• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

WW2: World in Flames [REVISED]

Status
Not open for further replies.
Level 12
Joined
Oct 19, 2008
Messages
579
random question, could the two americas unally eachother? that'd be funny and weird at the same time

Right now everyone could ally and unally anyone, but if Germany for example would ally with Russia they wouldn't get as much income to still make people try to follow accurate history by some.

The system is however much deeper, I think Fingolfin posted about it earlier.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
I'm really sorry Fin, I guess I just keep forgetting...
I wonder if there'll be some last-stand event (Like the Militia from Peasants) except you can convert Prisoners of War or Villagers into some infantry which is weaker but meant for defending purposes when everything else fails.
 
Level 5
Joined
Sep 30, 2010
Messages
161
As far as I know they were dropping the supplies but these usually got shoot down before they even reached the ground.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
Supply Drops sound like a good idea, maybe make them die from about 5 hits to make it harder to die while shooting down? Or the more HP a Supply Crate has the better the buff?
 
I don't understand what you mean by that.
As i said, no airplanes will be in the beta, and that means NONE. As for shipyards... the existing trading system is based on shipyards so it is hardly a new suggestion. If you want to help out on something you can try to figre out how the trade ships will be distributed between the players each cycle - i've currently had two ideas:

1: Every 3 minutes, each shipyard on the map sends out a trading ship that will travel to the nearest allied shipyard. The problem with this method is that players who are far away from all the others won't recieve that many trade ships.

2: Each shipyard on the map sends out one trade ship to the nearest trading port of each of it's allies, i.e. if a player has 3 allies, each shipyard they own will send a total of 3 ships to whatever shipyard is closest for each of the three allies.
The problem with this method is that you will end up with a lot of trading ships on the map at once if many players are allied to eachother.

Also, i want you to consider how the trading should reward in the first place; my current idea is that the money goes to the player who recieves the ship, which seems reasonable to me. I understand Vuorma had different opinions about that though, so it might be something for you to discuss.
 
Level 9
Joined
Sep 4, 2008
Messages
603
I have no idea on how trade ships should be distributed. It's pretty hard to say.

But about the reward, it could be both currency and oil, in my opinion.
 
Level 12
Joined
Oct 19, 2008
Messages
579
2: Each shipyard on the map sends out one trade ship to the nearest trading port of each of it's allies, i.e. if a player has 3 allies, each shipyard they own will send a total of 3 ships to whatever shipyard is closest for each of the three allies.
The problem with this method is that you will end up with a lot of trading ships on the map at once if many players are allied to eachother.

Instead of this we could perhaps make it the way that each two closest ports of two allies send ships to eachother and therefore only two ships will roam the map for each pair of allied partners.
 
Level 19
Joined
Oct 15, 2008
Messages
3,231
How about allow yourself to choose which trade route to take and predesignate it, while being able to choose who to trade with, even enemies (For hostage or threat purposes).
 
When we finish the turret system, ships will have to get to port to repair their turrets. I personally don't like the idea of giving ships limited fuel however, since it requires you to keep constant check on all your ships (especially in the old map, where ships would sink when out of fuel!).

@VMiss_Foxy: Well, you will still have to have some kind of system that sets the initial trade routes, it shouldn't be up to the player to set all theese the first thing he does.
And trading with enemies can be troublesome since they can't prevent their units from shooting down your trade ships.

@Vuorma: sounds like an OK idea, You'd propably either make theese two players cycle between the available allies so that everyone can have a chance of getting a delivery. Just have to figure out how to code it though.
 
Level 5
Joined
Sep 30, 2010
Messages
161
What happens if You shoot down the tank before taking down turrets? do they float and still seem to be working or just disappear?
Idea looks nice though.
 

AoC

AoC

Level 2
Joined
Nov 10, 2009
Messages
21
Wow, a turret rotation system? That is amazing coding indeed. However, if you've ever played Illidan(Evil)x's Modern Warfare map, he had a turret rotation system similar to yours I'd suspect. Would you still have the same problems?
1. Tanks would not stop at a distance to engage in the fog, they went right next to a unit to attack it.
2. Illidan told me his map could take 900+ tanks before it started lagging, will this map have 900 tanks or ships at one time?
3. He used timers, and I suspected this caused dropping bugs and maybe will apply for you.

Other than that, I really want a rotation system! Great work.

PS, I want to sign up for BETA, but I can't since I play on the PvPGN Bored Aussies. :cry:
 
Level 12
Joined
Oct 19, 2008
Messages
579
Wow, a turret rotation system? That is amazing coding indeed. However, if you've ever played Illidan(Evil)x's Modern Warfare map, he had a turret rotation system similar to yours I'd suspect. Would you still have the same problems?
1. Tanks would not stop at a distance to engage in the fog, they went right next to a unit to attack it.
2. Illidan told me his map could take 900+ tanks before it started lagging, will this map have 900 tanks or ships at one time?
3. He used timers, and I suspected this caused dropping bugs and maybe will apply for you.

Other than that, I really want a rotation system! Great work.

PS, I want to sign up for BETA, but I can't since I play on the PvPGN Bored Aussies. :cry:

The code itself is actually very simple and I'am sure we've played with more than 1k tanks without lag and the tanks still preform as they should.
As Fingolfin said himself, it's simply achieved by using the "animation - lock body part facing" action.
 

AoC

AoC

Level 2
Joined
Nov 10, 2009
Messages
21
Oh, thanks for clarifying that. Didn't see the "lock body part" bit. Bite me. lol. How did you actually do it? I tried doing it once with a tank using this action, didn't work. :p
 
Level 9
Joined
Sep 4, 2008
Messages
603
@Fingolfin: Cool :). Can't wait for it!

So guys, I'll be on vacation for a week and might not be active as I am there. Good luck with the stuff.
 
Level 5
Joined
Sep 30, 2010
Messages
161
That would be cool, I got two weeks of break from the school and Im up for testing on Garena if it's not a problem to let Me in.

I track this project daily, perhaps not really much happens here apart from questions about stuff that has been already answered but Im waiting for any news.

Cheers.
 
Status
Not open for further replies.
Top