How was it? Releasing a semi-major update tomorrow that will fix a few things and add a secret shop. However, map will be under a new name due to Rock the Cabinet (Battleships: Empires of the Stormy Seas)
I was wondering if anyone has figured out a way to access HotS models, specifically the doodads. I noticed that it had a lot of ship models (which I am especially interested in) and a lot of medieval themed doodads that the community here may like. However, I have not figured out a way of how to access them. I do have the Alpha and I wish it came with an editor.
I am using the default research ability. I will try what you recommended and let you know how it goes, thanks!
edit: It appears to be an issue with the upgrade ability itself. In the Effects+ I have it set so that the cost of it increases by 100 each time used but it didn't trigger. I also added an Effect that would increase the player's hero's health by 100 per upgrade to see if it did that and it didn't. What is a good up to date upgrade guide?
After making a working upgrade ability, I came across a small issue: how do I upgrade my team's units? In my MOBA style game, the AI periodically spawns stuff. I want to be able to upgrade the stuff. I placed the upgrade ability in a building owned by the AI and set the alliance such that the AI treats the player as an ally with shared spending (so it's the player's money used for upgrades).
However, despite that, the game seems to insist on upgrading the player's "units" rather than the AI's. My question is, how do I make it so that it upgrade the AI's units?
I changed the trigger to say this but it still doesn't work. However, it does say "leaver detected"
edit: player 9 is the AI for team 1 responsible for managing spawns and buildings
I have a 5v5 team game where each team has an AI responsible for periodic spawns, controlling towers, and team structures. Unfortunately, I realized that a host can remove the AI player from the lobby, which can screw the game over. What can be done to make the AI non-removable in the lobby?
Empires of the Stormy Seas is a naval and air hero combat game where players can choose from a unique set of weapons, all stackable, and build their battleship the way they like. The weapons attack passively, giving players focus on gameplay, abilities, and strategy. The ships are swappable and players can change into any ship at any time, so long as they have the cash. The gameplay is similar to a MOBA style game. All feedback welcome! Screenshots below (the first one is slightly dated but still shows the correct shops):
I am trying to create an income system where the AI distributes income to the players on its team, adjusted for number of players and leavers. Alternatively, it can be a fixed income that increases the amount of cash given per number of leavers on the team. What would be the simplest way of accomplishing this?
For some reason, it doesn't remove the player from the game. I would like to add that player's units (the hero) does respawn if it dies so killing it wouldn't do it.
Thank you for posting that. I looked at it and looked a lot more complicated than I would like to work with and would require to completely overhaul my current system.
I resolved the team problem by having the team AI treat the player as an ally with shared spending and having the player treat the AI as an ally (no shared spending). That way, the player can use the shop the AI owns while spending own money. I haven't tested my solution yet in multiplayer but I think it works.
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@wargirlwargirl: Go
How was it? Releasing a semi-major update tomorrow that will fix a few things and add a secret shop. However, map will be under a new name due to Rock the Cabinet (Battleships: Empires of the Stormy Seas)
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What common issues cause upgrades to fail working? Sorry about double post; seems my edit a few days ago went unnoticed.
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I was wondering if anyone has figured out a way to access HotS models, specifically the doodads. I noticed that it had a lot of ship models (which I am especially interested in) and a lot of medieval themed doodads that the community here may like. However, I have not figured out a way of how to access them. I do have the Alpha and I wish it came with an editor.
0
I am using the default research ability. I will try what you recommended and let you know how it goes, thanks! edit: It appears to be an issue with the upgrade ability itself. In the Effects+ I have it set so that the cost of it increases by 100 each time used but it didn't trigger. I also added an Effect that would increase the player's hero's health by 100 per upgrade to see if it did that and it didn't. What is a good up to date upgrade guide?
0
After making a working upgrade ability, I came across a small issue: how do I upgrade my team's units? In my MOBA style game, the AI periodically spawns stuff. I want to be able to upgrade the stuff. I placed the upgrade ability in a building owned by the AI and set the alliance such that the AI treats the player as an ally with shared spending (so it's the player's money used for upgrades).
However, despite that, the game seems to insist on upgrading the player's "units" rather than the AI's. My question is, how do I make it so that it upgrade the AI's units?
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@TheLazzoro: Go
Thank you very much! I will go try this out.
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@MaskedImposter: Go
The purpose of the condition is to distribute leaver money but I didn't do the condition right. I will try it again.
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@FunkyUserName: Go
I changed the trigger to say this but it still doesn't work. However, it does say "leaver detected" edit: player 9 is the AI for team 1 responsible for managing spawns and buildings
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@Elmaex: Go
It is already locked http://i.imgur.com/5ZcFfZI.png
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I have a 5v5 team game where each team has an AI responsible for periodic spawns, controlling towers, and team structures. Unfortunately, I realized that a host can remove the AI player from the lobby, which can screw the game over. What can be done to make the AI non-removable in the lobby?
0
Empires of the Stormy Seas is a naval and air hero combat game where players can choose from a unique set of weapons, all stackable, and build their battleship the way they like. The weapons attack passively, giving players focus on gameplay, abilities, and strategy. The ships are swappable and players can change into any ship at any time, so long as they have the cash. The gameplay is similar to a MOBA style game. All feedback welcome! Screenshots below (the first one is slightly dated but still shows the correct shops):
Map URL: starcraft://map/1/233463
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How do I distribute a leaver's money among the remaining players on a team? Unfortunately anything I tried didn't work.
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I am trying to create an income system where the AI distributes income to the players on its team, adjusted for number of players and leavers. Alternatively, it can be a fixed income that increases the amount of cash given per number of leavers on the team. What would be the simplest way of accomplishing this?
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This may seem like a simple noob problem, but how do I remove leaver's units from the game?
I created a trigger
For some reason, it doesn't remove the player from the game. I would like to add that player's units (the hero) does respawn if it dies so killing it wouldn't do it.
0
Thank you for posting that. I looked at it and looked a lot more complicated than I would like to work with and would require to completely overhaul my current system.
I resolved the team problem by having the team AI treat the player as an ally with shared spending and having the player treat the AI as an ally (no shared spending). That way, the player can use the shop the AI owns while spending own money. I haven't tested my solution yet in multiplayer but I think it works.
edit: My solution worked