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Orc Campaign Development

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

  1. McQvaBlood

    McQvaBlood

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    Faerie Dragons? Now I'm pretty sure they did not send that. Perhaps my insane mode only run the normal AIs?

    Yes, Cenarius did come to defend the base, although he did not put up much of a challenge there as he did not use his hero spells, as mentioned earlier.
     
  2. kidsoulex

    kidsoulex

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    When i was playing the fourth chapter the sub-quest that gives the shredders(the one to kill the furbolgs) when we killed them nothing happened.
     
  3. Cufftly

    Cufftly

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    You have to return to the goblin to complete the quest.
     
  4. McQvaBlood

    McQvaBlood

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    No, you can't complete that quest in Insane mode.
    Perhaps you were playing an older version or this bug was not fixed, even though I reported it at least once.

    I would also like to add that this thread is for reporting bugs related to beta version chapters, as well as posting ideas about future maps of the orc campaign.
    When you find a bug in an already released chapter, you should report bugs in Player Feedback.
     
  5. Princsky

    Princsky

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    people may i just know whe is the campaign going to be finished with all bugs fixed and insane mode and everything because i havve a friend with which i want to play the campaign
     
  6. TheSpoon

    TheSpoon

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    If you mean the whooole thing. Probably never,
    But if you mean the Orc Campaign, then maybe next month fingers crossed.
     
  7. TheSpoon

    TheSpoon

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    I've got a Beta version of chapter 6 ready.
    It is attached, testing would be appreciated.
    As normal, no insane mode, or cinematic skips.

    Few other notes, I've updated the list of known bugs.
    And intend to go back and fix as many as possible once I've finished the Orc Campaign.

    I'm also thinking of doing the insane AI a little different for this chapter. (McQva might understand this)
    Because I've noticed that the AI I was using has a habit of destroying a tower near the edge of your base, and then heading back home. (Which can be horribly abused)
    Instead I'm thinking of taking the Blizzard AI scripts and modifying them.
    They're in JASS though I think, which I've not got much experience with.
    If it goes well I may update the AI in past maps too.
     

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  8. Amauta

    Amauta

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    thx u the spoon, testing and playing xD
     
  9. TheSpoon

    TheSpoon

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    I kind of need you to test in the insane mode McQva xD
    My companion just wasn't good enough to take the heat with me unfortunately.
     
  10. McQvaBlood

    McQvaBlood

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    Ah, this completely escaped me! I'll get to it at once.

    By the way, math exam is now done. (Actually, it was yesterday.) It was great and it being done frees up a lot of time, so I will be able to help you more.

    EDIT:
    So I've just spent 1,5 hours playing the map. I would like to start with the bugs, because I can use that to justify our ultimate failure at beating the map.
    • The code from chapter three is bugged. It will not load items for Cairne properly and it defaults a normal mode. This forced us to play without items. If you play without using a code, your skill distribution also gets messed up. (You get Chain Lightning (2) and Spirit Wolves (2)) This will make defending against Gyrphons increasingly more difficult until you can get to Level 7.
    • Orange treats Red as a Neutral instead of Ally with Shared Vision. This causes Endurance Aura to not work for Red, War Stomp to damage and stun Red's units and Pulverize to damage Red's units. Fortunately, Healing Ward works, which makes the map playable for now.
    • The Fountain side-quest cannot be completed. This is because the Glyph of Purification does not drop.
    • (UPDATE) Actually, the other side-quest is also bugged, you do not need to kill the Harpy Venomancer, but a Harpy Queen that stays at the place where the Wyverns are ensnared during the cinematic. The Pedant of Mana is also dropped by her, not the Harpy Venomancer.
    So, as you see, without items, proper skill distribution and without Endurance Aura spreading to Red, it gets very hard to defend against Gryphons.

    However, this map is currently one of the best, I must say. Had these small problems not occured, I think we would have beaten them.
    The map require proper use of Tauren, Headhunters, Witch Doctors and both your heroes. I really like the map as it is and I feel the skill level required for beating the map is what I would call insane. It can be done, but it needs a great deal of concentration and careful planning to execute.
    What I want to emphasize is that although we failed to beat the map, it does not mean that the AI is too hard. We expanded and destroyed light blue, it's just we got starved out after two failed attempts trying to eliminate blue. So, the AI performs superbly, I can't recall a map so great in a while now, this is the kind of difficulty I was hoping to see in chapter five, but didn't.
    I also like the mix of spells you put on the two enemy heroes, it gives them a feel of uniqueness. However, I think you should keep Chain Lightning as a spell exclusive to Thrall and give the Mountain King Forked Lightning instead.

    Now I don't want this map to turn into Frostmourne, which started out just as challenging and fun so you proceeded to remove Necromancer Master Training and Disease Cloud, removing the need for proper micro and killing the fun.

    So, correct those bugs and nothing else and I'll get back to you.
     
    Last edited: Jun 7, 2011
  11. TheSpoon

    TheSpoon

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    Ooh, big rant.
    Yea I noticed the AI was quite a bit stronger in this one when I tried it xD

    Hurm, I'm not sure all those save/load things you mentioned actually are bugs.
    My intention was:
    - In chapter 3, Nazgrel's items are given to Nazgrel in chapter 4.
    - And Thrall's items are given to Thrall in chapter 6.
    So really, Cairne will get no items from loading in this chapter.

    The other thing was, (maybe I shouldn't have done this/explained better)
    To get insane mode in chapter 6, you need the insane '-score' code from chapter 5.

    The red/orange neutrality, yea I guess I overlooked that.

    And more insane quest items/drop bugs - typical!

    Ok, I agree with the mountain king forked lightning deal.

    My main concern in the 'too hard' deparment is maybe there is too many gryphons in the gryphon attack waves.
    They were the main reason I couldn't properly test this level on insane haha.
     
  12. McQvaBlood

    McQvaBlood

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    What rant? You should be grateful I didn't ragequit when I got killed by War Stomp.

    The Gyrphon waves are powerful because you removed the upgrade that changes the armor type of Towers and Burrows to Fortified (A TFT upgrade), but did not revert the patch that changed them from Fortified to Heavy in the first place. (Also a TFT change) The attack type of Gryphon Riders were also changed from Piercing to Magic and Magic damage owns Heavy armor. (I believe it deals 60% bonus damage.) So, you can't get Towers, because they get roflstomped. You're forced to get Medium armor Headhunters and spam Healing Ward and Chain Lightning. Even than, you're likely to lose many Headhunters.
    But still, I don't think anything needs to get changed for insane. For normal, well, perhaps you could revert the armor type change or add the upgrade for them.

    As for the insane mode -score and -load, I feel silly for not figuring out something that obvious. [/sarcasm]
     
  13. tulee

    tulee

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    Hi guys! I am so glad that insane difficulty has returned to this project. Sadly, it comes at a time when the heroes are not fully developed without items from the oracle map.
    SPEAKING of the next map, may I suggest that in order to keep things simple, when player 1 is controlling Thrall, player 2 controls the orcs and while player 2 is controling Cairne, player 1 controls the taurens?
     
  14. McQvaBlood

    McQvaBlood

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    I think we agreed on Red doing Thrall's part while Orange does Cairne's simultaneously.
     
  15. TheSpoon

    TheSpoon

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    Ooer, I didn't meant rant in any negative sense,
    I greatly appreciate the testing you do for me D:

    And silly me, I'd completely forgotten all these changes to frozen throne.
    Perhaps when I do a big update on all the maps (fix some AIs and some typos)
    I can revert some of the major changes like that.
    So I may just fix the aforementioned bugs and other changes agreed on for now.

    As for the load/score thing, think I should change some stuff,
    Or make things more obvious? What do you think?

    And for the next chapter, yes I believe that is a good idea, but Cairne's area may need expanding some bit!
     
  16. McQvaBlood

    McQvaBlood

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    It's fine so long as it is explained at least once.
     
  17. TheSpoon

    TheSpoon

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    Hey guys, just thought I'd give you a taster of whats in store on the extension of Cairne's bit in Orc06.

    Heres some screenies of it all in the editor.
    Few interesting things you might notice are the evil 'StoneTalon Goblins', the Spirit Walker behind the rocks and the falling rocks on the path.
    Those two circle of powers also require 'key' items to activate.

    EDIT: It might be easier to right click and save target as to see the pics.
    They do load a bit slow on here.
     

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  18. McQvaBlood

    McQvaBlood

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    I will have to ask someone to play Thrall if I'm to test that. For some weird reason it's always me who never gets to play custom heroes and therefore I play Thrall in the Orc one as well.

    I can't say much about the screenshots, I will wait for the gameplay before I say anything. You can enlarge the area as much as you like if it's still just hack 'n' slash. If you put in extra puzzles, that's better.
     
  19. TheSpoon

    TheSpoon

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    Ok heres the beta!
     

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  20. McQvaBlood

    McQvaBlood

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    I can't find my fellow player, so I will have to delay testing it.
    I will try to get it done today or tomorrow at worst.