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Orc Campaign Development

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

  1. TheSpoon

    TheSpoon

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    Hey, sorry about the long release, heres the demo for chapter 5.
    I should fix/release tomorrow with any luck.
    Testers would be greatly appreciated.

    No insane mode yet added!
     

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  2. McQvaBlood

    McQvaBlood

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    I will get to it at once. Will get back to you in an hour or so.
     
  3. TheSpoon

    TheSpoon

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    Eep, that vers actually very broken D:
    Hold on, I'll get it working
     
  4. McQvaBlood

    McQvaBlood

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    Right. I'll post all the bugs I have found anyway so you can see if you missed anything.
    • In the intro cinematic, some peons stand around doing nothing.
    • In the intro cinematic, Cenarius is facing the wrong way.
    • Cenarius willl not attack anything expect for what he finds in the first base.
    • The Night Elves do not set up their bases.
    • While in the start of the game screen Purple has control over some peons and burrows.
    • Shaman have Cripple, Unholy Frenzy and Firebolt from the start of the game.
    • Chaos Nazgrel has no portrait.
    • Due to the recent melee patch, you get no experience from killing the neutral hostile on the path to the Chaos Fountain. I leave it up to you if you want to change it or not.
    • In the Well cinematic, Grom does not play the animation when he's supposed to turn into his Chaos vesion.
    • All Chaos units have "Fel" in their name. This is a Frozen Throne update and they're supposed to be called "Chaos", eg. "Chaos Grunt".
    • Player Two can construct Tauren Totem, additional heroes, Wind Riders and so on. Upgrades are fine though.
    • Grom does not get his items when using a load code. Instead, Nazgrel gets everything.
    • In the Well cinematic, Nazgrel is not brought to the Well and when he is speaking, the portrait is empty.
    • Peons return 10 gold per turn.
    • Meteor should destroy trees.
    • I don't know if I agree with removing the extra Gold Mine and adding its resources to the main mines. That makes the map much easier.
    • No skip or insane mode, obviously.

    Also, there were some wierd camera uses in the interlude cinematic. You may want to make that a bit smoother.
     
  5. TheSpoon

    TheSpoon

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    Chaos Nazgrel has no portrait.
    Due to the recent melee patch, you get no experience from killing the neutral hostile on the path to the Chaos Fountain. I leave it up to you if you want to change it or not.
    In the Well cinematic, Grom does not play the animation when he's supposed to turn into his Chaos vesion.
    All Chaos units have "Fel" in their name. This is a Frozen Throne update and they're supposed to be called "Chaos", eg. "Chaos Grunt".
    Meteor should destroy trees.
    I don't know if I agree with removing the extra Gold Mine and adding its resources to the main mines. That makes the map much easier.

    Not fixed these the above. Rest should be ok.
    Don't understand the point about the gold mines though.

    Try again if you please ^^
     

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  6. McQvaBlood

    McQvaBlood

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    You moved a Gold Mine from the edge of the base into the base and put the dark green town hall next to it. You don't have to expand, build a town hall, which makes the map a bit easier.

    Okay, I'll get to it once my friend shows up.
     
  7. TheSpoon

    TheSpoon

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    Ah yea, well it wasn't much of an expansion anyway.
    Plus things might've gotten a bit cramped.
     
  8. McQvaBlood

    McQvaBlood

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    • For some reason, while the Interlude is playing, the screen remains black.
    • There is an Ancient Protector that is owned by Dark Green in the middle of Cenarius' base. That can be controlled before the game begins and keeps hitting an Ancient of Wind that can be found nearby.
    • Structures do not share their production info.
    • Cenarius is level 1 for some reason. Because of this, he does not have Tranquility and does not cast that in the cinematic when he's supposed to.
    • Protective Earth's ridiculous stats are spiraling out of control. We destroyed both the blue and teal bases by simply sending in Nazgrel with Protective Earth. 400 hit points and 7 armor and 15 hit point regeneration are more than enough to tank that few Huntresses and Archers they have, while the rest of the army ravages everything. Also, Cenarius behaves extremely stupid, you can just retreat when he comes and then get back to destroying the bases as soon as he returned to his base. Perhaps you could give him a Scroll of Town Portal with infinite charges to counter this.
    • The Gray player does nothing.
    • When using a load code, Grom learns Mirror Image when he is supposed to learn Critical Strike. (My allied player had Wind Walk - 1; Mirror Image - 1; Critical Strike - 3 and Bladestorm - 1 at the end of the fourth map and Wind Walk - 1; Mirror Image - 3; Critical Strike - 1 and Bladestorm - 1 on the fifth map.)
    • Nazgrel does not appear when he talks in the Well cinematic. The model is now there, but when he is supposed to be speaking, no portrait appears.
    • The last cinematic cannot be skipped.
    • The end of game report somehow said we spent only 6:22 playing. I guess it was not resumed after the cinematic where the trees regrow or something.
     
  9. Amauta

    Amauta

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    thhx and TESTING!
     
  10. TheSpoon

    TheSpoon

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    I'll probably give some way of Cenarius getting about quicker on insane mode.

    I'm also gonna leave Nazgrel's spell at the current strength for the moment.
    Its not actually that good against night elf 'cus the dryads often dispel it (And there'll be much more of them on insane!)
    But I will probably nerf it when I go back and update the campaign maps.

    I'm a little concerned about grey's AI
    I wouldn't say it does nothing, 'cus it makes wisps and buildings and such.
    But no it doesn't attack you. (Is this normal for the chapter, or is it broken?)
    It used to be coloured dark green but I changed it, so that might've caused it.

    Think Meteor strike should damage trees and buildings?

    What you think should be on insane mode? Creating a new AI for cenarius might be difficult though. I'm not sure he'd use the scrolls of town portal if I just gave them to him.

    Should finally release it tomorrow, easter sunday!
     
  11. McQvaBlood

    McQvaBlood

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    I'm sure they do attack. I remember that Chimeras are used against you in this chapter and gray is the only one who has a Chimera Roost. Perhaps some AI command is not sent or something.
    As for the insane mode, I think you should make this one a bit more hard than usual, as this map is probably the best of the orc campaign and therefore best made as challenging as possible. You should make Cenarius as powerful as possible. I suggest you create an Insane Cenarius who uses stats to get the same amount of hit points and mana as the normal Cenarius, because currently he is a simple Keeper of the Grove with 2675 bonus hit points. Instead, you could add 103 strength. He also has 48-104 base attack. This could perhaps be replaced by around 60 intelligence and the sides and dices balanced accordingly. He also has a base attack of 2.00 instead of Keeper of the Grove's 2.18, this means 18 agility.
    So he would have 156 strength, 120 intelligence and 46 agility. He could have an attack of about 120-150.
    Or, you could make some extra spells for him. Perhaps make Treants more powerful or make Entangling Roots affect an area. Or you could make Tranquility affect structures and increase its heal. Basically, you don't have to combat him early, so you don't have to worry about making him imbalanced. You should make him so strong you can only kill him with two maxed out chaos armies, both heroes and no allied units for him around.
    Meteor Strike should destroy trees. I'll leave it up to you if you want to make it damage buildings too.

    EDIT: I noticed on Normal that Cenarius' forces have no upgrades. That could also be changed.
     
  12. TheSpoon

    TheSpoon

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    I'm thinking some better stats,
    chance to spawn divine treants (use the ancient of wonders)
    cause roots to also hit adjacent targets
    Non-channelling tranquility
    And dummy that uses a scroll of speed whenever an AI is first attacked

    None of these should affect his AI, but will all benefit him
    But the 150+ strength/120 agi, is a bit much don't you think? xD
     
  13. McQvaBlood

    McQvaBlood

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    I wrote 120 intelligence and 46 agility.
    By the 156 strength, I meant he has 4000 hit points by default, which means his normal stats and 2675 bonus hit points. I suggested changing that to 100 bonus hit points (Like all other heroes) and changing his strength to 156, which equals 25x156 + 100 = 4000. This is important because it greatly increases his hit point regeneration.
    Basically, I wanted you to remove his hit point, attack and such base bonuses, and turn them into stat based bonuses.
     
  14. Cosmo

    Cosmo

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    Hi, everyone. Long time no "see".
    Well, I think McQvaBlood's idea is pretty good. It would be great to have this chapter as one of the most difficult chapters.
    I really want to play this campaign and will post here my feedback right when
    I finish it. Just would like to know if there's anyone who could play with me, cause my friends are either offline or don't want to play it. I play on garena and Battlenet(Azeroth), if someone wants to play, pm me.
     
  15. McQvaBlood

    McQvaBlood

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    If you are willing to download GameRanger, I will play with you. It's a simple program, quite like Hamachi, only it supports Warcraft III as well, unlike Hamachi. It will take about five minutes, installation included. I am registered as "Tristan Shadowsworn".
     
    Last edited: Apr 25, 2011
  16. TheSpoon

    TheSpoon

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    //============================================================================
    // Orc 05 -- Dark green player -- AI Script
    //============================================================================
    globals
    player user = Player(3)
    endglobals

    //============================================================================
    // main
    //============================================================================
    function main takes nothing returns nothing
    call CampaignAI(MOON_WELL,null)
    call SetReplacements(2,2,4)

    // don't harvest immediately
    set campaign_wood_peons = 0

    call SetBuildUnit( 1, WISP )
    call SetBuildUnit( 1, ELF_ALTAR )
    call SetBuildUnit( 1, HUNTERS_HALL )
    call SetBuildUnit( 2, CHIMAERA_ROOST)
    call SetBuildUnit( 8, WISP )

    call CampaignDefenderEx( 1,1,2, HIPPO )
    call CampaignDefenderEx( 1,1,2, HIPPO_RIDER )
    call CampaignDefenderEx( 1,1,2, ARCHER )

    call SetBuildUpgr ( 1, UPG_HIPPO_TAME )
    call SetBuildUpgr ( 1, UPG_CHIM_ACID )

    // wait to start harvesting
    call WaitForSignal()
    set campaign_wood_peons = 100

    // wait to start attack waves
    call WaitForSignal()

    //*** WAVE 1 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 3,3,4, HIPPO_RIDER )
    call SuicideOnPlayerEx(M4,M4,M4,user)

    call SetBuildUpgrEx( 0,0,1, UPG_STR_MOON )
    call SetBuildUpgrEx( 0,0,1, UPG_STR_WILD )
    call SetBuildUpgrEx( 1,1,1, UPG_ULTRAVISION )

    //*** WAVE 2 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 1,1,2, CHIMAERA )
    call CampaignAttackerEx( 2,2,4, ARCHER )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    call SetBuildUpgrEx( 0,0,1, UPG_MOON_ARMOR )
    call SetBuildUpgrEx( 0,0,1, UPG_HIDES )
    call SetBuildUpgrEx( 0,0,1, UPG_GLAIVE )

    //*** WAVE 3 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 2,2,5, ARCHER )
    call CampaignAttackerEx( 2,2,3, CHIMAERA )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    call SetBuildUpgrEx( 1,1,1, UPG_BOWS )
    call SetBuildUpgrEx( 1,1,2, UPG_STR_MOON )
    call SetBuildUpgrEx( 1,1,2, UPG_STR_WILD )

    //*** WAVE 4 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 5,5,7, HIPPO_RIDER )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    call SetBuildUpgrEx( 0,0,1, UPG_MARKSMAN )
    call SetBuildUpgrEx( 1,1,2, UPG_MOON_ARMOR )
    call SetBuildUpgrEx( 1,1,2, UPG_HIDES )
    call SetBuildUpgrEx( 1,1,1, UPG_GLAIVE )

    //*** WAVE 5 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 2,2,2, HIPPO_RIDER )
    call CampaignAttackerEx( 2,2,2, CHIMAERA )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    call SetBuildUpgrEx( 1,1,1, UPG_BOLT )
    call SetBuildUpgrEx( 2,2,2, UPG_STR_MOON )
    call SetBuildUpgrEx( 2,2,2, UPG_STR_WILD )
    call SetBuildUpgrEx( 2,2,2, UPG_MOON_ARMOR )
    call SetBuildUpgrEx( 2,2,2, UPG_HIDES )

    //*** WAVE 6 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 4,4,6, HIPPO_RIDER )
    call CampaignAttackerEx( 2,2,5, ARCHER )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    call SetBuildUpgrEx( 1,1,1, UPG_MARKSMAN )

    loop
    //*** WAVE 7 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 3,3,4, CHIMAERA )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    //*** WAVE 8 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 3,3,5, HIPPO_RIDER )
    call CampaignAttackerEx( 1,1,2, CHIMAERA )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    //*** WAVE 9 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 3,3,5, HIPPO_RIDER )
    call CampaignAttackerEx( 3,3,5, ARCHER )
    call SuicideOnPlayerEx(M8,M8,M7,user)

    //*** WAVE 10 ***
    call InitAssaultGroup()
    call CampaignAttackerEx( 2,2,4, HIPPO_RIDER )
    call CampaignAttackerEx( 3,3,5, CHIMAERA )
    call SuicideOnPlayerEx(M8,M8,M7,user)
    endloop
    endfunction


    I'm having real trouble fixing grey's AI, here is his script,
    But I can't see anything that relates to the player's colour. Grr.
     
  17. McQvaBlood

    McQvaBlood

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    Second line.
    player user = Player(3)
    Gray is player 10.
     
  18. TheSpoon

    TheSpoon

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    The other 3 AIs have that aswell
    And I think it means the target of their attacks.
    You see in Jass, Player(3) is actually Player 4, purple.
     
  19. McQvaBlood

    McQvaBlood

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    I have a massive hangover, so I will just quickly state that:
    The load code generated by chapter four will initiate a normal mode on chapter five, even if you played insane previously. So I edited the map to fix that and gray did attack.
    Cenarius also won't use his hero abilities, although he did use Cyclone. No idea why. And Enfeeble lasts way too long on him and makes it too easy to kill him. Perhaps you could add some sort of Dispel Magic for him.
     
  20. TheSpoon

    TheSpoon

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    Grey does have an Insane AI script. Where he sends Faerie Dragons, Hyppo Riders and Chimera. Are you sure it wasn't just part of the insane mode kicking in?

    Did you notice if Cenarius came to defend the NE bases?
    I've been having trouble with his Insane AI.