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    posted a message on Diablo III Release Date Annouced
    Quote from Neonsz: Go

    @Kueken531: Go

    Challenged accepted

    On a serious note, Blizzard is the ones with the knowledge here, you guys don't know jackshit compared to them. All this talk about 'casualizing' the game. They know exactly what we want at Blizzard. They've got the game covered, and everything they've done, they've done for a reason.

    They work hard to "casualize" the game. And a lot of people sure do put "blind faith" into Blizzard. On that note, fan cries have been heard for things like character names showing everywhere and "normal" being substantially harder now (we actually take damage now!). I don't know, if people just accepted Blizz's decision, do you think normal would be improved to the point it is now?

    Posted in: Off-Topic
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    So I tried your newest patch. It's still really easy of course ... I only needed 20 mobs to easily beat wave 11.

    As for bugs, the main thing I noticed was that so many mobs became unhappy and left, even though there was plenty of food & lair. Is this a bug, or do they require more things now? Also, seemingly after a fight, the mobs don't go anywhere automatically ... their AI just stops them in place and they complain about being hungry or whatever. If I pick them up and drop them, the AI kicks in again.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    @Bibendus: Go

    Did you really need the replay? Just go play a round and get lots of drones going, like 50 or so, then highlight a good quarter of the map and watch them go! The highlighting seems to lag like hell and/or the rapid destruction of dirt tiles. Drones kill a dirt tile in like 2 swipes? Should probably make that more ... these may be level 5 drones. Without trying too hard I dug up half the level in no time, if you got someone in there with serious APM they could probably do the whole thing before the 11th spawn np.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Alright here you go Bibendus:

    The bugged Nydus Worms http://www.dumpt.com/img/viewer.php?file=x03our0nlawgebpq2tnz.jpg

    A common trigger error http://www.dumpt.com/img/viewer.php?file=8u251b0u3irdws2u7nsx.jpg

    I beat it lol http://www.dumpt.com/img/viewer.php?file=76uonkahlrjuy2ahh9pv.jpg

    Another thing I noticed, man do you ever get a lot of drones when you get going (I like it although it's easy :P) Anyway. with those drones tears down rocks lags like hell, that big gap you see in the last screenshot on the right ... as soon as I selected a few screens worth of blocks and those drones started going to town the FPS dropped to a crawl and the drones chewed through the rocks in no time.

    Posted in: Project Workplace
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    posted a message on Hive Keeper - Dungeon Keeper Mod

    Why don't your createures auto attack when enemies enter your creep? Is that supposed to be what guard rooms are for? Annoying to always have to drop them on top of enemies.

    Also is there/will there be a way to increase your population more? I sit at 20 and then my level 2-4 guys get owned by level 9s. I haven't been able to capture more nydus worms like SnyderGuy ... do they not show as green when you capture them?

    I think the 250 vespene for a drone is a lie.

    • Update* I played one more time and got to level 11 and died. I was able to capture another Nydus, but only found one. Still wondering what you need to do to capture it completely, dig all around it?

    I found a TON more Nydus down in the bottom left of the map embedded in dirt - the collision wouldn't allow the drones to dig it, they just ran around in circles.

    I had one mutaling leave due to unhappy, what do you have to do to make them happy? It was the only one to leave and had plenty of food rest and train areas.

    Posted in: Project Workplace
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    posted a message on Start listing things that annoy you about the editor and I'll give to Blizzard

    Ability to change more things via the catalog and/or triggers/data, primarily:

    • attributes (have a marine and/or all marines suddenly upgrade to "psionic" midgame)
    • command card (move buttons, change hotkeys, etc)

    Also, support more attributes for units not just the base 10 light, structure, psionic, etc

    Finally, support trigger cliff and terrain manipulation (if it's coming in the third expansion that's okay too)

    Posted in: General Chat
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    posted a message on Trigger, wipe all units

    @StatusQ3: Go

    Sorry you should've seen it by just typing "Pick" but it's "Pick Each Unit In Unit Group" there's only 3 "picks", one for each integer, player, and unit.

    And for your code, if you're setting the intial value of the variable at the "local variables" section, you don't need to use the "set variable" command later. Also, remember you'll need to make the remove unit remove your "mothership" not the triggering unit (I don't know if you're preplacing or what for where the mothership is). Finally, the kill unit should be "Picked Unit" not "Triggering Unit" and then moved into the actions of your Pick Each

    GL

    Posted in: Triggers
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    posted a message on Loading Screen - White?

    @onisagi: Go

    I wish you could just set the background to white, but for my workaround I just used photoshop to invert the colours (since it was a black and white image) and now it looks fine on a black background. Sigh it'd be much nicer if Blizz could just make the loading screen tools better.

    Posted in: Miscellaneous Development
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    posted a message on [solved] Attach sound actor to a unit rather than "global"

    @scmapcritic: Go

    Woops totally misread your post. I thought you were playing a sound in the events of an actor ... not using a sound actor. My problem is the using the play sound message on an actor. Sorry for not helping :(

    Posted in: Data
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    posted a message on Trigger, wipe all units

    @johnsmithlol: Go

    Just try what I said. It's using a unit group which selects all of your units, no matter the number, and then iterates them. Note I just realized this'll also include your mothership so you should instead do the following:

    • set variable "My Variable" (type: unit group) = Units In Region Matching Condition (use region: entire map)
    • remove unit from unit group (group is your variable, unit is your mothership)
    • Pick All Units In Unit Group (group is your variable)
    • * Actions: Kill Unit (Picked Unit)

    Just try to make it happen and if you can't find something let me know.

    Posted in: Triggers
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    posted a message on How can I make traspasable a unit?

    @M1n1sh4: Go

    Ah the other thing I forgot in my post was Movement - Collide on the unit, uncheck whatever you don't want it to collide with ... Air tends to be "Flying" and Ground tends to be "Ground" & "Unused (Land 09)" (force field)

    Posted in: Data
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    posted a message on Trigger, wipe all units

    @StatusQ3: Go

    You don't need a variable at all for this ... the only "variable" is "Picked Unit" which is actually a function that returns the current unit you're looping through.

    Posted in: Triggers
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    posted a message on Making T/HDenfense. Help with AI please.

    @MagicSpoon: Go

    I'd check other TD maps on here ... but I can tell you that you'll need to use the action Issue Order (once for each point) queueing the orders (it's the same as holding shift in the game) with the final order being attack on the life source?

    Posted in: Triggers
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    posted a message on Trigger, wipe all units

    @StatusQ3: Go After you fly your mothership to the middle of the map, the actions you want are:

    • pick each unit from unit group (the group will be all units in region entire map)
    • kill unit (or remove unit if you don't want them to play a death animation) - with the unit being "Picked Unit" (under functions)
    Posted in: Triggers
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    posted a message on [solved] Attach sound actor to a unit rather than "global"

    @scmapcritic: Go

    I've asked around and troubleshooted this with a couple people in IRC and we've found nothing. My assumption is that it may only be possible in patch 1.2 where you can make actors work for certain players only? My sounds are global too and it's annoying.

    Posted in: Data
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