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Spell Request for my Firemount Map

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Firemount can be found here - http://www.hiveworkshop.com/forums/showthread.php?t=38062

There are some spells and abilities that were too complex for my meager skills. If anyone is out there with the time and inclination to do these, I would greatly appreciate it. My map cannot be released until I get either these spells setup or scrap the units that use them and replace the unit with something else. For the slave system, that constitutes a major map overhaul.

Here is the list of spells I currently am unable to get done
Gnomish Mist
This spell is done, and was made perfectly by PurplePoot.
Thank you to the ends of the earth PurplePoot!

Tweak (Currently being done by PurplePoot, many thanks to him in advance)
I see this spell Damageing or Helps permanently Hit Points, Movement speed, Attack Speed, and Damage done to mechanical units. It can be used over and over again, but it has a slow refresh rate. I'm thinking of 12 HP hurt/help, 2 Movement speed Hurt/Help, 0.1 Attack Speed Hurt/Help, or 5 damage hurt/help. I want the cooldown to be around 200, and to be a even chance to hurt as to help. I want it to be 24% chance Hit Points, 24% chance Movement speed, 24% chance Attack Speed, 24% chance Damage done, and a 4% chance to make the machine completely blow up killing everything nearby(bad) or increase the range by 100(good). This ability is for a goblin tinkerer. The Role of a goblin tinkerer is to build war machines, and then randomly make the war machines either better or worse then they were. The goblins are THE WORST combat units. In the end, any race will be able to bunker down and hold off the goblins for long stretches of time. The goblin tinkerer allows a random element to be added in, allowing goblins to make something that will be able to smash tough defenses if people just bunker down and turtle and expect to win that way.

Slave System
This is a complex one. It consists of two parts. The first is capturing. A unit needs to be capturable and turned into a slave. I want the slave to only be capturable under 25% of it's hit points, and I want it to be able to be instantly freed back to it's original owner if it goes above 25% of it's hit points until it is brought to a structure called a "Slave Pit". At this time, I want it to convert to gain a slave aura that dramatically decreases it's effectiveness.
The Second part is much more vital then the first. Any unit that is a slave must be under a "slave control aura" or it becomes instantly free. Captured units that are still not slaved need to be under this too or become instantly freed as well.
Slave control aura is already in my map in a very limited form, switching slaves into freed slaves under neutral hostile if they are out of the aura. I want something better though, and the capture system still is completely empty

Camouflage
I see this spell as Changing the unit's color and model shape to the same as the target unit's.
This ability is for a unit called a "Goblin Spy". The role of the goblin spy is to gain information and sabotage. I don't want to go with the traditional invisibility. I want the unit to be impossible to tell at a casual glance that it is not one of a player's own units. I would like a camouflaged unit to not be auto-acquired. This means the player recognizes it by the fact it doesn't do as it's told, that and the red selection circle, of course. This allows a goblin player to adequately monitor it's enemies in a way no other player can. It is one of the main advantages the weaker but numerous goblins have over their enemies, who all eventually are able to beat the goblins due to how pathing breaks down when there are too many units on the map and the fact that it takes fewer units to beat the goblins.


More depth can be added at any request.

If someone can think of a fitting ability that can replace Camoflague, I am interested in hearing it
 
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Level 5
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Yes attack range.
A typical ranged unit has either 600 range, 1000 range, or 1800 range. (Wood Elves being on the high end, Goblins on the low)
With tweak, a goblin player should, with a bit of luck, be able to build a mechanical unit that can out range wood elves. More like a bunch of luck since it's as likely to blow up as increase that particular attribute. Their base siege unit starts at 700 range, which is the shortest ranged siege weapon with ranged damage (besides the dark dwarven firecannon, but that fits more into the transport, blocking, and squishing group)
Tweak allows the goblin catapult to become something impressive, or to become a pile of burning sticks. :thumbs_up:
 
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No, Gnomish Mist shouldn't be channeled. It's fire and forget.

As for range increase, Heroes and Empires had range increase every time you took the bow skill. Was that done with Upgrades? The range increase is kind of important, since it gives the goblins their only way to beat wood elves backing a Mountain Dwarf defense. If it can't be done, Something else will have to be thought out.
 
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Since it can cause explosions, it should have something to do with some kind of dangerous ability. How about it adds a Ability called "Experimental Goblin Weapon." I can set it to have 100 possible levels. They should explode long before they reach level 100. Since I can cause the casting range to increase by increments of 100, That should accomplish the task of giving them a weapon to use against the Wood Elf backed Dwarven defenses. Since it gives an ability, it'll make it useful to tweak war wagons and such too.
 
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Sorry, I totally forgot about this -.-

Anyways, gnomish mist is done; (feel free to change targets allowed, I made it hit allies for testing purposes)

NOTE: Since the preferred approach (according to you?) was not to have deselection, people can still cancel their units from casting; it'll just revert their orders to attack-ground their position if the player tries to order the unit
 

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Level 40
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Working on tweak, but it'll be a pain to "correctly" code the AttackSpeed/MoveSpeed modifiers, since blizzard gave us so handy bugs to do Max States with, and a feature to do Damage with ;)

(that translates to: I'm slacking :p)

On the other hand, for my current method of adding Damage, you can't use Unit Inventory on potential targets due to buggishness.

Anyways, once I get around to implementing BonusMod I'll post it here. For now, let's think of something that 2% should do...
 
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Since it can cause explosions, it should have something to do with some kind of dangerous ability. How about it adds a Ability called "Experimental Goblin Weapon." I can set it to have 100 possible levels. They should explode long before they reach level 100. Since I can cause the casting range to increase by increments of 100, That should accomplish the task of giving them a weapon to use against the Wood Elf backed Dwarven defenses. Since it gives an ability, it'll make it useful to tweak war wagons and such too.

I went ahead and added a ability with 100 levels. I called it "Experimental Goblin Weapon"
It's based off of rocket pods. If the 4% chance either adds this ability or levels up this ability, it provides a tool to punish those who hide behind dwarven walls, without granting god-like power (Unless the goblins get lucky 100 times, in which case they launch 100 rockets from 3+ screens away, dealing around 1000 damage in the space of 500.)



By the way, something keeps messing up with the Gnomish mist spell. The cloud doesn't show up at all. If I disable the trigger with the Jass it does. What did I do wrong?
 
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Level 5
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Aug 7, 2007
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Dummy was done correctly, But I played with it some more and by a sheer fluke figured out what the problem was. The Rawcode of the dummy.
It was
'N06Y'
That was wrong. It should have been
'n06Y'

I didn't catch that small detail when I copied it over. That one error is what prevented it from working. I'm lucky I figured it out :csmile:
Because I didn't put the code for the unit in correctly, the dummy never spawned.
 
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