(10 ratings)
You said fatboy has a shield. I couldn't find him.... What type is that?
Also, to Kildare: If you can't handle the opening cinematic, you probably can't handle actual combat in the game. Just a note.
add peace time options to ffa, team and phantom modes. that would be really awesome.
In response to Hookah and to anyone who hasn't played this
- I've been in many games...most of which people sit around and expect me to watch them tech for an hour before I can attack. In response, this is a game of WAR. Not a game of sit around and discover how to click a building and build it. For players who want to build and not fight, they should NOT be playing this game. I'd recommend playing a game like The Sims. Second of all, the whole nature of warcraft is to kill, not to hold hands. After all...its called WARcraft. As in the CRAFT of WAR.
its mainly because this mode was done for fun and i did not balance is, besides that, i didnt want to do it like every td where the levels do not get harder at all.Skullclaimer said:By the way, is it me or is the team defense mode is like traversing through nine circles of hell? Why is it that hard? Not saying I don't enjoy it of course. For team defense you may make sure that no units spawning from two gates don't attack one target, as is the case in small maps (winter duel when t3 artillery spawns).
it actually existed in previous versions. i had that on my checklist, too, and changed something so it is fixed perhaps.. however, if you get that problem in the v12, type -debug and tell me the information you get displayed, if you type -debug again, information displaying is turned off and a little fix is tried, tell me, if that has any effect. maybe save the replay. and tell me the exact effect it had. for me resources seem to be 0 always, but i could still use which currently was produced ant the income values were still correct... probably its a bug in the storage calculation, which results in a cap of 0... however, i dont how this could affect the units, but i experienced the same, projectiles still moved and exploded, but just didnt deal any damageSkullclaimer said:Also I noticed that in this v sometimes there is a 10 sec pause on everything (damage system, income, bars everything just stops) but after 10 seconds its fine. This wasnt in previous versions.
those messages already exist... but nobody reads themSkullclaimer said:For tutorial, I would have to go against what TM-Magic proposes. Anything cinematic like would interrupt the gameplay. However, I was thinking of a series of text messages such as "First you should build a power generator so you have a steady energy income. Start by building 3 generators" etc that does not interrupt the gameflow for other players and teaches new players how to play at the same time. This would be terrific.
it actually existed in previous versions. i had that on my checklist, too, and changed something so it is fixed perhaps.. however, if you get that problem in the v12, type -debug and tell me the information you get displayed, if you type -debug again, information displaying is turned off and a little fix is tried, tell me, if that has any effect. maybe save the replay. and tell me the exact effect it had. for me resources seem to be 0 always, but i could still use which currently was produced ant the income values were still correct... probably its a bug in the storage calculation, which results in a cap of 0... however, i dont how this could affect the units, but i experienced the same, projectiles still moved and exploded, but just didnt deal any damage
those messages already exist... but nobody reads them
well, i dont know if tm-magic meant it like this, but, here is how it should work: you can type -skip or something, as he already told, to skip it, those who didnt skip the tutorial will be controlled by an AI or something, their cam will show them the right places, units will be selected, and comments to the actions will be displayed, at the end, it will show a hint "type -skip next time"... however, its a lot work, so im not sure whether i add it or not
alternatively, help newbies on your own, explain the game to them, and rehost the map often, so people get to know it
Also I have a suggestion if I may. A t2 artillery in the game and a rework of t3 artillery would be a good idea as I believe the arty can be more useful than what they are at the moment.
and again its the problem with the slots... wc3 only has a very limited amount of slots... if you know, how to fix it, tell me, please... or if you have any ideas
the t3 artillery is actually the supcom t2 artillery^^
but tiny barracks cant be repaired by other workers, so no worker can speed up the build progressTM-Magic said:For the slots problem, why not use a spellbook and add "tiny barracks" ability. The only real problem with this method is you can't add costs to it like gold and lumber, but you don't need to anywayssince its done differently than wc.
can you turn off the hero display? then this could be interesting, because this allows classifications and names, Flapjack: Mobile Missile Launcher T2... but dont know about lagg either, i will write it downTM-Magic said:For showing the resource yield (income) (I used str and agi and made everything a "hero" on my map, I'm not sure how laggy it'll be) but on your map you could add a display message that shows that unit's yield when you select it and a command that turns that off...or an ability you click that gives info about the unit including the yields.
+TM-Magic said:As for the tutorial, what you say (Nazgul) is pretty much what I mean. Idk why you'd say it'd take a while, its fairly easy but then again idk how your triggers are run or w/e so it all depends.
know what i mean? even i cant write it down and it works instantly.. at least not that tutorial... and i dont want some crappy messages, they should be well designed, not massed over the screen and the ai cant just do crap...TM-Magic said:I keep running into bugs that take days to fix :/
you can look into the maps and copy whatever you want, as long as it doesnt ruin the reputation of this map. however, you are doing the same map again? doesnt make thaaat much sense, perhaps you want to help me in some way instead, or let me implement parts of total annihilation...TM-Magic said:Also I would like to continue my Total Annihilation map, but I keep running into bugs that take days to fix :/ It'd be cool if you could let me atleast look at your trigs/script? I would give 100% credit to whatever I see whatever I use (if you let me use some of it). In essence I want to create the same game with different gameplay. I would be much appreciative :/
In my map, to counter the limited building slots I use a different building system that works with spellbooks and dummy abilities inside them. The only drawback is that you cannot see their scaffolding while placing it on the map. The tiny barracks stuff TM-magic says to use can be problematic as in my map I could not make it for multiple usage, ie if one person used a copy of tiny barracks already then if he tries to place another one down the last one disappeared. You can add costs to it via triggers, so adding of the costs is not really a problem. If you want, I can send you a copy for you to check the building system out...
that either kills shift-orders, or the builder just wont start working on the building automaticallyBasically, there is a spellbook that contains many dummy abilities that when clicked on sets the building to be produced. After that I use a different system to build it but you can just add it to the builder instead. So it would be like builder selecting what to build and then click another dummy ability "build" to build it. This could work with factories but for buildings you are going to need location as well. In my map, when player "selects" a building to be built through the spellbooks and sets the global variable it asks for a target, ie location to build. I use the location the player clicks on as the location to build the building. Hence I issuebuildorderbyID then as ID give the selected "Building variable" to it and as location give the "location" variable to it. I hope I made it clear, as I am no expert in this...
i meant the icons on the left of the screen, the hero selection buttons or what you want to call themI'm not sure what you mean by "hero display".
and you didnt type -debug... veeery good idea... though you would read my postsTM-Magic said:After further testing I've concluded that Naval units need further nerfing :/. I understand they cost more, take longer to build and are limited to the sea only, however, gameplay suggests they still need changing.
Last night I got some good games going with people who've played before. The first game was played on Burial Grounds and it bugged out right away so we ended up quitting. The units would fire but no damage would be delt. This has happened before with your v12 on Clutch, but not as badly.
they are already weaker than in the normal game, and some people already didnt like that nerf, for the first time, this will stayTM-Magic said:The second game, I hosted clutch, like I usually do. Someone got a few cruiers and T2 destroyers and a small number of them destroyed my forward outpost. The third game, my opponents already knew they were strong and massed then both quickly. We sent every torpedo bomber we could muster and didn't do any damage at all. The destroyers/cruisers continued to quickly destroy a HEAVILY defended position and onto bombarding the 2 player's bases that were on that side...one leaves out of disapointment, the other stays and helps me fight them, but we had no chance. Fed up, I qiuckly build a nuke and destroy them, only to see another fleet already on the move.
volcano, and more units because less naval and more ground, ground is massed more... performance improvements: probably no, i already did whatever i could do some times, and with every time the improvement gets less... so would not make much sense... its warcrafts script language which is quite slowTM-Magic said:If you need help balancing..I'd be happy to help. I'd be willing to put in 50+ hours to balance it, but the end result may change the game a little.
Your v12 also seems a little laggier than normal, especially on that burial grounds map. Idk what causes it but you may want to look into reducing it a bit...people like to mass T1 things for some strange reason...and it makes the game lag like crazy. You may have some sort of new leak actually. The lag got worse and worse as the game progressed even if the units were destroyed.
shift-orders cannot be captured with an event, so you may be able to add those orders, but not to react to themThere is a shift order system posted at THW that works with the system I have mentioned, but other than that I'm not good at jass (as good as you are) so...
and thats goodAlthough one thing I have to agree on with TM-Magic, is that turtling in this map doesn't seem to work as opposed to supcom. You cant just make awesome defenses and expect to sit back and win by nukes it seems.