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On July 25 2012 03:21 Danko__ wrote: Actually ensare worked different on few units in bw. 1. It slowed units down by 50% or gave them upgradedless speed for units with upgrades. Same goes for atack speed (almost same), so ensared stim rines atacked almost like normal ones. craclings turned into slowlings witchout adrenal etc. Golis/Tanks/ultras were not affected with atk speed slow.
I agree with that game should be simple, but if you want it to have different effect on different units then make it slow atack as bonus to cooldown, not modifier. +0,3 or something like that and 50% slow. Will be weaker on tanks, great on small units. Good on ultras due to move speed slow, insane on lings. interesting, I never knew that ensnare was a conditional, it doesn't seem like anything major though since the spell still does the same thing in principle (though with reduced effectiveness).
I must admit, that felt completely random and unnecessary for the game.
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this looks really cool. will try out at some point
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Any updates lately Kabel? Been kind of quiet.
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Hey, yeah I´ve been busy with real life work and other stuff. But I still plan to have everything released on saturday.
The real major problem left is the high ground system. I try to make ranged units on low ground deal 50% less damage vs units on high ground. I want it for 2 reasons: - Terrain becomes more important to control. - Further strengthens defenders advantage.
TaShadan sent me a file where he had built something similar for his map. Tonight when I am home again I will spend the evening focusing on getting this to work. If it does, then I will publish it tomorrow. (saturday)
Ps. I have also got 2 more good maps from the community. So I will present the map pool aswell on saturday
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On July 28 2012 10:45 Laertes wrote: Kabel, are you done? I wanna play it tonight :D, you should test it out with me and we can kill the bugs.
I can always help too.
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Two persons are right now helping me fix the high ground bonus system plus an other ability. Once I hear from them and everything works, I will publish it all!
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On July 28 2012 21:56 Laertes wrote: You there, kabel? I'm really excited. Today is the big day! I'm on EU, and I want to test some Starbow, so tell me whenever you're ready.
Yea I wanna try it to! Just waiting for the last stuff to finish
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On July 28 2012 21:59 Laertes wrote: Let's go on EU man, I wanna discuss some stuff. Also, what is up with the highground? The best way to do a "highground system" is to have a switch with an elevation check, this must be done for every attack.
Can´t log in on Starcraft right now since I am not at my own ordinary computer. Will be home in a couple of hours again. But I do have acess to a web browser atleast ^^
Yea the high ground system consists of behaviours all units have that via validators check what cliff level they are on. The problem is to make them know what cliff level the enemy is on.
Barrin had such a system for his map/mod. I have PMed him to asked him if he can share it.
Edit: Yep, I have almost created all the pictures for the presentation at the front. But they are not so fancy. They just show the content of the mod, what units the races have, what abilities etc.
I also have recieved 3 good maps to use as the map pool. But I am waiting for one of the persons to send me the map, since it is not uploaded on EU.
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You mean this one? It's opensource dude, I thought you were using this as a base lol! It's also meant to be entirely moddable, so I hope you are able to mod it to Starbow!
Whaaaaaaaaaaaat?! There already is a complete system for this, right under my nose? Haha I have spent so many hours trying to get my system to work :D
Although this system reduces attack range by 1, I was aiming to make damage reduced by 50% for units attacking on low ground up to high ground. I will look at this when I get home!
Hm, but for the sake of simplicity I will probably use this one since it spares me a lot of headaches ^^
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Thanks Laertes.
Now I only have two issues left:
- Reaver scarabs still get stuck easily at buildings. I have made them not collide with units atleast, but buildings can mess up the reaver quite a lot, since a lot of the scarabs never hit the enemy
If I make scarabs unable to collide with buildings, they just move up and down cliff edges too!
Perhaps players just need to get used to it, but I would prefer that Reavers were a little bit more user friendly and not so unreliable. (Perhaps its just me, but when I try vs the computer I miss 50% of all reaver shots I shoot in their base due to buildings :p )
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One spell I try to add is "Calldown Turret", which lets the orbital command calldown a auto-turret on top of a supply depot. The turret lasts until the depot is destroyed and it can´t be lowered any more. Getting this spell to look good and work properly is painful
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On July 28 2012 22:45 Laertes wrote: Calldown turret lol. That's actually pretty cool, I dunno how we are going to fix it, maybe if I knew what was wrong I could help. There is an old onetwo tutorial on how to create a unit called the omegalisk, and I think your gonna wanna create a SECOND supply depot, which can raise and unraise, augh, you don't even know what the fuck you've gotten yourself into gossen, just put it on the bunker, the bunker doesn't raise/lower and it already has a shrike turret model built in.
Yea I will probably skip this idea for this time being. If needed I will add it later. Cause right now its the only thing left that prevents me from having the mod "complete."
Remember, just cause I upload this today does not mean that this is the final version ever. Things can still be added or removed and balance will be adjusted as time goes by.
This will however be the most complete version so far. With complete I mean that the stuff in the game will actually work ^^
Also, there will be no gaps in the races, like spell casters with only 1 spell, buildings lacking units etc. All races are now "complete" for the time being.
Perhaps some people here are gonna like it, others are gonna hate me. The stuff I have added are based on the discussions in this thread and stuff that we found could be needed when we were playing.
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