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WW2: World in Flames [REVISED]

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Level 12
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oh sorry about not having read about the SS, xD
i didnt see that images, awesome.

frigolin, your models (tanks) got a High Quality texture,
so, incrase theyr size, to be more realistic. (just a idea)
i was watchim a top 10 tanks of the world, T-34 was in second position o_O
it is really powerful right? :goblin_good_job:
==== Off topic ====
yay :D frigolin gave me inspiration to start modeling things, now i'm doing
mine Company Of Heroes Machine Gun Tent.
184348-albums4613-picture45140.png
 
Level 20
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I know the squad system got scrapped because of several problems such as rotation and dying.
But why not do it like this:
Once a unit is created,create several more units of it's type and add locust to each of them except for (main) one. Then save all units in a struct attached to main unit and each time the main unit gets an order,all of units in it's squad perform same order.
About dying,you can kill units in squad when main unit takes damage.
For example,if there are 5 units in a squad,if main unit takes damage that brings it's hitpoints to 4/5 of it's max hitpoints,a unit from squad will die (The main unit dies the last).
So number of units in squad is always determined by (Current hitpoints)/(Max hp)/(Max number of units in squad).
 
Level 12
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I know the squad system got scrapped because of several problems such as rotation and dying.
But why not do it like this:
Once a unit is created,create several more units of it's type and add locust to each of them except for (main) one. Then save all units in a struct attached to main unit and each time the main unit gets an order,all of units in it's squad perform same order.
About dying,you can kill units in squad when main unit takes damage.
For example,if there are 5 units in a squad,if main unit takes damage that brings it's hitpoints to 4/5 of it's max hitpoints,a unit from squad will die (The main unit dies the last).
So number of units in squad is always determined by (Current hitpoints)/(Max hp)/(Max number of units in squad).

Pretty sure you can't give locust units actions. And I'am pretty sure we won't make a squad system either way. It's very good as it already is.


frigolin, your models (tanks) got a High Quality texture,
so, incrase theyr size, to be more realistic. (just a idea)
Textures are shrinked ingame.

i was watchim a top 10 tanks of the world, T-34 was in second position o_O
it is really powerful right? :goblin_good_job:

It was easy to build and repair, therefore the perfect tank for mass-production. As well very lightweight and mobile for the strength it had, yes basically a very efficiently made tank. Normally factories could just pump out T-34s straight onto the battlefield.
 
The reason we're not using squads is, as earlier stated, the problems of putting them in transports.
Ofcourse, this could be solved regardless, using only the "main" unit as the transported one and make the others spawn/despawn when you load/unload them (that is now possible due to the enhanced transport events we included).
Regardless, i'm not sure that we could justify the usage of squads, seing how units die very rapidly which could make you end up with a big bunch of half-empty groups and it would work out pretty much like normal. Also, i think theese kind of systems are better used in a different scale of map (there are many narrow spaces in this one, you see).

@VTZ: Tanks are scaled in a way that makes sense on the map. It is the infantry scale that has been increased to improve their visibility and "selectability" on the battlefield. One of the problems of making the entire world in a wc3 map is this; you can't have everything correctly scaled or it would be ridiculous.

As for the bunker, nice job, but i recomend you to make the cloth out of planes instead of boxes, to reduce polycount (it is flat, anyways).
 
Level 19
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Gosh, these new stuff are making my mouth water... Good job Fin!

Side-Note: You gave me the inspiration to continue my mini-map:)
 
I just made it so that artillery AoE no longer damages armored vehicles (that didn't make sense anyways). Hopefully players will now find use in loading their infantry into trucks when approaching areas guarded by massed artillery; the rounds would only damage the main target, and by the time the truck breaks, the infantry is close enough to damage the artillery (infantry is very powerful against those once it gets in range).
 
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AoC

AoC

Level 2
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I've been inactive for a while from Wc3, but coming back and seeing this map is probably the only reason to play wc3 still. :p

I've seen the awesome new allied model, but I do have a question about the new Japanese model.

Will the Chinese share the same model as the Japanese?

PS: Good work, keep it up. :)
 
Quite possible, but i would have to add something to them (as an attachment) to make them stand out, seeing how the chinese will be fighting the japanese (you don't want to get confused).

Perhaps i could make some helmet camo like in this shot, or perhaps the coat that they are carrying rolled-up across their shoulder.
 
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I have an intresting idea I think. What if you put code/codebreaking into the game? It would add a layer of diplomacy and deception. So all text is transmitted over the all chat channel but the messagesare scambled. This is realistic because during the war each side knew the other people were sending messages and when they sent alot of message it was a clue that something was happening. This could be a sort of research war between the code and the code breakers and would give a side an advantage if you could break the others code. Perhaps this goes further than just chat strings but also reveals enemy orders at a somewhat delayed timescale. So say player A has cracked players B code when player B orders his subs into the alantic Player A gets a ping alittle while later. i think it would be intresting
 
Level 9
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I thought about the same thing today, but instead of seeing the enemy's chat, the player would share vision with the one who broke his codes. Following your example, player B would share vision with player A.
 
@Gallin, that actually is an interresting idea, the breaking of the enigma code was crucial for many allied victories in the late war.

I really like the idea of having messages scrambled, it would really make it feel like a coded message, although it might not be that practical in the event that a player DOES want the enemy to see what you are writing, if you are taunting them, or perhaps just chatting about other things. It can also easily be overridden since players can communicate across their team through other means, like skype or other external programs (although that is not something you'd expect in a normal b-net game).

As for other ways of obtaining information, i would say that a random chance of displaying orders (or other things) based on your developments in codebreaking vs the enemy development in coding would seem like a more viable option. Instead of move orders though, you could go for only attack orders (since those are of more value to you than "player orders this dude to move 10 meters in his homebase", which would otherwise make out the majority of the information).

We also had discussions earlier of possible effects on spies (with the conclusion that spies as units would be obsolete, since noone would bother trying to detect single stealthed units in the heat of a world war thus they would always succeed). Those effects included reports on the enemy army size or perhaps ammount of units of a certain type, or why not total oil/currency income per turn for that player (could be valuable information if you know they can't build oil-expensive units, for instance).
To make it short, there are several ways we could implement coding and codebreaking into the game, so feel free to keep discussing it and we will see if we can reach a nice concept.
 
Level 5
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Bump mastah

So I've seen the discussions about making it squad based game, well. For a WIII standards it's kinda bad idea, yea it would make the game smoother and such but honestly... Perhaps I didn't read most of the discussion but how would that work with transport system.

Blah, screw it. Do you plan any major changes? If you don't mind you could tell about minor changes also...
 
Level 19
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Hmm... To ensure easier microing, what about having some way to cast 'abilities' with a squad too? Like for example, units with abilities can be used together and cast it on some spot at once.
 
And i still can't make any sense of what she's trying to say :)

@Miss_Foxy: units don't have abilities in World in Flames (save for japanese officers, who can call a melee charge, and v2 rockets who use an ability to launch). Besides, there already is a feature for multi-cast built into warcraft (that only applies to certain spells)
 
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