150 kb without WE with squasing lowering it for about each UTC building). As for icons, some of them are 11 kb, maybe I can make them to 7-8 kb or just remove some replace them with standard wcr3 icons. I also have custom tileset imported, I may reduce the size of that one (it's ~170 kb I think).Yes you could a bit... but using what?
, 3 or 4 kb would be make a difference, would mind telling me your secret?I can make icons 3-4kb with 50% jpeg quality (My special tricks)
, this is not possible with AI editor to order the computer units to garrison in buildings I think, it's possible with AI triggers (but I don't know how).(Note many defensive structures needs at least 1 unit to garrison in it to work)
, ok will do, thanks for the wonderfull tutorial (you should place this in the turorial section too).Start with England i guess, and ill see how that turns out. I don't care about map size. I'm sorry but that my isn't really AI friendly.
BTW: ^Tutorial Complete!^
, isn't AMAI advanced melee ai? I though it couldn't handle custom races (with not old race units edited). Don't know for sure though.AI? Use AMAI for the sake of the map.
, cool idea, I will see if I can get that to work.Oh, you could also make one more thing for ELA if that's how it's gonna be called: some units may have an ability to attack while moving. Like their tank may not have that passive machinegun ability, but instead be able to attacck while moving and have a bit more of speed than planed earlier. You can find this movement attack system in some maps, One of them is Ham Ham's World War 3 nuclear Sunrise... or whatever... well you've got the point.
, if you meant like Dawn of War, than no, if you mean neutral buildings to capture than maybe yes.Are you gonna add a control point capture system?
I'm trying to figure it out right now.
Why do you always start the sentence with an irrelevenat question? You're popular, and so is DoW. :]
, I must admit I actually haven't worked on it for a while, tommorow I will start again I think.'Tis the UTC, not ELA, init? I still think you shouldn't waste so much time saving 200kb.
Your map, your choice.
, ELA would be a fourth race, UTC is the first one (with the augs).Tis the UTC, not ELA, init?
, quess I played DoW more and I like it more than CoHWhy everyone thinks only about DoW when they think about control points? CoH has those too and those are so much better...
, don't mind it, any post is welcome (except critiscm than :0) since it bumps this thread upWell, that's not true, I also start from Hmmm...., Well,, and Oh,.
Sorry for off-topic guys.
, yes, today I will fix the new Stealth Generator and probably upload the new version.So, are you gonna update the map with my icons?
, ok, I'll see if it works with custom-melee too.Yes, Advanced Melee Artificial Intelligence, a project lead by Strategy Master, AIAndy, and Zalamander.
Download the Developer Edition if you want to make AI for your races. (You could make personalities and different strategies too!)
, I know, I just forgot when I posted the update comment.You know, you could use the EDIT button at the right side of all your posts. : D
, yeah it's good, but don't forget that custom models maybe big as well (especially some of General Frank which has portraits as a seperate file so you can't squish the model, atleast not without losing the portrait).Anyways i have laid down the basic systems and UI for Modular Combat as well as all human buildings. the map's size is now 875kb which is a respectable size for 12 buildings and lots of blps.
, cool, good luck with itHere's my projects info: http://worldcraft.hordestudio.com/so...splay.php?f=81