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Orc Campaign Development

Discussion in 'Project Infomation' started by McQvaBlood, Feb 3, 2011.

  1. McQvaBlood

    McQvaBlood

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    Discuss the Orc Campaign in this thread. - TheSpoon



    What I'm really interested in is if Cenarius gets new spells on Insane?
    For example, one great liability of Cenarius is that his AI orders him to behave like a ladder Keeper of the Grove. When he loses about half his life, he'll begin channeling Tranquility and just stand their helpless against Grom, while he shreds him apart. 20 hit points per second does not help him much. With two heroes plus a maximum of 120 food utilized against him, he won't have much chance. (Keep in mind that you had the maximum of 90 food on that level, because it's RoC.)
     
    Last edited by a moderator: Feb 3, 2011
  2. Direfury

    Direfury

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    Just give him an ability that revives all the nearby trees, then.
     
  3. Lich Prince

    Lich Prince

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    Hmm... replacing Tranquility with a rigged Rejuvenation ultimate would make him harder I guess.
     
    Last edited: Feb 3, 2011
  4. TheSpoon

    TheSpoon

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    Ofc. Cenarius will be buffed on insane.
    And yes, tranquility is one of the main downfalls of him.
    So perhaps I could make it non channeling?

    Now that I've officially started making it, we can discuss ongoing developments of the campaign in this thread.
    I've moved a couple of relevant posts from the Orc Sub-Heroes thread into here also.

    The beta edition of Chapter 1 is attached to this post.
    And I would be grateful for any beta testers to check it out!
    I plan to officially release it on Sunday.
     

    Attached Files:

  5. Amauta

    Amauta

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    Testing!!!!

    Hehehe
    thx man
     
  6. Lich Prince

    Lich Prince

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    I just tested it with a bro.

    The only two annoying things I noticed is the Earth spell ability having 2 "r"s in it and the chapter ending before I actually killed the Centaur Warchief.

    EDIT: Spoon, How about replacing the current shield sfx with this?
     
    Last edited: Feb 5, 2011
  7. Twizter

    Twizter

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    Good job on the map, hope your having fun makin' them :D
    I'm not sure if you fixed this when you released the full map today, but when my bro got switched to Cairne he lost all his items ;o.
    Also, my bro thinks it would be great if you could choose your starting abilities with Cairne
     
  8. TheSpoon

    TheSpoon

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    Yea I got that bug.
    And probably won't allow people to choose their first spells for cairne.
    The campaigns doesn't usually allow it.
     
  9. TheSpoon

    TheSpoon

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    (Apologise for double post)

    Here is the Beta for Chapter 2.
    (DUE FOR RELEASE THIS EVENING)
    Me leaving things to the last minute as normal!

    Would be very grateful for people to have a go at testing it - ASAP.

    EDIT:
    Updated the map, it is now the final beta.
    Just needs a proper test before releasing.

    Any other bugs, please report.
     

    Attached Files:

    Last edited: Feb 13, 2011
  10. McQvaBlood

    McQvaBlood

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    So, I've just finished playtesting despite the horrible lagg Garena would present us with. Again.

    • The code from chapter one to chapter two is completely off track again. I received a Potion of Greater Healing that had unlimited charges. Once you would use it, it would go on a brief cooldown and then you could use it again. My allied player also got a Scroll of Healing that had unlimited charges and a brief cooldown.
      Because of this, I couldn't measure if the difficulty is right on this map, I believe we'll have to play this one again. I also got an Urn of King Terenas.
    • The reinforcements on Chapter Two are recolored to Dark Green once Player 2 receives them. I believe this serves no purpose other than to confuse players. There are already orange Grunts and Headhunters when you start. When reinforcements appear, they are purple. There is no reason to recolor them to dark green. I think you should simply settle on either everything in dark green (But Cairne looks stupid in Dark Green) or everything in orange.
    • On Chapter Two, the final reinforcements are recolored in a strange way. The catapult that Player 1 receives - which should be red - is recolored to dark green, while the catapult that Player 2 receives - which should either be dark green or orange - remains purple. Catapults also have Burning Oil, though it is not researched. This should be removed as it is a Frozen Throne upgrade.
    • Nazgrel has its spell book dummy ability active. When you activate his activated passive (Burning Blades?), you get a Spell Book icon on Nazgrel's infocard. It is also missing a tooltip. You can quickly solve this by simply disabling the ability, using "Player - Disable Ability". This will not effect the ability in the Spell Book. This is why you have used a Spell Book in the first place, I guess.
    • Protective Earth is too powerful. I believe you should keep two of the three bonuses it grants: either armor and life gain or life gain and life regain or life regain and armor.
     
  11. TheSpoon

    TheSpoon

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    I've sorted the recolouring of the units in Chapter 2 & burning oil already.

    Obviously the save/load coding needs fixing asap!

    It take it that your last points only apply to Chapter 1?
     
  12. McQvaBlood

    McQvaBlood

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    Yes, of course.
     
  13. TheSpoon

    TheSpoon

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    Sorry I'm a bit behind releasing chapter 3.
    I'll have the beta on this thread this afternoon.
    And release it either tonight or tomorrow morning/afternoon.

    I've decided that I'm gonna have to leave Grom's base completely NPC unfortunately.
    (Then possibly add the 3rd player option later if people still want it)
    With Nazgrel sharing a base with Thrall.

    EDIT:
    Heres the beta for Orc 3 - I was having some problems with the AI.
    As usual:
    - No insane mode
    - Score system not yet setup
    - Save/load system incorrect

    If you love me, test it and report back any bugs.
     

    Attached Files:

    Last edited: Feb 22, 2011
  14. McQvaBlood

    McQvaBlood

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    You've made a flawed load system on purpose?
     
  15. TheSpoon

    TheSpoon

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    Well its just the one copied from the previous level at the moment. I've not got round to updating it to the new level details.

    I thought I'd get the Beta out asap so that I could have some testers when I get round to finishing it.

    Unfortunately- no testers.
     
  16. McQvaBlood

    McQvaBlood

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    I was asking if it would give incorrect items. Btw, you know I always do test your maps...
     
  17. Amauta

    Amauta

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    i cant tested butttttttt. xD the code doestnotwork ¿?
     
  18. McQvaBlood

    McQvaBlood

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    Oh, I remembered something I have observed several times, but kept forgetting to tell you: I believe Nazgrel gains experience faster than Thrall does on Chapter One on Insane.

    EDIT
    I was able to quickly find proof of this error:
    • Hero - Make Player1 Heroes gain 15.00% experience from future kills
    • Hero - Make Player2 Heroes gain 20.00% experience from future kills


    Btw, I will really get to testing Chapter Three tonight and then I'll get back to you.

    EDIT #2
    • Nazgrel can build a Fortress.
    • The -gold and -lumber commands malfunction. Whoever types it, the gold or lumber is always subtracted from Thrall's stockpile and added to Nazgrel's.
    • The -exchange command won't let Nazgrel hand units over to Thrall, telling the player that food limits must be obeyed even if both players have plenty of free supply.
    • Even though Nazgrel had 27/30 supply, he still received 5 gold from a gold mine.
    • Sorceress and Priest use their Frozen Throne texture version.
    • Players may research Tier 3 weapons and armor and they do not share these with Grom.
    • The Watch Tower's tooltip states that it "Can learn the Reinforced Defenses upgrade." - a Frozen Throne upgrade.
    • No shared research and production information whatsoever.
    • Grom will not attack the yellow AI human player.
    • Nazgrel gets lumber should he run out of it automatically, like an AI player.
      Code
      • GreenLumber
        • Events
          • Player - Player 11 (Dark Green)'s Current lumber becomes Less than 1000.00
        • Conditions
        • Actions
          • Player - Add 1000 to Player 11 (Dark Green) Current lumber
      • [/hidden]
      [*]Nazgrel can research the War Drums Damage Upgrade, while Thrall cannot.[*]Protective Earth effect lingers on the ground when the unit that has it is loaded into a transport.[*]During the first cinematic, Grom is not present, even though he should be attacking an Archmage.
     
    Last edited: Feb 24, 2011
  19. Amauta

    Amauta

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    iam played, iam no have bugs of errors.. well i think!!!!........xD

    only lather of finishing the map the INVENTORIS LIST OF THE FIRST PLAYER CHANGE THE LOCATION OF THE SECOND PLAYER!!!
     
  20. TheSpoon

    TheSpoon

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    thank you for testing McQva.
    I've already sorted a lot of those bugs, but some of them I've completely missed!

    - The difference in exp is intetional.
    The reason is because Nazgrel is used for a shorter amount of time, and its to ensure that he increases to level 2 before the end of the level.

    - I've decided not to do the shared researches with Grom.

    - I managed to get Grom to attack yellow, but that may have only been because I attacked first.
    I've not modified Grom's AI but I did change its team colour (from dark green), which might be the cause.


    Amauta,
    I didn't understand that at all sorry D: