Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Warhammer 40,000 TD - Latest Release (5.05-08)

Discussion in 'Warhammer 40,000 TD' started by Ralle, Jan 13, 2006.

  1. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    This is the latest release of WH40kTD. The versions released in here are not tested yet and I would like you (the development team) to test the map.

    Things to take a closer look at:
    - Move! spell
    - When a unit attacks a building
    - Balancing (I tried to rebalance MANY units but there are issues like many spells and stuff. I didn't look at the units spells when setting the price. Please look at this too
     

    Attached Files:

  2. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    ok then
    i think that when a unit destroys a tower mayvbe it should also be destroyed and they should have splash to help unblock maybe
     
  3. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    Maybe making it so you would recieve a small amount of gold if your tower is detroyed. like 25% of the price.. and then make the units actually destroy the tower..
     
  4. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    not a bad idea, but like 10 %, realy small they dont deserve much, also i think we should make autobanking free again there is not realy much point to it anymore
     
  5. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    there is very big point in doing it.. almost in the beginning it's already useful.. you know it banks the money just after recieving credit for completing level and then it withdraws..
    when level 10 it should be used..
     
  6. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    yea i know that but autobanking that costs 20 gold needs at least 200 gold otherwise u lose money!
     
  7. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    also come to think about it someone mentioned about Games Workshop?
    you could say all the units and stuff were from games workshop's warhammer 40,000 tabletop battle game.
    and someone also mentioned about introducing the inquisition?
    there are two real inquisition teams, Daemonhunters and Witch hunters and i think it coulld be quite interesting to have these. The daemonhunters have some of the most powerful units but they are a lot of points, and the witch hunters are nearly all women so it would make it anti-sexist.
     
  8. Robi

    Robi

    Joined:
    May 8, 2005
    Messages:
    130
    Resources:
    0
    Resources:
    0
    the idea with the unit that kills a tower gets also killed is good but if u do that u MUST remove bosslevels. btw autobanking worths it only in bosslevels and for grey after level ~22 or sth because then grey gets 200gold for finishing the round. perhaps make it free first 10 level, 11-20 10gold per round and 21-33 20 gold per round. i also think that units shouldnt get splash.that would probably destroy nearly the complete maze.

    Yours
    Robi
     
  9. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    does the attacking unit get killed? that's not meant to be like that.. I will just look at it..
     
  10. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    Hey I just got a vision..
    When a unit attacks a tower or is getting hit by Move!. Why not just order the unit to move to the point just before it enters the circle? By that it waits a good amount of time before it just opens the gates.. It will work quite well..
     
  11. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    thats a good idea, making autobanking free for the first 10 rounds also i think, that making units that attack towers do the same as what the move command says is also good
    i also noticed that if you block off the passsage just after the corner the units try to go the other way to get to where they are supposed to go, and they get moved by another trigger point and end up juts moving backwards and forwards
     
  12. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    I have prevented that one place, can you give me a screen with paint illustrations of where it is?
     
  13. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    I added new version..
     
  14. Robi

    Robi

    Joined:
    May 8, 2005
    Messages:
    130
    Resources:
    0
    Resources:
    0
    did u change the moving system again??? if yes change back
     
  15. Robi

    Robi

    Joined:
    May 8, 2005
    Messages:
    130
    Resources:
    0
    Resources:
    0
    WTF???? why has deceiver as maximum damage 40000?????
     
  16. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    40.000 sounds strange.. I will look at it.. I haven't changed movement system but I have changed unit-attack-tower-system and move-unit-system
     
  17. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    Deceiver.. oops sec.. just changed the values a wrong way.. it was set to:
    base: 24
    number of dice: 199
    sides per die: 201

    and now it is
    base: 199
    number of dice: 1
    sides per die: 201
     
  18. Robi

    Robi

    Joined:
    May 8, 2005
    Messages:
    130
    Resources:
    0
    Resources:
    0
    look at my signature xD
     
  19. Ralle

    Ralle

    Owner

    Joined:
    Oct 6, 2004
    Messages:
    11,463
    Resources:
    21
    Tools:
    2
    Maps:
    5
    Tutorials:
    14
    Resources:
    21
    hehe.. the value 24 was multiplying the 199+201 with 24 so the damage got a bit high :)
     
  20. wasniahC

    wasniahC

    Joined:
    May 30, 2005
    Messages:
    51
    Resources:
    0
    Resources:
    0
    well here is the block thing