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Suggestions

Discussion in 'World Domination' started by Fingolfin, Sep 15, 2016.

  1. cleavinghammer

    cleavinghammer

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    As the "pan to nearest resource" includes sea oil, maybe make a land version for engineers and a sea version for ships?

    Is construction speed supposed to be greatly reduced (as in, slow even with warpten) when the economy is stalled? I used the "cancel everything" button, but that didn't help (and even after completing the building, economy remained stalled).

    Had a crash possibly caused by the last AI city being taken by zombies.

    Research stations appear to boost speed by 7%, not 10 (unless 10% is with full education?).

    Maybe infantry and tanks can't, but land artillery at least should be able to target ships.
     
    Last edited: Feb 24, 2018
  2. Fingolfin

    Fingolfin

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    Construction speed for all structures is actually 10,000 seconds, but progress is set through script anyway. Yes, the speed is reduced to what your economy can handle when you run out of a specific resource. Next time you get stalled, you can use the "-income" command to know how large your profit and gain is - remember that research can also cause you to stall.

    The research speed boost actually just multiplies your research modifier with 1.1 (which is how real percentage works - games normally tend to use percentage points and call it percentage, which is technically incorrect). Anyway, this means that with 60% research speed, your bonus will be 0.6*1.1 = 0.66.

    Thanks for the info about the crash, i will make sure to investigate this. The AI system will be completely revamped in the future, which will hopefully allow it to be used in multiplayer as well.

    Allowing artillery to target ships is a pretty good idea, i don't know how realistic it is, but at least it will give players more options for fighting ships and more reason for building artillery. I might include this in the next patch. I will consider the "pan to nearest resource" option for ships as well.
     
  3. cleavinghammer

    cleavinghammer

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    Ah, I get it now.

    For some reason, the minimap shows an enormous amount of green camps all over the place (and not just on unclaimed cities), despite there being nothing there. Even in Antarctica, unless the penguins are counted as creeps for some reason.

    Engineers have an annoying tendency to get stuck inside iron mines when built.

    If building construction consumes oil, iron and currency, the amount drained should show up when the building is selected (as when a unit is being trained).

    Battleships can't target deep sea rigs.

    Given the different targeting mechanics, every unit should have its tooltips say which units it can't shoot at, not just which ones it's effective against (e.g. infantry can shoot all land units; missile troopers shoot air, buildings and vehicles but not infantry; fighters shoot tanks and buildings but not infantry; ICBMs and nukes can't shoot buildings, etc.)

    I like the chemtroopers, maybe you could have an early-available flamethrower equivalent that makes zombie-infected humans stay dead.

    A weird city distribution bug: Playing EU vs US (Berlusconi's in charge? No wonder the world is so crappy) and I ended up getting regular attacks coming from US troops near St Petersburg. Although one of their engineers might have been abducted and dropped off there.

    Finished the game this time around, and while it didn't crash (despite the Americas swarming with zombies) it froze on exiting the score page.

    Beating Cthulhu or the mothership should give something.

    Give satellites a suicide ability so they can be replaced if necessary (and because orbital bombardment is fun).

    Medics could really use a heal upgrade.

    While the research system is well-designed, I feel using it for damage and armor upgrades slows down the game.

    Speaking of which, some ideas concerning UFOs:
    Have an ability (once radars or satellites are researched) to ping where the UFO is, I only shot one down because I was playing with the map revealed and saw it crossing the ocean.
    Warn players when a unit gets abducted and ping the location.
    Give player-built UFOs an abduction ability.
    Have alien-conquered cities produce alien troops the way zombies do.

    If you revamp the AI (hopefully getting them to stop filling their bases with infantry squads and making them so easy to zombify), make zombies and aliens have a basic AI as well, if only a spawn-units-at-city-and-attack-closest-enemies script (and have zombies oppose aliens).

    Agents using vials can cause selectable dummy units to appear (literally named Dummy).

    Cthulhu can be targeted by tridents but not regular subs.

    Exploding power plants cause radiation damage, but there's nothing to mark where the radiation is coming from.

    Does the radiation shielding research work against solar flares?

    Some weird effects sometimes attach to units. For instance, Cthulhu once had an assault rifle as long as himself blink into view when attacking. What, being an unspeakable horror beyond time whose very sight drives men insane wasn't enough, you had to give him a gun?

    More economic bugs: Had a bug where building construction and upgrading was stalled, but research and unit production wasn't, and all resources were well above zero. After a very long time, I finally got a message saying I was out of iron (at zero at first, then around -400), but it also said I was at +6 production. I was also at -4000 +11 currency, but didn't get any messages about that.

    Played the conquest mode, and on the score screen, all conquered nations were in my color.
     
    Last edited: Feb 25, 2018
  4. Fingolfin

    Fingolfin

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    I think maybe resources also get creep icons?

    Yeah, this has been an issue for some time despite repeated attempts to prevent it. Iron mines and oil refineries have a special pathing pattern which only fits at the places where they're allowed to build (all other tiles are unbuildable by default, and regular structures don't require buildable tiles to build).

    Thanks, i will fix this.

    I will see what i can do about this, but it's possible that it can't be helped. They also can't attack naval yards afaik for the same reason.

    Sure, that could be useful. Btw, nukes and ICBMs should be able to target buildingss, the fact that they can't (they can only target ground) is a bug. Frankly, i should change the abilit to use a targeting image which shows their radius.

    Maybe, i just don't know if i can see their role. Anti-structure and anti-infantry? That's how it was in World in Flames. I'm just afraid that players won't understand the difference between flamers and chemical troopers.

    Yes, definately an abducted unit. This is very common.

    Sounds like a memory leak. There are some unpreventable leaks regarding creating-removing units, i'm pretty sure i've covered all the other leaks though since i've gone over the scripts dozens of times.

    Suggestions? Perhaps it's fair that whoever kills the mothersship also gets UFO tech.

    Not sure about this... but i will consider it. For a while though, i was thinking of adding an orbital strike satellite, which would essentially be an orbital ICBM launcher.

    Good idea, i will add this!

    Can you elaborate on this? What is the alternative?

    Nice ideas, although i can tell straight away that the last one won't happen. One option i was considering though was to have one player play as the aliens in a certain game mode and maybe then build some other alien units. You'd have to balance it though so that the alien is strong enough to survive against the others, but not strong enough to stomp any individual player.

    The revamp is mainly centered around having the AI sprawl through certain territorial zones, and also be less based on constantly polling different things, like counting units of certain types/issuing orders over and over again.

    Will fix.

    Radiation is invisible in real life. However, there should be an overhead buff, somehow that got bugged and will no longer display for more than a second or so.

    Yes.

    Uhm... what?? That's super weird. I have never seen that before, must be an attachment from some unit cauasing a graphics glitch (sometimes geometry not belonging to a bone will attach to random things).

    Will look into this.

    That's because they were conquered! They are now a part of your nation.
     
    Last edited: Feb 26, 2018
  5. cleavinghammer

    cleavinghammer

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    Mines: Maybe have a trigger so the engineer is teleported outside once contruction is completed, or give them Blink.

    Flamers: Something like a slightly weaker version of chem troopers (same principle of weak but very fast attack), useful for clearing out buildings and countering infantry-based rushes in early stages before artillery is upgraded.


    Research: I think damage and armor upgrades should use the standard method of being upgraded at a building. This would allow faster progress, especially in early game.

    Radiation: Yes, but maybe have a fire effect on the plant's location so you can see where it was and remove the effect with safe reactors researched.

    Cthulhu Cannon: Probably, I've seen something similar in other maps with random corpses suddenly being attached to units.

    Teleport Gate can be built in trees.

    What's this about dinosaurs?

    Even more ideas:
    Give deep-sea rigs a weaker version of the shipyard's healing aura.
    Cities taken by Cthulhu spawn amphibious Deep Ones with extra damage against ships.
    Cthulhu/mothership rewards:
    * Beating Cthulhu lets you summon R'lyeh at the target location (as a neutral, so you don't control when it goes back down), allowing you to basically block off air and sea traffic if they don't want an angry starspawn rising to eat them.
    * Beating the mothership gets you UFO tech, and if you already had it, lets you summon the mothership again (as a neutral hostile, but you choose the location).
    * The summoning ability transfers to the last player to defeat it (if R'lyeh submerges again without anyone approaching it, the defeating player loses control and the city returns to its randomly-surfacing cycle).
    Weather control (very high-end research).
    Artillery units should have Attack Ground and be able to attack trees.
    Medics should have a different model and icon than Rangers.
     
    Last edited: Feb 27, 2018
  6. MegaLucarioEXZ

    MegaLucarioEXZ

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    This is a really cool map, it almost doesn't even feel like you're playing Warcraft 3.
    But I'd like some other things added into the map.
    Maybe more oil? I know you tried to be realistic but its so hard to keep my oil from plummeting.
    shallow water between Indonesia and Australia?
    I'd also like to say that my game ran out of memory within an hour into the game, I don't have any crash logs or anything (sorry), but I was playing single player with 11 AI and I had about 6-7 jets out, I had almost no ground troops (Was playing Australia).
    The version I was playing on wasn't 1.9, I think it was 1.8e but I'm not 100% sure.
     
    Last edited: Mar 2, 2018
  7. MegaLucarioEXZ

    MegaLucarioEXZ

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    I found a bug on 1.9, I was playing the phantom mode.
    I also found out (in the same game) that if you launch 3 nukes at Africa your game crashes. Is 3 the number in which the triggers activate Nuclear Winter? It should be more like 15 nukes if so.
     

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    Last edited: Mar 2, 2018
  8. Fingolfin

    Fingolfin

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    What were you doing when this appeared? "No players available" really just means "no players available to whom this action is alplicable". So for instance, if you press "request peace" while you are already at peace with everyone (as is the case at the start of Phantom mode), it will say this.

    Regarding the game crashing when you launch 3 nukes at Africa, have you been able to reproduce this, or did that just happen to be the circumstances in some game when it crashed? The memory leak is something i should look into, though.

    Regarding nuclear winter, you usually need a lot more than 3, but it's also a question of how often you launch them. Every time a nuke detonates, a counter goes up by a certain value, but decreases every second - when it goes over some value a nuclear winter is triggered. Usually it takes around 10-15 nukes.

    This idea i really like!! Some device which creates a random weather-related disaster at some point (like hurricanes, lightning storms, tornados, etc). But what would it be? A new type of satellltie? Or a structure? One problem is that the build menu is full, although the last version made use of "advanced engineers" for the brainwave transmitter. Still not sure whether i want to use these for more stuff, though.
     
  9. cleavinghammer

    cleavinghammer

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    Well, I thought of it as a multi-tier research: first tier lets you cancel a naturally-occuring disaster, second lets you direct it when it occurs, third lets you summon one and control it. The actual disaster would need to be researched independently in order to be summoned. Also, maybe researching one disaster could affect/boost other gameplay elements (meteors affect satellites, hurricanes and tornadoes affect aircraft, lightning storms affect standard power plants, solar flares affect fusion power plants, quakes affect oil drilling and iron mining, etc.)

    As for where, you could simply have it done at the polar research stations (what self-respecting supervillain wouldn't build his mad-scientist device at the poles?), making sure the ability resets with every new owner to the new owner's research tier.

    Can confirm the nuclear winter happens after 10 nukes (12 in this case, launched simultaneously against the zombie-infested cities of Australia, and for some mysterious reason my people revolted against me, ungrateful bastards).

    Can the AI make its own decisions regarding trades?

    Endgame bugs:
    There was a a bug with an M60 tank who just would not die, remaining at 1 HP for the rest of the match (he couldn't be repaired either). "Made in the US of A" indeed.

    A stealth bomber who kept circling the same spot after being buit. Sometimes he responded to orders to go somewhere else, but then he returned to the same spot.

    Finished the brainwave transmitter while still researching something. As a result, was stuck at no biomass for a while (although I could train zombies in cities) until the research finished and I started getting biomass income.

    You keep oil patches after going zombie.

    Zombie swimmers have the Garithos voice. The irony of "Inhuman beast!" and "We humans have to stick together."...

    Become overlord again without any research going on... and biomass was still very slow to build up. Is there a wait period or is it a function of how many cities you've taken?

    So it turns out that if you order your zombies to keep attacking a captured city, the zombie spawn continues to happen every time the city "falls" (up until the city loses all wealth and becomes a ruin).

    Getting two Zombie Horrors to fuse should have them automatically seek a target. Or is it to make sure biomass gets consumed?

    A bug where I lost a city to Cthulhu, but a zombie belonging to me spawned there anyway.

    There should be a timer for all players involved when time limits (recapture a city in 60 seconds, hold a capitol for 5 minutes, etc.) appear.
     
    Last edited: Mar 4, 2018
  10. MegaLucarioEXZ

    MegaLucarioEXZ

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    I was trying to sell Iron :p
     
  11. Fingolfin

    Fingolfin

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    Sorry for the late reply: the reason it said "no players available" is because you can only trade with alllies, and judging by your screenshot, you had no allies (the player slots shown as "allied" were presumably not occupied).
     
  12. MegaLucarioEXZ

    MegaLucarioEXZ

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    Why does the AI refuse to team up with you? Even if you try, they accept and instantly go back to war status.
     
  13. Fingolfin

    Fingolfin

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    There is one calculated metric for accepting peace requests (mainly based on number of enemies) and one for declaring war (proximity, military strength, etc) and apparently it passes one and not the other. The AI system is generally quite crarppy and the quality of the AIs decision making degrades as the game progresses. I will redesign it entirely in the future.
     
  14. General Red HAwk

    General Red HAwk

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    What about the tank,IFV,and ship can fire while moving and can the indonesian apc into panser anoa
     
  15. 3dris

    3dris

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    Hey, why not creating a city upgrading system, where when some city reach high currency, it can be upgraded.